Lord Machaar
Member
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I don't agree with assimilation getting a wep requirement, unless class specific weapons receive a buff (give same stats but not same damage). Sure each class must be unique but not broken, with this nerf, str TM builds will be from the past. TM as a class currently has 4 viable builds, I don't really have a problem with that, the problem is with other classes that only have 1 viable build, or 0 in case of mercenary class. I guess static smash and some other energy skills need a total revamp to make other builds viable within each class that uses these energy skills. One of the many many ways to revamp energy skills, as @Explolding Penguin mentioned: (I partially agree, but I still think that with stat requirements has less impact than the stat which the skill improves with, and I gave static smash as an example, thus why I suggested a stat requirement for assimilation.) quote:
I'm not too fond of stat requirements on important strong skills. It just makes everything lean towards focus builds and demotes diversity by forcing stat distributions. If we ask the question, why TM as a class has the ability to run 4 different builds? The answer is simple, none of its energy skills (Battery back up and assimilation) have stat requirements, nor directly improve with a stat. Stat requirements do have an effect but minor one, since atom smasher for instance doesn't have a stat requirement and it is still bad, atom smasher is pretty bad because it is kinda directly related to 1 stat, which is strenght, limiting pretty much the class from using other builds. Same can be said about how static grenade improves with support. @Darkwing: TLM has 2 locked skills but one of them is an energy skill. Even if atom smasher could be used with a sword, it remains a useless skill. Since when a TLM spends 3 turns to use energy skills, BH for instance will spend only 1 turn to use static smash and have 2 other turns to deal actual damage. If you played a CH before, you would know the struggle, since many players who use 5 CH builds tend to focus on draining the opponents' energy pool (Frost shards, EMP grenade, regaining energy, using that armor core again that takes energy and etc..), they do succeed in that but at the end they find themselves with 250 HP and the opponent with 800 HP, sure the opponent has 0 energy but it is too late, especially when it comes to 5 focus builds that mainly need energy for heal and nothing else. Maybe if other energy skills dealt damage like frenzy does, or assimilation and parasite do in a way, this way having 3 energy skills or 4 won't mean you will end up just draining and regaining energy, so on and so forth, without dealing any damage, while your oponent who has 1 energy skill can be more effective (damage-wise).
< Message edited by Lord Machaar -- 12/28/2015 13:14:40 >
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