Stabilis -> RE: =ED= Balance Discussion Thread (4/6/2012 23:33:53)
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Arevero, as a 5 month experienced Cyber Hunter, allow me to enlighten you about Technician and Cyber Hunters. Cyber Hunters possessed Technician from birth. On the 12th of January, Technician was removed and Plasma Armour to replace it. AHEM... quote:
http://epicduel.artix.com/gamedesignnotes/date/2012/01 TLM - Replace Technician with Blood Shield Reduces ability to be more tanky + increase damage output + heal CH - Replace Technician with Plasma Armor (passively gives energy resistance) Gives them a reliable passive with better defensive options BM - Replace Technician with Energy Shield Gives BM higher energy resistance Slightly reduce passive Armor skills’ defense/resistance Evens out scaling per skill level, make it slightly less powerful So the staff had come to the conclusion that: Cyber Hunters needed a passive, a reliable passive (I still say that Shadow Arts could be replaced by a reliable passive even now). Technician was not providing enough protection. Technician was too advantageous for TlM due to tanking and robot-mancing which gave them crazy ratios with massive robot damage and absorbing little damage, perfect for tank healing. They even gave Blood Mages Energy Shield because it worked much better defensively opposed to the defensively weak Technician. Armours needed to balanced as well. I agree with you on one part, Cyber Hunters should not have an armour passive as do Tactical Mercenaries and Mercenaries due to Static Charge, which is the fastest source of energy restoration available. But Technician is way too weak for Cyber Hunters. When I played Cyber Hunters as a novice, enemies would still hit way above 10 damage because Technician would only increase my Technology by an average of 35, which is equal to about 9 Resistance points, while Energy Shield gives at least 20 Resistance as Support usually lies at 40 points or greater. Technician eats your skill points if you want more protection, because 1 point of Technology does not = 1 point of Resistance. If Technician was good for Cyber Hunters, then for what? Stat exploiting the ability for luck, because deflections now go by Technology, and overpowered attacks, because Technology boosts Robots and various skills (eg, an overpowered EMP or perhaps an incredibly lucky Plasma Grenade with good damage). Energy Shield does not fail in these cases as to where Technician does. Stat boosting, compared to Defense/Resistance boosting is an incredibly uncertain jump for balance because of the countless factors and effects.
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