Goony -> RE: =ED= Balance Discussion Thread (2/25/2012 19:52:26)
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The balance this update was mostly aimed at the starting levels. Tech Mage consistently lost to Bounty Hunters and Mercenaries at level 1-5. The starting stats of the classes and the starting weapons have been adjusted: Tech Mage: Starting Stats changed: 44 HP (+2), 46 EP (-2), 21 Dex (+2), 17 Supp (-2) Apprentice Staff now has +15 Damage (up from +14) Mercenary: Start Stats changed: 47 HP (-2), 43 EP (+2) Basic Club now has 0 Str (down from +4) Bounty Hunter: Light Blades now has +13 damage (down from +14) I just tested the balance update and the above changes did very little to help mages. Again it's not the stat distribution that is the issue, it's the skills. The reason why mages lose to mercs and BH are due to the defence ignore and critical chance of cheapshot and bunker buster and the debuffs of smoke and, to a lesser extent intimidate. Also, hybrid hurts the mages chance to compete. Defence matrix does nothing to help as it improves defence, but doesn't improve the connect chance. They will continue to lose badly between level 1-5... If you want to balance the game from the bottom up then please review this: Skill tree standard If mages had malfunction in the top tier it would help immensly, but those 2 skills that have a critical chance will continue to sway the balance. Since critical adds a minimum of 10 extra damage it is really overpowered at lower levels, if that could be changed so that it scales by level might help. Additionaly, adding a critical chance to bludgeon might work as well, with an increase in energy cost to start at 15 ep... Hope this feedback helps! G00NY
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