Hun Kingq -> RE: =ED= Balance Discussion Thread (1/30/2012 21:09:33)
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Ashari, the Blood Mage may do well in 1vs1 but I am looking at all battle modes because do we not have 2vs1, and 2vs2. In 2vs2 and 2vs1 energy regain is very viable as well as energy drain and you can put in a more effective debuff then Intimidation I felt sorry for the merc class and would have never thought they would dare give an ineffective debuff to a new class but I misjudged the programmers thought process. With the tact merc/cyber hunter having a passive energy/physical armor on top of high dex or tech with the regular armor, the Blood mage have to have high strength or high tech to get 40+ damage to make the pitiful 23% at max health regain make a difference. To make super charge have good damage that means you will have to have low tech and strength but then they could lower your dex making you an easier target for even the simple strikes as well as taking away all you energy or one player takes away half the other takes away half, you use an energy booster then the next round they take away your energy again, so tell me the Blood mage with all its skills using high energy to be effective don't need energy regain. The Blood Mages have to choose which armor to use and if you choose energy then you get destroyed with physical if they choose physical they get destroyed with energy where as the tact mercs and cyber hunters don't have to make that choice now. What the staff needs to look at is how the Blood Mages are doing against tact mercs/cyber hunters of level 30 and above. Because of the Blood Mages lack of blocking at any level dex and able to get easily stunned, I was taken out by two level 30 players, a merc and a bounty hunter, that should not happen. Because the Blood Mage has no way to affect the Bot we loose because of that especially if we get malfunctioned or smoked. How can there be offensive capabilities if the damage is less than 40 to many times I only got 15 damage with the stun Blaster on players with low resistance? The players that play the Blood Mages don't want the same generic setup we want original and unlinked skills that are effective. Like a combined health and energy regain since we don't get back that much from health regain to make a difference. A debuff skill whether or not increases damage when used seeks out the stat with the highest points and puts the larger debuff on it as well as a slight debuff on other skills. How about making fireball ignore a percentage of defense. In a 2vs2 match I was blocked 4 out of 4 times that is 100% blocking by a Hunter not sure which one and because of that I had no health return while they got 30 damage each time and with no energy regain how can a Blood mage survive in long battles. Ashari, this is a challenge to you since you are a tech mage have no points on reroute, no points on malfunction go into 2vs2, and tell us how well you do with against the same levels, handicap yourself and you will experience what the Blood Mages are facing. Yes, the new classes where not to replace the old but are supposed to be an evolved version of the old so how can the Blood Mage be an evolved version if they have too many skills from the old classes? There are too many weaknesses in the Blood Mage class and Titan and the staff knows this but when will this be rectified? greenrain13, how much is energy is regained from Assimilation at max if not blocked compared to static charge? If a Cyber hunter like you have defense at 29-35 resistance at 26-32 with Plasma armor on max and a +9 defense armor high level malfuntion you really can't find the weakness as a blood Mage and as they could lower the Blood mage Tech, what does tech improve, bot and yes what you considered overpowered, Plasma cannon, that is only see damage above 40 on players with low tech, and no energy armor, let me repeat,on players with low tech, and no energy armor. It would be considered over powered on the same level player with good tech, Plasma armor or energy armor getting 50+ damage same thing with fireball. A high strength Blood mage can be quickly taken out and berzerker the second most Blocked skill in the game but you can really tie it with Assimilation as I have not blocked cheap shot yet and massacre is an unblockable skill so saying the Blood mage is a strength based class based on two skills when the Blood mage has the same amount of offensive skills that improves with dex and tech so the Blood Mage is a strength, Dex, and tech class Rui.., you say I fail at being a Blood Mage I have taken down many tact mercs and Cyber Hunters in 2vs2, look at my character page, and see my rank and soon I will be at 5000 2vs2 wins and also support does not decide who goes first because for one when I increased my strength I either went first or second in 2vs2. When I decreased my strength I went last. That player you mention with high strength and max fireball will last 2 rounds maybe three or lucky to last four, a max EMP can take away 40+ points of energy I seen it take away 47 so if one takes away 47 then another takes away 29 there goes that skill and with no energy regain no way to heal, a booster 25 points they take away 30, that is 5 points less than before the booster. So if you or anyone else wants to down grade me as a player trying to tell me I don't know what I am doing let us see the character pages and do a comparison. How much energy does Reflex Boost give back, everyone, only he needs to answer that, and tells us if that amount is viable enough for a heavily energy based skill class? Calling for requirements on the Blood Mages you just want to limit the power they have even further because you can't beat them. Play in 2vs2 awhile against 2 cyber hunters or tact mercs and tell us how it goes and ask those two players you mention to join you in 2vs2 against the same scenario and see how long they last with their builds especially if they have low defense or resistance.
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