Stabilis -> RE: =ED= Balance Discussion Thread (4/16/2012 15:59:13)
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We could try an Energy Shield that improves with Technology, since the following Technology skills: EMP and Plasma Grenade Are less than 3 skills (3 out of 12 skills being 25% of the skill tree, completely balanced), and they have no synergy whatsoever so there is no problem there. The other possibility for keeping Energy Shield, is letting it improve by Support, and have Malfunction improve by Dexterity instead of Support. If we change Malfunction to improve by Dexterity then the powerful offence/defence synergy of Malfunction and the 2 power shields (DM/ES). Normally the energy costs and turns taken to use the 3 skills would not be a problem, but Cyber Hunters have Static Charge so energy is less of a conflict. Also, freely choosing between Defense Matrix and Energy Shield can completely cancel out a Smokescreen or Malfunction. The 2 shields have the same duration as the 2 nerf skills so dominating players using the nerf skills would be simple really. Changing Malfunction entails a couple of things: - Tech Mages are affected.
- Tech Mages will only have 1 skill that improves by Support, which would be Defense Matrix.
So, at the same Malfunction would be improving by Dexterity, I would also change Technician to improve by Support. Now Tech Mages have 2 Support improving skills that can be used defensively. Technician for Support Tech Mages would grant them the ability to use ranged weapons more effectively (Sidearm and Auxiliary), and cast Plasma Bolt and Supercharge more effectively, and using Robots I suppose. There is no longer a synergy of Auxiliary and Malfunction for Tech Mages and Cyber Hunters, so extreme Auxiliaries and Defense Matrix mixes are now balanced. Overload and Malfunction now both improve by Dexterity, and this can be an issue. I would recommend reducing the rate at which Overload improves in damage by. Stunning is totally unreliable, and in that uncertainty, a first turn Malfunction and a second turn Overload stun can result in a 2 or 3 turn kill. I would recommend comparing Overload and Stun Grenade, and find the right damage fit. EDIT: Oh, and I forgot to add, Smokescreen and Malfunction would be polar opposites, giving Smokescreen as much of a chance as Malfunction does since right now Malfunction can be used to reduce Smokescreen, but not vice-versa.
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