Stabilis -> Robot Nerf Discussion Thread (8/3/2011 13:50:39)
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After the August 3 update, I was cool with all of their changes, EXCEPT the robot nerf. This nerf made me change my build as it became ineffective, really. I was a tactical mercenary with an edge on technology. With the technology I used it to fight with my robot. I will only be able to attack once every 2-3 turns. If your class uses robots mainly, you won't rely on your other weapons (which demand strength, support, and such instances for skills). Since robots are blockable, I can only use the robot once every 2-3 turns with a decently high chance of failure. Especially when robot users sacrifice dexterity often for technology. Opponents with the same or higher dexterity will block it anyways! Taking the versatility away from the robot's arsenal is in my opinion too strenuous on the user to fall back on weaker weapons and limiting the damage potential. We should at least have more than two attacks than what robots have already (primary and special attack). I am using a rare gamma bot. Its a one time only item and its nearly dead to me, waiting patiently for it to move on the offensive if you know what I mean. The equipment slot for robots will be a lesser impact on survivability as it becomes hindered. Do you dislike robots now? Merged both topics about the robot change in here so we have a single topic on the issue. ~Ashari EDIT PLEASE READ 1000 Ways to Nerf -Stat requirement (requires 46 or higher stats) -Energy cost -Damage nerf -Accuracy nerf -Attack style change-up (gamma bot primary attack = 1 energy and 1 physical attack, special = support debuff on enemy target) -Replace technology scale with leveling scale (robot damage increases with character level) -Cooldown to both attacks [&o] Hot Topic When we nerf the robots, if the nerf is too grand we will need compensation. This could be making the robot harshly weaker but giving at least the special attack unblockability. What do you think?
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