Kd
Member
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Ill start by saying that I was a bounty hunter for most of omega, so I do know what being a bounty hunter is like. gaining 10/7 hp per turn for 3 turns would be 30/21 hp, and 30/72 (base hp) is 42%, 21/72 is 29%. That rage of 42-29% is regained without having to sacrifice anything but skill points, but let's face it; bloodlust is a skill point dump. That is really the issue that I'm getting at here. You later mention the armor passives and energy regaining skills, so what I have to ask you is are you suggesting that these skills should be changed while still advocating that bloodlust should not? What I want to see in the update is the removal of this notion of the "skill point dump" in which to have a reliable build certain classes must put points into certain skills, such as mercenary and mineral armor, cyber hunter and plasma armor, or bounty hunter and bloodlust, because this limits creativity and in turn hurts the game's long-term replay-ability. Honestly, this requires all passives to be altered from my pov, but bloodlust is the most necessary due to the above reasoning and my first post. Your point about bloodlust without smoke is obsolete because I only discussed the synergy with smoke and bloodlust. Note how I specifically mentioned that it was a problem with bounty hunters and did not mention blood mages. Im not suggesting that the devs remove bloodlust either, just that it is changed in the same way that the other passives are which I took you being against from your original post. stun grenade is also used as a stun skill and therefore should not be compared to bunker buster, but that's deviating from the original point.
< Message edited by Kd -- 6/4/2013 20:13:10 >
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