Stabilis -> RE: =ED= Balance Discussion Thread (4/7/2012 21:57:23)
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Heal would be our only option for protection and survival. Except... every class uses Field Medic, and we are talking about 2 defensive skills here, no? I can see multiple protection options from what is being proposed. quote:
DM and ES is just another OP version of hybrid armor(before it was split) except even higher in DEF/RES points. Eh, you took it too far. Lets break it down: Conventional use... Energy Shield is an active skill... Energy Armour is a passive skill ► 1 turn and a sum of energy is spent for Energy Shield, Energy Armour is free and always active (only inactive at rage events). Average effectiveness per turn (approximate)... Energy Shield, 20 Resistance per turn, 3 turn duration (including the turn it is cast), 1 turn cooldown, = 15 Resistance per turn... Energy Armour = 13 Resistance per turn ► Energy Shield is more effective per turn Energy costs... Energy Shield (minimum) 11 energy to use, 3 turn duration (including the turn it is cast)... Energy Shield costs a minimum of 4 energy per turn to use, Energy Armour costs no energy to use ► Energy Armour is more energy efficient Tactfulness... Energy Shield requires casting, and lasts 2 turns afterwards, Energy Shield restricts rage use proportional to weapon or skill damage (varies)... Energy Armour does not require casting, fully allows rage use and attacking ► Energy Armour is more tactile Growth... Energy Shield improves with Support for every 4 Support points, requires no stats... Energy Armour is constant, requires Dexterity up to 43 Dexterity Points ► Energy Shield has better growth When it comes down to Cyber Hunters, Static Charge is available, allowing a continuous use of Energy Shield, energy costs is not a significant issue with frequent charging. Energy Shield is more effective than armour skills Resistance-wise. A massive advantage in armours is not having to stall for a turn to cast the effects. While Energy Shield required energy and an entire event-less turn to activate, Energy Armour (or Plasma Armour) for example gives the user the freedom of choice, possibly a turn spent dealing 10-30 damage plus the rage bonus. As EpicDuel is a health-based PvP mmo, damage is more important than not damaging, as health being reduced to 0 results in an end of match. Energy Shield, because of this, would not be overpowered because it just is not conventional! What can Technician do? Technician improves Technology, improving by Dexterity, and costing less energy than Energy Shield. On average, Technician (at level cap), will give about 30-40 Technology at level 1-5, averaging about 35 Technology. 35 Technology is worth approximately 9 Resistance, twice as less Resistance as Energy Shield, but lasting one more turn. Technology controls deflections, Robot damage, skill use, and Resistance. Technician (35 Technology for 4 turns), even grants more Resistance than Energy Shield in total. Technician can be used to exploit Robots, ranged weaponry, Malfunction combos, energy crashing EMP grenades, Plasma Grenade exploits, and caster builds in 2v2. There are more opportunities by far to abuse Technician than to Energy Shield. This is why Energy Shield is not overpowered, at the same time being more situational, making Energy Shield the optimum choice for strategy.
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