Promaster
Member
|
@Trans: I almost thought i accidentally posted twice if it wasnt for your coloured font. >.< @On Topic: The new formula doesn't really favor high support users much in my opinion. I only have 67 support and yet i went first almost every time today. What needs fixing is the two active azreal cores. The fact that it deals 100% damage and still apply the effects of the core is too overwhelming when used after malfunction. Malf normally takes away 40-50+ tech, followed up by the aux which weakens our shield that was used to counter malf, then the gun to force us to strike. Both these attacks add up to deal over 50-60 damage (w/o crits), and rage will very much finish us off after we were forced to strike. Assuming mages with these weapons go first, it's highly unlikely to counter this strategy of theirs. And with the fact that hp now only increases by 1 per point and resistance being slightly nerfed after the current patch, it's just too much damage dealt in these first 3-4 turns for us to recover from. *The numbers stated were based on my own experiences, and varies with each individual.* Yes, the yeti special could counter this strategy and gives some players a chance of winning, however, must it really be neccesary for players to own the yeti in order to have a fighting chance? If that's so, something is definitely wrong here. And do note that the extreme support mage builds were only dominating this much after the azreal promo. Before that, i didn't have much problems fighting against them. As such in my own POV, these two active cores are the root of the problem and will hence suggest measures to nerf them down a little. With this, I have concluded the why part of the issue. Hence my solutions to these problems would be as of the following. 1. Make the damage dealt when using the core to deal only 50%-75% damage, and not allow deadly aim's passive damage to be dealt when using the core of the gun. 2. Add a 2 or 3 turn warm up to the active cores. 3. When the opponent is forced to strike, it will be unblockable and deal 110%-120%. These are only my suggested solutions, however, i am not asking for all three of my solutions to be implimented. Players paid for these items and as such, these cores should not be nerfed too much as to make it useless in battle. The first solution is the one that i really feel is needed to be implemented, while the other two solutions are just ways to prevent the strategy from being used early in the fight or by making the active core from the gun a double-edged sword. Note that i am in no way trying to nerf the mages as a whole, but rather just the overwhelming combos used in conjunction with these active cores. However, should the cores be decided not to be nerfed, these are my solutions. 1. Have the progression of tech to be like how it used to be previously, and have the progression of dex to be the same as the previous progression for tech. Now, you might wonder how buffing dex is a solution to this, and here is my answer. When lesser skill points are needed for the same amount of defence we have now, we will have extra points to allocate to other stats. And with this, we can further increase our resistance or just increase our hp directly with these extra points. Sure, battles will be longer, but this will allow players to think more for their strategy as well, and allow more diversity for builds as well. It's more fun to have longer battles that actually gives us a fighting chance rather than just being 3HKO and not being able to do anything. 2. Increase support progression after 90. I'm sure nothing needs to be explained about this. 3. Stat requirements. I believe Trans have already mentioned it enough for me to not repeat it here in my post. 4. Decrease the cooldown of field medic from 4 to 3. This'll allow builds to heal at least twice more often in a battle to help counter builds that deal high DPT. As of now, these are the only solutions that I think of to help with balancing the game. I am in no way trying to over-nerf the two active cores, nor am i venting my losses towards the extreme support mages in any way. The only extreme support build that is really considered OP now are the mages. The support mercs are strong, but not too strong that it's considered OP for now. They are still fairly counter-able due to their lack of an offensive debuff ( Like mages with malfunction ).
|