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Battery Backup requirement

 
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11/23/2013 16:09:08   
Scyze
Member

Battery Backup now works like Field Medic where you gain energy.

My thought is to have Health as the cost to use it. It's a percentage of your HP so that it's fair with high HP builds. It need to be fair.

Do you guys like it?
AQ DF MQ AQW Epic  Post #: 1
11/23/2013 16:19:26   
kaierti1
Banned


i prefer energy backup stats required: 42 support max. for destroy tank mages and use focus 5 build all
Post #: 2
11/23/2013 16:33:39   
Predator9657
Member

That's a great idea. It would be good for balance since all the other replacements for the main passives had energy costs, while battery came free.
Epic  Post #: 3
11/23/2013 16:43:52   
Scyze
Member

I think it should be for all of the Energy regaining Skills. The percentage, however, shouldn't be the same for all of the Classes.
AQ DF MQ AQW Epic  Post #: 4
11/23/2013 16:50:55   
Noobatron x3000
Member

no not 42 support at max lol .... static grenade already renders battery pretty worthless as is. doesn't need any more nerfs.
Post #: 5
11/23/2013 16:55:49   
kaierti1
Banned


Noobatron x3000,
static grenade will be nerfed too but how we dont know. im so much interesting. maybe improve with support or low energy gain steal
Post #: 6
11/23/2013 18:56:04   
Altador987
Member

i'd thought about that for a while but didn't know how the two should correlate exactly (how much hp for mp) it would have to be a decent percentage not a huge amount to keep it fair
AQW Epic  Post #: 7
11/24/2013 0:42:22   
DarkDevil
Member

actually it shouldn't have a stat requirement cus it is universally used across 2 classes.
by universal i mean it is used in all builds since all builds need energy.
adding a hp cost wouldn't be a good idea since it can be countered.

@kaierti1 why stucking static grenade in everything with a word , will be nerfed , first we don't know wether it will be the one nerfed , secondly it can't be changed to supp as i have stated the reason too many times i have gotten bored of retelling it , lastly , nerfing energy gain won't fix it but increasing it will , and on the other hand lowering the energy taken but without breaking it (it shouldn't be less than 35).
stop changing every balance discusstion to be around a skill cus you want it nerfed , we know you do, don't repeat that twice a day where it ain't even mentioned.

< Message edited by DarkDevil -- 11/24/2013 0:45:41 >
AQ Epic  Post #: 8
11/24/2013 0:45:35   
Remorse
Member

I agree it should have a hp cost, but then as a result they can buff the amount of energy it gives.


Great idea.

quote:

adding a hp cost wouldn't be a good idea since it can be countered.

Perhaps you don't understand that if you dont have effective counters in turn based strategies you don't have a fun game.

< Message edited by Remorse -- 11/24/2013 1:48:43 >
Epic  Post #: 9
11/24/2013 1:57:06   
CivilAE
Member

This was a Day one suggestion by myself and a few others already. The lost of potential turn to deal damage seemed to be enough. I'm still for them increasing cooldown by a turn.

However I can compare the role of a "Mage" in other games were it had a equilibrium style skill or set were mage and hp value where made even for use if one was lacking, this could somehow be worked into field medic and battery backup.

Noted: that skills should still work on their own, taking into account field medic is a default skill for every tree (one permanent pre-invested point)

< Message edited by CivilAE -- 11/24/2013 2:02:22 >
DF AQW Epic  Post #: 10
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