Exploding Penguin
Moderator
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I'm attempting to address pretty much all of the unbalanced things in the 6 classes and try to suggest fixes for them (Some skill changes may overlap, but I have a logical reason next to why each skill will change. The reason depends on the class, so I may address skill nerfs/buffs multiple times): Bounty Hunter: -Reduce Blood lust by 1-2% of its max value (Massacre, and unblockable skill which can be combined with blood lust pretty much guarantees massive damage as well as healing a large sum of HP at the same time. It is also by far one of the best passives, as it doesn't make you tanky so the opponent gains more rage, while healing HP which can be approximated to about the same amount or more of what passive armors protect you by) -Shadow Arts: Change the support requirement to a higher amount of technology. (This is mainly because higher dex+shadow arts can really make BHs annoying when fighting against them with other strength builds, as well as just slightly overpowered. With technology, dex + shadow arts can't be abused without reducing strength, HP, or energy. Plus, the current support requirement isn't too much of a drag as massacre already requires quite a hefty amount of support. Going first is also a big thing with strength BHs, so support has more benefits to the build type itself) Tech Mage: -Refix the scaling of plasma bolt. Change the base energy cost to 13 instead of 11. Increase the tech needed for +1 more damage by 1 point, and make the first 5 levels of plasma bolt increase by 3 instead of 2 damage, then go back to +2 per level afterwards. (This is because super-tech abuse casters can use a level 7 plasma or level 8 plasma and still deal 70 initial damage, before subtracting resistance.) -Increase the base overload damage by 2. (Dex builds on TMs are really underpowered right now, because both plasma rain and overload scale slowly with dexterity). -Increase energy cost of Matrix and Technician by 1 each. (Focus builds are having way too easy of a time totally rebuffing debuffs placed on themselves with low-energy costing skills that scale pretty well. Plus, caster builds will be less flexible with slightly higher energy costs.) -Increase reroute's last 3 levels (8, 9, 10) to +2% per level instead of +1%. (An entire skill point devoted to a single energy point (1% of 94-140 HP) seems a bit of a waste, plus, reroute is already not as effective a passive compared to some other ones, especially since if you don't go first you suffer reroute penalties of no energy gain). Mercenary: -Increase blood commander life steal by 2% (This is because of the entire turn taken to use blood commander. Even though it's a 4-turn buff, strength scales slowly so it's less beneficial than one might think. The lifesteal is a great addition for tank builds, but it's nearly not enough. Dealing 40+ damage still gives me 6-7 HP at max blood commander...) -Increase the last 3 levels of adrenaline's rage gain boost to 2% instead of 1%. (This is obviously because an entire skill point in a passive skill gives only 1% more rage? It's pretty much one of the worst passives in the game, if not the worst) -Change the dexterity requirement to technology on hybrid armor. (Why is there even a dex requirement to begin with? There are no skills on merc that improve with dex, so it's a humongous setback to have dexterity requirements). -Have artillery strike penetrate 15% defenses. (Even though it increases with support, which seems like a deadly combination, you'd need a heck of a lot of support before reaching decent damage. And support builds don't really last long in 2v2...even with intimidate). CH: -Increase plasma grenade base damage by 3. (It's a really bad stun which costs a lot of energy and barely deals any damage. Plus, improving with tech is a problem because of plasma armor and the result of too much resistance and not enough defense). -Increase static charge's energy return by 4% (It barely gives any energy back now, and you only gain 9-10 on rage with focus builds. Without rage, and against tanks, static charge becomes almost useless unless you're a strength build) BM: -Reduce blood lust by 1-2% (The fact that BMs are defensive characters with intimidate, 2 strong defensive buffs, AND blood lust is a bit too much... plus they can deal hefty damage without fear of being deflected if they're a focus build with technology and deadly aim. This super-defensive playing can really stack to a slightly overpowered form of recovering good HP while barely receiving any damage). TLM: -Increase poison back to 13 (Poison costs a lot of energy for a skill which typically deals 39 damage total (3 + 12 + 12 + 12), and this is totally unbeneficial to many builds which could actually use poison). -Change the stun back to maul (Stun grenade is an essentially useless skill. It's only somewhat effective with BH because of shadow arts and smokescreen, plus a dexterity buff too.) -Increase frenzy cost to 10, while reducing HP drained by 2%. (Focus builds and juggs which have 98% win records and stuff can easily get out of tough situations with a few boosters and a rage frenzy)
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