Stabilis
Member
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@The ND Mallet Guy, quote:
Going by first glance I can tell you that Plasma Aura will either be OPd or UPd. Oh good I hope this will be a constructive criticism to help me balance my suggestion! quote:
OPd since you said it removes 10% of total health upon primary damage. This means 10 primary strikes and someone dies. 10 successive Strikes (or in general being contacted by a Primary) will lower the enemy's health to 1. If it helps I will add the statement that Plasma Aura can not kill the attacker (since draws are not an option). So, 10 turns of straight out Primary hits. I would not consider this a dilemma because of the unlikelihood of a player not having common sense. Rabblefroth has mentioned the psychology of human beings to be adaptive (in general I would say). If you play to win (this is your scenario), I would not say that the player is foolish enough to inflict self damage over and over again. There is the option of Sidearms to avoid Plasma Aura, and supplementary skills (for example poison grenades or fireball), and the option to defend (healing or buffs). There is a great many ways to avoid Plasma Aura with respect to versatility in utility. I would not say that Plasma Aura is a deathblow to a single person besides cancelling out Primary Strength spammings. This would hopefully promote more tactile thinking. quote:
Spam tech and dex and you have the next OPd build that is probably even worse then anything before it. Oh! This is a great point ND! I have not been criticized in this category before (selective stat allocation). I would say that Plasma Aura would compensate the need for offence if a player only ever uses defense stats (the said dex and tec). This could be an issue in events such as incoming 3 damage per turn VS. 10 damage outgoing per turn simply due to Plasma Aura itself. I am thinking of solutions to repair this skill... hmm... how about adding this into the skill's scripting: during the enemy's turn -> attacknegate = player with Plasma Aura's Defense - enemy Primary damage + minimum Strength damage... if attacknegate <= 3: _____Plasma Aura = False Plasma Aura will not shock anyone who's Primary will hit a 3 against the user of Plasma Aura. How does that sound? quote:
UPd if you base it off damage inflicted since BH and BM gain health back from damage. If you adjust the numbers so Bloodlust is useless against it, every other class suffers big time. Since I have included the coding above ^, it will not be overpowered. Yes, BH and BM gain health back on the damage inflicted. My confusion is how Plasma Aura would be underpowered if Bloodlust restores health as usual. Would you mind relaying what you meant back to me ND? Max Plasma Aura VS. a max Bloodlust Primary Strike would mean that the change in health is equal to: lplayer health + (23 % * damage inflicted) - (total health * 10 %) When you average things out, it would usually mean 7 Bloodlust bonus - a 10 Aura shock... = -3 health. I would not call that underpowered ahahaha! quote:
Cyber Arts will support strength builds since they would now have higher hit rate because of it. Think of a Str Hunter with the ability to gain huge amounts of energy back in one strike, except it's actually a CH. Cyber arts will benefit Strength builds greatly, yes. In truth, though, Cyber Arts upgrades all Cyber Hunter builds who use Static Charge. ND Mallet. This is the point in my response where I will convey my unnerved feelings toward Static Charge improving with Strength. I thought "of a Strength Cyber Hunter (the best Static Charge) with the ability to gain grand numbers of energy back in one Static Charge". One of my more vital concerns are forcing Cyber Hunters to administer Strength into their complex simply to return more energy. This is preposterous. If a Cyber Hunter would like to play a Support build, they will not get the needed energy BECAUSE Static Charge improves with Strength. Ashari told me that, "It's not supposed to be a universally useful for all builds. Static Charge is intended to be a skill that Strength builds gain more benefit from. Every skill in-game can benefit your more or less depending on your build. Static Charge is no different". That just broke my mind. Perhaps in the description there is reference to skills being unanimous to host a specific stat type... but that does not mean that THE key skill of a Cyber Hunter (Static Charge) should be the choice of backbreaking, to harm the UP Cyber Hunters as well, which has been with us since the beginning (unlike Plasma Armour) and is so very unique. Static Charge can literally substitute the need for Plasma Armour which is at an imbalance. Instead, staff has decided to nerf a skill that already favours Strength Cyber Hunters... and in return makes all players suffer! This is going to promote even MORE Strength abuse (from the Cyber Hunter class). You do not wish this do you ND? Many Cyber Hunters use Static Charge because it is the gateway to concede all other skills costing energy. Violating Static Charge in this way is an attack of the Cyber Hunters' core! quote:
The Poison reduction isn't helping much since it's entirely situational and OPd when it comes to that situation. Poison reduction is simply a complimentary attribute of Cyber Arts to prolong livelihood in a class that is otherwise susceptible to catastrophic damage. If you have played as a Cyber Hunter ND, you would know that poison is a prime weakness because we cannot defend against it and ALSO that the current passives (Plasma Armour = improper, Shadow Arts = fairly useless) are only promoting tankishness or Strength or health monsters. This cuts away from diversity, a VERY important aspect in PvP in general, but also originality. Does Plasma Armour or Shadow Arts looks original to you? *smiley face* with the current balance trend Cyber Hunter will become a Tactical Mercenary. This is not acceptable. If staff would only consider my opinions to fixing my own class we would not suffer as such. Anyways, back to poison. The key trait in Cyber Arts is that Primary accuracy improves. This is helpful for Static Charge since it being key and requiring accuracy, they mesh nicely. Poison resistance is simply there to help Cyber Hunters withstand the barrage of offense that some players choose to cripple others with. quote:
Really isn't anything wrong with Cheap Shot so I don't see why it needs replaced. Secondly, it seems a bit underperforming from what I remember about the other strength moves like it. Sorry if I did not display, my intentions were that Cheap Shot is underperforming/underpowered and needs to be edited. I chose to incorporate Blue Ruin to give an offensive tactic to those who do not use wrist-blades. ND Mallet, would you not agree that class specific attacks are somewhat pointless? The only true reason staff has decided not to make all weapon skills universal is because of the work needed to add into animation. This is the only reason. SO, allowing players to use a sword in the Cyber Hunter class actually opens up the possibility of innovation and it also removes the necessity of Massacre (and this cuts away from Strength builds). Even if Blue ruin is a Strength skill itself, we can lower the damage spamming by giving players the chance to opt for weaker attack skills. quote:
Energy Shield should probably stay off considering it improves with Support as does Defense Matrix. Plus, combined with Plasma Aura, you'll be safe behind 3 damage while your opponent suffers a slow demise by the hands of the 10% health damage. Perhaps we can change Defense Matrix to improve with Technology, no? Tech Mages advantage from this because of their skillset (technology spells). It will not overpower Tech Mages because the energy improving skills all require a decent value of energy (averaged at 20 energy for these skills). And like I said about only taking 3 damage and dealing 10 per Strike, my suggestion to the Plasma Aura's coding can help solve overpowered tanking. Thanks for your time ND Mallet I appreciate it!
< Message edited by Depressed Void -- 3/2/2012 20:22:30 >
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