Wootz -> RE: Balance suggestions ! (11/3/2012 3:02:20)
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@Agility, I belive that the ammount that lowers Defense/Resistance is quite high. -12 is an extreme pain. I'll give you an example, recently I fought Gassia, she had 170 Health and really low Defense/Resistance, and with your suggestion it would put her nearly to zero Defense/Resistance, now since I Malfuncion, she is at absolute zero. Making her take 100% of my damage which in my own opinion over-powered and would make stat abusive builds quite strong, Strenght abusers will just come down to 95 Health, My Cyber Hunter is 95 Health Strenght abuser which is a Tank, aswell. (21-26+35 Primary, 31-38+5+1 Defense, 21-26+5+9+1 Resistance). Also, the stats that increase debuffs could be easily abused to take off any high Health build to zero Defense/Resistance. @Energy/Exhaustion, Basicly, you only nerfed Casters by that. Which, there aren't so many. And simple EMP Grenade, Atom Smasher or two can ruin it easily. The tank I used yesterday took out 82 Energy in three turns. Which makes any Caster incapable of doing anything. @Strenght, The scale needs fixing, adding more stat diminishing is just a bunch of crap. And the decrease in connection is just plainly stupid. And Strenght abusers don't really hit hard. I get around 20 damage by them. And every player can train more Dexterity and Technology easily. @Mercenary, The Hybrid armour sounds alright, I wouldn't mind that. But. Replacing Adrenaline is not so good, why replace a unique skill which makes you get rage at third turn? I just got raged by a Mercenary on the third turn and he doesn't even abuse Support! And Mercenaries aren't under-powered, they are just not used as people abuse the over-powered classes. Everyone knows that. @Bounty Hunter, That critical modifier will hit Cyber Hunters, aswell. And, I do rely on my Massacre to be a critical, especially when I'm using 135 Support build. Negating Bloodlusts effect on it just sounds lame and stupid on me, because the only problem with it is because Strenght isn't as balanced as other stats. So there is no need to destroy a skill for two classes. @Tactical Mercenaries, How the hell would that work? Because if it's passive it would be over-powered, especially on Frenzy usage (imagine raged Frenzy powered by that...). Explain it a bit more, would you?
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