The berserker killer
Member
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I believe that the main thing wrong with energy taking moves that testers haven't noticed is that if the skill deals damage and takes a massive amount of energy at the same time then it is overpowered. That's a given if you just look at the past. Static charge, Parasite, etc. What I am suggesting now is one out of 2 things. 1) Make every primary weapon contact move (static smash, atom smash, static charge, assimilation, parasite) blockable and deal 85% weapon damage, including cores such as Energy Shot. And by blockable I mean the damage and the effect in general. Meaning Assimilation takes 30 energy or parasite takes 30 energy per turn. or 2) Make those same moves unblockables, all dealing 85% primary weapon damage. Lets get into my reasoning. Out of the 5 moves mentioned above it's safe to say that Parasite and Assimilation are the two deadliest skills because of the class they are with. First, parasite has a fixed rate which means that the user doesn't have to waste his time investing stat points into unnecessary stats. All he's gotta do is reach 42 support for an assurance of 15% energy drain as opposed to the skill scaling with support. The reason this is absolutely deadly is because it is enabling the user to perfectly blend together a mix of hp, strength, defenses and going crazy on the skill tree because he knows he'll just take his opponents energy and deal damage simultaneously. It's a complete win win win wiin(yes, quadruple win) because 1)he'll be absolutely set on energy 2) his opponent wont have any energy 3) he can spam skills on his skill tree 4) he deals some sort of damage upon contact As for assimilation, a skill belonging to one of the only classes in this game that still uses their classes given weapon (a staff), this is a deadly move because your scaling is strength. That means that not only are you dealing damage based on your strength, but youre also taking energy based on your strength and the best part about it is that the effect is unblockable. If you get blocked, no big deal because you will still be taking 225 energy in a single turn with a battery back up on stand by. You're never taking a chance with these two skills. And to make it all better, both skills belong to a class with the deadly move Bludgeon, which deals physical damage and can make up for any blocked turn as long as this skill itself isn't blocked. Okay, I know words are annoying to most of you so ill break it down in basic numbers. You have 4 (at minimum) advantages of parasite. 4 (at minimum) at minimum advantages of Assimilation. Lets go on Static Smash and Atom Smash. Sure, they are absolutely deadly moves but are rendered absolutely pitiful when you're blocked in a game where someone with 65 dexterity+33 wep stats (since you have to use a maul its 33) can get blocked by someone with 55 dexterity+35 on any given sunday. But when they aren't blocked you can end up taking a massive amount of energy, even though only one skill converts the energy for you (static). With that being said, you have at least 2 advantages of static smash and maybe 4 disadvantages. Static advantage: 1) Massive energy conversion rate 2) No cost Disadvantage: 1) The effect is blockable, nearly completely. 2) no dealt damage 3) Huge risk 4) opponent may use gen/piston. Atom Smash Advantage: 1) Takes Massive energy 2) Cheap Disadvantage: 1) The effect is blockable, nearly completely 2) No dealt damage 3) Huge risk 4) Opponent may gen/piston 5) Costs Lets move on. Static charge isn't bad, I have to admit. Gives a massive amount of energy even when your weapons have been turned into fish from Kartheraxs Darrkspawn or even if your enemy uses the Icy Shield. 1)You are always guarantedd 200+ energy so that's a major plus. 2)It deals 85% dmg disadvantage: 1) Grants energy, doesn't take My point is that 2 of the many energy taking moves in this game do what theyrre supposed to do with additional benefits and are completely and utterly safe. With that being said I suggest that 1 out of 2 things happen. 1) Make every primary weapon contact move (static smash, atom smash, static charge, assimilation, parasite) blockable and deal 85% weapon damage, including cores such as Energy Shot. And by blockable I mean the damage and the effect in general. Meaning Assimilation takes 30 energy or parasite takes 30 energy per turn. or 2) Make those same moves unblockables, all dealing 85% primary weapon damage. Sure you can make the argument that static smash takes a ton of energy so if it deals damage it may have to be nerfed, then I will respond that you might as well nerf parasite too. Fight someone with 1k hp and see how much energy you get back. **Things I don't understand** Why can I get normal energy from static charge even when im kartheraxed or my opponent uses icy chill when mercs cant get normal energy when theyre kartheraxed? Why isn't parasite taking a fixed rate o energy? Why doesn't parasite improve with anything when static charge improves with support? Thatd seem like a viable option. Nerf it and make it scale with support. Why do tlms have one skill on their skill tree that requires them to use their class designated weapon even though its blockable? Sacrifice stat points for 1 skill? I don't think so. Shadow arts says it protects the target from a percentage of ALL damage. All damage means damage against hp, energy, even poison. So why doesn't shadow arts affect assim, poison, or even static grenade? Why does shadow arts have a cap on it instead of scaling with support? Why do you get bonus stat points for not using your class weapon? I can understand bonus damage but not bonus stat points.
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