Midnightsoul
Member
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Hey guys, I'm back for more feedback, especially because this is a big balance change. First of all, I absolutely love the idea and I think it's great. I played for a little bit and it WORKS. The game definitely should stick with this concept. Some basic changes need to be made though. The problems are stated below. Energy Parasite: Ok, so some of you might notice that the skill is taking a lot lower than it's supposed to be. This is because it has a limit to drain up from a energy pool of 150. This means that even if I have 1000 energy, Energy Parasite will only work as if I had 150 energy. This limit needs to be removed. I also think this move does not need a reduced strike. I think it should hit 100% damage. Compared to Smokescreen and Malfunction, Energy Parasite looks like a setback since it doesn't do 100% and can put a Blood Mage at an offensive disadvantage quite often. Hybrid Armor: This move can be a big waste at times because when one tries to shield a weakened defense, it's not as effective and the other defense is pointlessly buffed. I suggest making it work like the Assault Bot Special where it can remove the debuff, but I want it up to around 120% at max so it can completely block a debuff and take account for the turn sacrificed to use the move. By making this change, Mercenaries have a chance to to be more efficient. Fire Scythe: Please put an active version of Deadly Aim back. This move is sooo pointless since there is Bludgeon. I think it should be like... ...Use your gun to with a % that increases your gun damage and ignores deflection (unaffected by gun cooldown, depends on gun damage, deflectable, and costs energy). Berserker: Lower its energy cost a bit. Massacre: Slightly increase its damage. 10-15% sounds reasonable...or let it ignore defense. One of the two.... EMP Grenade: Make it more effective...or reduce its cost even more??? Idk. It's kind of weak since there's Static Grenade now. You see, the problem is that a Bounty Hunter and Merc can regen and drain energy in one turn. CH's and TM's have to do it in two turns which is not efficient and unfair. Static Charge: At times, it gives a lot, at times, it doesn't. Honestly, I think the energy it grants needs to be more stable and consistent. I believe letting it work like Mark of Blood is good.....or at least make it grant more than Atom Smash. In my viewpoint, just letting its energy regen partially ignore defense (30-50%) is what I want...some might disagree, but I think making a reduced version of the overpowered CH (that was able to ignore all defense in energy regen) will give CH a chance for a variety of moves. Battery Backup: Bring its cooldown to 2, but reduce its energy grant by about 20 points. What this will do is give TMs more chances to regen energy instead of having to wait so long, but also have to think tactically since they now to have to sacrifice turns.
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