.Lord Ginger.
Member
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The current meta: Since pirate captain armor came out, there has been an increase of strength builds, which is really good for changing up the diversity of the game, but it’s also become a big nuisance with the extremely high health strength builds since captain’s charge actives at a health percentage. This activation percentage allows strength builds to use the core with at least 2 turns to spare without dying, allowing for some extreme hits, especially considering Tech Mages with malfunction and then deadly aim on top of it. Things I think that can be changed about Tech Mage: Malfunction needs to scale more with dexterity and scale less because of nothing. 21+35 dexterity allows for a -44-technology malfunction on 6, and with reroute, having malfunction on 6 isn’t a problem. Azrael’s Borg is a common robot used with the Tech Mages since it allows 2 turns for an insane malfunction to work, it takes away most of the buff and is usable infinitely many times. I think this robot can go down to being 60% and/or being usable only once. This Borg is only usable with strength builds, so I think this is a fair change to it. For a focus buff to this robot (not like anyone will use it), I believe the special should do 100% damage. These are roughly the only changes that I can say for Tech Mages, besides maybe making malfunction to support (like it used to be) which would bring back the support TM, while still having strength be a viable build. Things that can be changed about Tactical: Crippling strike is an extremely good move, and the whole point is to benefit strength builds because it ignores defense, and it deserves a small nerf, the move is insane. Moves like these (that are more recent with the new promotion cores) are basically focus murdering moves since they take away defense/resistance, which is a major part of a focus build. Moves like these also make caster tech mage a worse and worse build to try and use. I would like to see a scale increase in the ultimate move to allow focus builds to use it, since it’s a very uncommonly used move. Things that can be changed about Cyber Hunter: Nanotech armor isn’t a great move and I’d like to see a defense buffing move back in it’s place because the change was an ill-advised one. EMP Grenade can get a buff since it still doesn’t drain much energy and isn’t worth much. Cyber has a lot of potentially useful skills, more than any other class, but there’s not enough skill points so even thinking about dumping a few in nanotech is very unfortunate. I can see gene augment getting a buff to be 20% at the cap because it’s a mediocre skill for CH. Skill Changes: Field Medic should increase more with support and increase more per level than the current 25. 35 would be a nice start. Core Changes: Cores that debuff defenses like Captain’s Charge, buccaneer, Azrael’s Borg can afford being nerfed to help focus builds. (Azrael’s Aux can stay for now) Lifeline can be buffed back to 300 since it was nerfed and tanks were instantly dead after it. Azrael’s Will: Can be changed to being 100%. This was a promotion and the gun isn’t that great anymore. The core energy cost is also way too high; it should be reduced to like 110 or 100. Azrael’s Torment: Can be changed to being 100% Poison Barbs: Aux special should do 100% damage Robot Changes: Azrael’s Borg nerf to 60% - while increasing damage to 100% Infernal Android buff- Raise to 135% and have it increase by 7% each round – starting at 86%. 7 turns to be fully warmed up. Botanical Hazard: Make poison spores go up to 55% Cyber Shark – bring special back to 100% damage since the nerf killed the robot Botanical Borg – Make the special back to undeflectable and have it do 90% if it hits multiple targets Changes to help tank builds: Take away the defense/resistance diminishing returns that were added so focus builds can live. *This is a really important change*
< Message edited by .Lord Ginger. -- 12/31/2019 0:51:16 >
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