rayniedays56 -> RE: =ED= Balance Discussion Thread (2/15/2012 10:50:58)
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Wait wait wait. I've noticed something. The Double Strike for Tact Mercs. EXTREMELY OP's them because of the Strength, right? But I've noticed another thing...it only takes 1 turn to cool down! Double Strike- warm up 0, cool down 1 Cheap Shot (hunters)- warm up 0, cool down 2 Fireball/Plasma Bolt (mages)- warm up 0, cool down 2 Are you serious? The double strike does 23% more damage at lvl 1, and when added with a strength abuser it is very deadly! BUT also making it a 1 turn cool down! What? Are? You? Thinking? Make it a darned cool down 2! A strength abuser could rage and double strike (about 40 damage) then gun (crit at about 30, regular 20 *depends*) and then double strike AGAIN and might crit on THAT. The mages bolt/fireball is in 2 turn cool down cause its OP. Ok...what is the Double Strike then, a Christmas Cookie? And the cheap shot? Thats just a joke really. At most, it does 20 damage at lvl 1, and thats if it doesnt block, which is usual. Then we wait two turns to hope for a 26 damage crit? Thats if it isnt blocked AGAIN. Ive only blocked the double about 3 times a day, which is nothing since its a 1 turn cool down and they can just use it again, with a crit happenin lol. People say cheap shot is the deadliest. How is that? The hunters NEVER use it, and it gets blocked a lot. And it goes up by a miniscal amount per level. At it's highest, it's only 34% def/res ignored. Double Strike? 50% MORE damage. with a person with 85-100 strength, we are toast when they rage. And then we are happy when we manage to live past the massive rage, we heal, and then a turn later they double AGAIN and manage to more than likely crit, Sorry for trolling, but Ive just noticed this xD
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