Remorse
Member
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Alright trans here is my input, Overall I like a lot of the changes though some I disagree with, and some are good in concept but small things let it down in my opinion. quote:
Long-term changes: [TLM] Replace Field Commander with a new debuff, which works in almost the same way as Omega Override (core). Debuffs opponent's highest stat including stat boost from your weapons, excluding debuffs applied. Improves with Dex to provide better synergy for Dex builds (blockable skills + Stun Grenade only) Weaker than Smoke/Malfunction to compensate for 4-in-1 debuff; maybe -4 less base in comparison to Smoke/Malfunction, which is roughly 1 damage/defense point difference. May leave Support builds a bit lackluster. I agree switching field commander for some sort of debuff is a good idea, however I don't like it being the opponents highest stat, I like my strategy fixed not variable making it the highest stat makes it too easy and pretty much a too necesary skill to afford not to invest in unless the power is so low it's not use full at all. I am only just OK with the omega core because of this logic and that is because the power is so low. My alternative off the top of my head, a direct skill de-buff as in it lowers the power of all attack skills that deal damage by a certain percent not including cores, robots, gun striking, auxes, skills that use a normal strike are not effected as in assimilation or blood mark for example, it also only reduces the bonus weapon damage from skills that increase strike damage such as double strike, massacre etc. In other words in no way does it reduce strength of the basic strike just the skill bonus damage. quote:
[TLM] Re-work Blood Shield to fit Omega HP scaling and to be more efficient, compared to Shields and Armors. Perhaps 1 HP : 1.5 Res ratio, so for +5 HP spent on Blood Shield (Level 1), you'd get +7.5 (8) Res in return. Fits with weaker debuffs and slower HP scaling in Omega, and is on par with Shields and Armors which last a turn or two less but give a bit more Resistance instead. Great idea 100% support quote:
[TM] Swap and replace Bludgeon with Fire Scythe, and in place of Fire Scythe (Tier 4), introduce a new defensive skill "<name here>" which reduces incoming damage by x% Starts at 5%, goes up by 2% and then by 1%, for up to 15% at Level 10 - and returns 1% of incoming damage (rounded up) per level - starts at 1% and caps at 10% - as HP. Energy cost similar to Shadow Arts. Lasts for 3 turns. TMs have horrid defensive synergy, although, they are good on the offense but only Casters can excel in defense, not other builds. HP return would be raw damage, before any defenses are calculated - so if total damage dealt is 60, you return % of it as HP. Fire Scythe is a good substitute for Bludgeon already + more effective on tanks, and not mentioning it's unblockable + undeflectable. Support requirement, to prevent abuse from Casters that could loop it efficiently. Completely disagree tech mages have sufficient defensive skills to fit their identity, perhaps you have a little bias on this matter as the class you play as often feal like it lacks in defensive skills, but I assure you this is not the case it is arguably even with every other class now that mercs and cyber hunters no longer have passive defense. Infact mercs have less effective shields then tech mages, plus you need to remember malfunction can be very defensive as well as it reduces all damage increasing with tech which includes robots which makes it great for the popular focus builds. Also fire scythe should be directly replaced and keep bludgeon if anything were to change, fire scythe is a broken skill in my opinion it is almost immune to all counters except for maybe energy drains, just because it isn't powerful doesn't mean it doesn't have future abuse-able potential. Plus I think all standard damage is silly all sources of damage should have some way to improve it so it can equally be used to counter it. quote:
[CH] Put Malfunction from "improves with Support" to "improves with Dexterity Technology". Gives them a bit better synergy with skills, especially Plasma Grenade + wouldn't be overpowered with Tech abuse because only one skill works with Tech (Plasma Grenade) and EMP is considered a defensive skill. Synergy with Tech could be better + Focus as well, albeit not as powerful as BH's. Indirect buff for TM's Malfunction - being able to counter CH's Malfunction. Could leave Support a bit weak for them, since only Defense Matrix would improve with Support. Disagree Cyber hunters have nice synergy with support as well and taking it from malfunction would harm that, if it is a buff they need then they should look elsewhere perhaps they could give them technician instead of plasma sheild since it would improve emp and plasma grenade similar to how BHs get reflex boost to boost stun grenade and multi shot. Just cause plasma shield is unique doesn't mean it's good for balance some skill should overlap in balance if it is literally too hard for the devs to come up with balanced alternatives. Or give them a new style of tech buff which instead of improving with dexterity improves with strength perhaps. quote:
[BM/Merc] Re-work Intimidate to reduce all incoming damage from weapons by a fixed %'s. Weaker than pure reduction of Strength, which affect Primary and Guns, to compensate for weakening Auxes. More powerful on builds that abuse Strength and/or Support but would have a cap for damage reduction, to prevent abuse. I like this idea though i could be tweaked a bit. An alternative buff I can think of is allow it to reduce 1 focus for every 10 strength reduced, for the 3 turns, allowing intimidate to be a strength and focus counter rather then just strength. Short-term changes: quote:
[All] Take out the Maul requirement (Club) and Overload (Staff), so each class will have access to Stun skill without being forced to a specific weapon type. Gives a bit more freedom for TMs and - especially - BMs, and Mercenaries would also have an incentive to use Swords - instead of Clubs. I am iffy on this one, yes flexibility is good, but I also feal classes are becoming too similar especially with all these energy drains and regains given to each class. Though I wouldn't object if it were to happen. quote:
[BH] Alter Static Grenade, by lowering its drain but buffing return to 75%. It's meant to be an effective source of Energy, but not too strong either. Furthermore, remove synergy with Tech, perhaps by making it improve with Support or fixed values (scales with level). I support any nerf to the skill though I would prefer it be given some form of cost such as a HP cost. quote:
[BM] Tweak Energy Parasite to be more effective, not necessarily effect-wise. Just lower the damage penalty it has, since it's dependant on opponent's current Energy and takes 3 turns for full effect. I don't object to this idea as I also feel it needs a buff but I think it could be buffed in a better way, For example make it reduce and return the same energy from the 3 turns in only 2 trusn so the oppoenent has less time to use up all their energy and make the skill more or less useless. Or perhaps make it calculate on the opponents current health rather then energy so the opponent has less control of the effect of the skill, plus it gives a counter to high hp builds for blood mages to use if they wish. quote:
[BM] Buff Fireball by putting it on the same scaling as Plasma Bolt. It's essentially useless for BMs, even ones abusing Strength. It needs a small buff to make it useful for players with Staves, which lose out on some stats and one damage - compared to Swords. Wouldn't be easy to abuse due to limited Energy pool and lack of passives to abuse it with. Supported for the same reason you suggested it. [CH] Buff Static Charge, to ignore 50% defenses for the Energy return only. Makes it more efficient for Str-less builds and on tanks, whilst still dealing damage. Supported, great idea, I like the idea of making this skill less STR dependent. quote:
[CH/BH] Reduce Energy cost of Shadow Arts, from +2 per level to +1 per level, for up to +20 Energy cost at Level 10. It also has Support requirement which wouldn't make it a cheap but effective skill. Supported though I think it could do with a better buff to make it more unique to the other shields, I think it should be changed to stay active until you receive damage for a single turn and then increase the amount it defends by a high amount since it is only used on one attack, this makes this skill a counter to builds that require high spikes in damage and allows people with good timing strategies to use this more strategically rather then being a generic shield. quote:
[TLM/TM] Buff Battery Backup, by +2 or +3 Energy at most. It's fine as it is, but perhaps a bit low at certain levels. Shouldn't exceed +40 Energy at Level 10 for Lvl 36 players. Only supported if assimilation gets a nerf, The synergy with these skills is far to strong to justify buffing battery. quote:
[TLM/CH/Merc] Reduce Energy cost of Armors by -2 or -3 Energy, to fit costs of Shields, which have similar power level. Supported quote:
[TLM] Buff Frenzy by up to 5% at all levels. With recent weapon damage reduction and Strength progression adjustment, few months back, it was indirectly nerfed. Also, with Static Charge buff, it kind of falls behind, and isn't as effective. It would also provide nice synergy with Blood Shield! Supported. quote:
[Merc] Make Maul an unblockable Stun skill. (may need small animation + name change) It'd retain its scaled % chance to stun, but the defense ignore would be removed. It starts off with lower chance to stun than other Stun skills, but gets higher as you train it. Weapon damage got lowered, so overall, even with high Strength, the damage would be lower than you would deal with Grenade/Overload with the same amount of Dex. Mercenaries have a few too many blockable attacks, and the variety is quite limited (cost:power). Further explanation in post #23. Disagree, it will make merc STR builds much easier to abuse as they have a high source of unblock-able damage plus with combinations with risk-less rage and and blood commander could easily make this abused. Just because the other stuns aren't block-able does not mean this should be, balance should not be making classes the same, if anything variety would be better for balance. Hope you like my feedback trans.
< Message edited by Remorse -- 12/9/2013 8:12:19 >
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