Stabilis -> RE: In a Pickle with Skill Groupings (4/4/2012 13:32:26)
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I would argue that a player could retain the abilities of their nerf skill, for example a nerf skill to work in a similar fashion as buff skills work right now. Including Strike and reducing the duration of Malfunction for example aids Strength players more than other players as the effect lasts but 2 turns and the third turn is compensated by a Strike to activate the skill. Without Strength, casting Malfunction would likely hit a 3, and allow 2 turns of Strength-unrelated options... an attack skill not using Strength, and a Robot or Auxiliary. True, Malfunction improves with Support, but Support does not compensate the fact that the Strike damage plus the 2 turn duration opposed to Technician's 3 will not increase. If I could suggest something, I would say Malfunction, Intimidate, and Smokescreen would be better off for ALL players if Strike were to be removed and the duration increased. As mentioned, Strike may add to rage, but Strike is not always a suitable option for any player because it resides in Strength. Here is a what if situation: what if Intimidate for example is blocked? Not only is there no damage involved, but compared to a skill such as Field Commander, 1 less turn duration and a higher energy cost. Balanced?
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