aurther13th
Member
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@ santonik not sure if its me or the way your writing but your mixing words and making it hard to understand. also @ santonik 29 energy for bunker would be to low i think maybe 32 would be fine, im fine with it at 33 so mercys have to use a few points for energy. @ E.P. using it to make opponents rage take longer to fill would be good but as someone pointed out earlier even at max with a support build might only effect it by one turn, although better would still not make much difference. @ midnightsoul the passive skill in place for adrenaline being using energy to recover from a debuff being bad for 2 reasons. 1st: mercys already have a problem with keeping energy and they cant recover it. 2nd: it would be more of a turn to try to counter the debuff then to try to tank it out with higher hp and high field medic while still doing damage. @Thylek Shran other players using malf and smoke is tough on a mercy but thats part of being a tank with high hp and field medic. you will have to find ways around that but over all once they run out of energy they are stuck and all yours. tlm can avoid malf somewhat from blood shield but that takes a turn, in which they have control on your next move, rather they attack an make use heal or they buff them selves and give you the chance to change things. i think the suggestion of making it a passive that makes you not need as much energy as pointed out earlier would be pretty nice. for S.S. being 10 less energy would be good but not op. personally i use talc mercy so energy isnt that much of a problem since i have reroute and the core for armor, +8 on resistance so i get 21 energy back. i have come into problems with 2 mages, in jugger matches, that both have assimilation and just completely drain all but 20 of my energy. one use malf and then both use bolt an im gone. although i counter with blood shield still can be challenging. would be even harder for a regular mercy. returning hybrid armor back to where you can change it from defence and resistance would be alright but still using a turn, i would just rather have my armor balance it out an use that turn for attacking. hybrid armor to 8/7 is way op. especially for lvl 35 where they can have armor with 5/5. could get def 25-30 +8 +5 and res 25-30 +7 +5 would be way way to much. at lower level maybe not too bad but to much at high level with tank build. 8+ field med and high hp. having a different route to adrenaline, or new skill if replaced like needed, would be good. i use a sword instead of a club simply for the 4 extra points, at lvl 29 20 points for sword, 16 for club. if not i would be using a club. for SS to require a club would be terrible. not only because it would limit it but also tanks use swords and clubs. in which both atom smasher and frenzy/maul require clubs, i dont like testing luck with maul for stun so its pointless to me, and atom smasher is alright but seems like a waste of a turn when most players have many ways of getting energy back. i have to sacrifice not using frenzy, which i love since it gives hp, for the 4 extra points that a sword gives. i dont see any balance problem there so why mess with it. for some builds people use sword others use a club, why alter that. other then that sound about it for me.
< Message edited by aurther13th -- 3/27/2013 10:55:11 >
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aurther13th: lvl 31 Tactical Mercenary King of War out2getu: lvl 24 Cyber Hunter everything that came before it, will soon be behind it.
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