PumKing
Member
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I am getting really tired of how tech mages are put in every post on how they were nerfed and are now the forsaken class. It doesn't matter what class it is defending to stop a nerf, I really don't care anymore, I want to see more TMs, so here are some ideas, which either a few or all could be implemented, but probably just a few (to keep balance you know). 1. decrease the cost of all attck skills (few have noticed, and even fewer have said anything. Reroute is required to be a viable battlier) Explanation: for the simplest example look at a lv 1 plasma bolt and lv 1 cheep shot. Plasma bolt costs 15 and cheep shot cost 10, ok, not too bad right, only 5 points difference, but you'd be wrong, plasma bolt only attcks with energy, while cheep shot uses the attk of the wepon onthe BH, and cheep shot then increasingly ignores defense with each lvl up and always gives a 25% chance to crit 2. Change super charge to be boosted by tech instead of dex Explanation: this stops it from being effective in high tech builds, this stops it from being an effective 4th teir attck, again comparing the bh classes massacre, while it initially cost one point of mp more, it improves by str, which allows it to work beautifully with str builds which is exactly whay that skill is best used (and only used with). Even comparing surgical strike is better as it not only ignores some res, but also steals life, and lowers res, but most importantly is boosted by tech for an energy attck 3.Move Malfunction to either a second teir or first teir attck. Explanation: Of all the nerfing attcks malfuntion has to be the worst placed, let us compare firstly the merc classesintimidate, which simply lowers str, while it is the bane of basically all str builds it is largely ignored except by tank builders as it makes a nice skill to cover ones bases on shielding themselves for their opponents (this is a second teir attck). But now let us turn to the incredibly effective smoke screen (a teir one attck)which lowers the dexterity of an opponent, this then creates the myriad of effects, as follows, one lowers def which makes phys attcks more effective, increases your own chance to connect a hit, lowers you opponents chance to conect hits with you, and finally lowers the effectiveness of attcks that are boosted by dex. Now looking back to malfuntions which lowers technology, this lowerd an opponents res and lowers the effedctiveness of skills that improve with tech *yawn* looking at the comparitive effects, it seems very clear that malf DEFINATELY needs to be put up a few teirs. SMOKE SCREEN DOES NOT NEED TO BE LOWERED A TEIR <--jut wanted to make that clear. Ideally malf should take the place of defense matrix, which then takes the place of blugeon, and blugeon takes the empty place where malf was (and gives a better synergy to str TMs). But if Malf were only to beraise 1 teir, then the ideal switch would be to have it trade places with blugeon. That's all I have to say about that. EDIT: look, I know that this should probably go in suggestions, but this is the best way for people to see and comment on it, so please don't be to harsh on this post devs ;_; --I am a BH, and I support this message--
< Message edited by PumKing -- 7/21/2011 20:13:39 >
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Carpe Dium--grab a carp, slap him around XD
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