DeathGuard -> RE: Energy Outlet (4/4/2012 21:42:30)
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Sorry but I'm not interested in this, lets calculate that we only get 4 stats when we lvl up so if you're talking about high damage, I think it would be somewhere around 50-60 mana if a skill is maxed, and that means some stats on energy but we must also allocate stats on hp, on our defenses, sometimes in str/sup so meaning it would have to be an almost or close kill skill. A one hit skill to say so, if you get your energy emp'ed or drained, you will be somewhat at disadvantage, not to say str or sup users would be at advantage since they will rely on primaries and guns/auxiliary, and since they barely use energy, they will be good with it. I'm not saying it won't work but it will require a lot of testing. quote:
This idea would also eliminate the need to change whole skills because they are UP or OP. The dev's can always adjust how much energy it will cost a class to use certain problematic skills. You're wrong there ma'am, because of this e.g. A new skill called Tyranny can hit more than 67 damage at maxed, but requires a few energy of 33. Lets say other class has a skill Reaver Soul that deals only 45 damage but it requires 33 energy. The best option would be to nerf tyranny skill not to make its energy costs go up, making the energy costs higher would be a severe nerf to it. That is where your sole idea comes to the ground, you should just delete it from your post or tweak it in a fair way[:)]
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