Stabilis -> RE: =ED= Balance Discussion Thread (4/27/2012 18:00:38)
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@Trans, quote:
Should? Where does it say that? Fact it has some skills off Mercs doesn't mean it should. It has TM skills, including Fireball which is just Physical so we can say it's half-TM skill. Indirectly, yes, should. Blood Mage, as "original" as it may be, would have used skills like Surgical Strike instead of Super Charge if it were designed to be more Mercenary as opposed to Tech Mage which is neither Bounty Hunter nor Mercenary (which should have been the result). So upon the creativeness of whoever assembled the Blood Mage's skill tree, ended up adding multiple "spells", 4 spells in total to be exact... making it more Tech Mage than Mercenary than it should be. It obviously appealed to that person because today we have this Blood Mage figure that is nearly a mirrored Cyber Hunter, a Tech Mage/Bounty Hunter combination with more offence than defence. And so we lost any Bounty Hunter/Mercenary blends. quote:
Excuse me, and TLM becomes what? 3 Mercenary classes and 1 Mage class? Lolwhut? They are supposed to be evolved, not TLM being rip off from TMs and "new" BMs being rip off BHs and Mercs.. >.> I should change my one message, from Blood Mercenary to something like Armoured Hunter because yes we would otherwise technically have "3 Mercenaries". However, we do have 4 MAGES. Tech Mage, Blood Mage, Cyber Hunter, and Tactical Mercenary. Spells can be proportional to Tech Mage skills such as Reroute or Malfunction so Cyber Hunter and Tactical Mercenary do count. And no, we would have 3 mage classes, Tech Mage, Cyber Hunter, and Tactical Mercenary. 3 hunter classes, Bounty Hunter, Cyber Hunter, and "Armoured Hunter"... 3 mercenary classes, Mercenary, Tactical Mercenary, Armoured Hunter. And that, my friend, is balance with creativity intact. "Supposed to be evolved"- yes, evolved. It can and should include successful traits of the classics and make the synergy work. Just like how Tactical Mercenaries have the older Hybrid Armour model and Reroute. Apparently it works so the balance team agrees and right now I do as well. Tactical Mercenaries are not a complete ripoff of Tech Mages to note, they do share the one passive and ultimate of Mercenaries and that is what counts. Even Field Commander. I'm lovin' it. So I would scratch the whole Blood Mage topic and work it towards a more Mercenary approach. Like I said, Cyber Hunters fulfill the role of the Bounty Hunter and Tech Mage hybrid. They would need their name changed to Bounty Mage or something of the sort. quote:
Also if BM is changed, what do you plan on doing with Intimidate? By any definition, it's a nerfer so you cannot have Armor, HP/EP regen and debuffer all at once. CHs might have it but SC isn't counted as passive EP regen as it can block and is quite weak but whatever floats your boat there. And Armor + BL, I see it already getting out of hand. Give it max Fireball, max Mineral, max BL, some Heal or something and Str abuse. E Armor + some Tech can suffice, Support is useless, Mineral and 42 Dex (requirement) takes care of Def, and rest into Str and HP to survive. My my, add onto it non-stat improving skills, favour Str builds even more, make game boring and I see even bigger part of game jumping back to BM or quit! Supported! :D Cannot is not a term I use in physics (apparently creating a black hole is possible on earth)... we should definitely test Intimidate with Bloodlust and Mineral Armour or Adrenaline. There is no game breaking synergy there from what I can see. I do not see Intimidate making Bloodlust or Armour powerful ever. I see that you were quick to jump ahead and say Mineral Armour and Bloodlust together would be chaotic or overpowered. Let's look at it this way: Mineral Armour gives Defense, right? With bonus Defence, Dexterity would be less ideal... reducing Primary accuracy. Bloodlust accounts on damage dealt, Mineral Armour does not aid damage dealt, therefor no enhanced synergy. However, the class would be a working ranged weapon class with potentially Strength or Support. And ranged weapons have cooldowns, so how would that be abusive? The class would have a significant weakness to melee. "Give it max Fireball, max Mineral, max BL, some Heal or something and Str abuse. E Armor + some Tech can suffice, Support is useless, Mineral and 42 Dex (requirement) takes care of Def, and rest into Str and HP to survive. My my, add onto it non-stat improving skills, favour Str builds even more, make game boring and I see even bigger part of game jumping back to BM or quit! Supported! :D"- There is no Fireball in a Bounty Hunter/Mercenary hybrid to start with. Attack skills would include: Either Smokescreen or Intimidate, Cheap Shot, Multi-Shot, Stun Grenade, and Venom Strike (or Poison Grenade), Massacre or a new ultimate, Double Strike, Bunker Buster or Plasma Cannon, Maul, and Atom Smasher. A wide selection of skills to work with. That helps with synergy by tons. This class has limited energy so exploiting Strength and Health would leave skills at 1-2 charges at the max. Blood Mage passes away especially with the disappearance of Deadly Aim and Fireball so there would be no chance to exploit Strength like Blood Mages do right now. Exploit melee skills you say? Like I said, with the lack of Dexterity this class will not fully utilize the Primary weapon since Resistance will be forgotten. quote:
Lastly, did you miss out the point where Devs said that eventually, there will be unique Ultimate moves for Evolved classes as well as new Multis for them? Then your theory of 'Blood Mercenary' and such is gone. No, I did not forget that "eventually" there will be no more "ultimate skills", for "evolved" classes as well as "multis" for "them". If my theory is gone, then I must be crazy but people are giving it attention like I give anyone's theory my open-minded attention.
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