Replacment for Plasma Armour (Full Version)

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Camoflague MerC -> Replacment for Plasma Armour (11/18/2012 6:08:51)

I know there have been quite a few complaints about Plasma Armour, it restricts the Cyber Hunter to only a few succesful builds and in my opinion its a pretty bland skill that has been buggin' me for a while because its exactly the same as Mineral Armour (except different name and resistence instead of defence). I know that removing it would not be a good idea because it would upset quite a few of the Cyber Hunters out there especially the varium ones, Instead of proposing to remove it completely and replace it with a different skill, what i am really proposing is just tweaking it a bit, and giving it an awesome name :)

The Skill:

Ascension (Passive)

Skill Description:
Passively increases energy resistence and reduces the energy cost for all skills.

Level
1: +1 Resistence
2: -4% Energy cost
3: +1 Resistence
4: -4% Energy cost
5: +1 Resistence
6: -4% Energy cost
7: +1 Resistence
8: -4% Energy cost
9: +1 Resistrence
10: -4% Energy cost

This is a simple adjustment, but would work wonders for the Cyber Hunter class if added, i know many people have (and still are) complaining about Static Charge being to weak, well not only does this skill i have made essentially buff Static Charge, it reduces your Resistence to, so its a win/win situation, the people who complained Static Charge was UP get it essentially buffed, and the people who complained Plasma Armour was OP with Cyber Hunter have essentially got it debuffed.

Before i go on to talk about why Ascension is that much better (not power wise) than Plasma Armour, i would like to make something clear about the 20% reduction in energy cost for all skills. This doesnt work as a base value, for example i have a lvl 5 Massacre (45 EP cost) Ascension does'nt reduce the EP cost by a base value (6.6 for lvl 1 Massacre, rounded to 7) but as a skill value, so 20% of 45 is 9, so that means that Ascension reduces the EP cost by 9. To keep the coding simple you would have these changes only take effect after you have saved your build, so the system can compute how much energy to reduce your skill cost by how high your level for that particular skill is. These energy cost reductions should be shown in a colour, like bright green, so as not to confuse new players, and to make it stand out obviously.

example:
Lvl 5 Massacre
Energy Required: 36 (45)

Of course, these stats are always open to slight adjustment (maybe -3% instead of -4%?) but the -4% seems to be just right, balance wise.

Now, since that minor roadblock is out of the way, i would like to talk about why Ascension is better than Plasma Armour (not power wise), first of all, as i stated before it wil make people happy by essentialy buffing and debuffing certain skills without anything to drastic, but the most importamt factor about this for me anyway, is that it seriously opens up Cyber Hunters to a much bigger range of build diversity, and i hope im right in saying that we all love build diversity, and that no one likes facing the same boring repetitive "Build of the month" every single battle.

I am open to constructive critisizm and eager to hear what my fellow forumers have to say about my suggestion.
Would be really interested to know what the DEVs think to.
Discuss.




8x -> RE: Replacment for Plasma Armour (11/18/2012 6:29:18)

CHs would only have to give up half of their extra resistance from plasma armor to get 20% energy reduction? Not supported.




Camoflague MerC -> RE: Replacment for Plasma Armour (11/18/2012 6:33:58)

If you actually read the whole thing you would realise i said that 20% at max is'nt a definitive value, its just an idea, so don't base your opinion on something that will probably be changed anyway, thats a bad habit to get into. Where discussing the idea, not the value <.<




8x -> RE: Replacment for Plasma Armour (11/18/2012 8:24:59)

Even if it only gave 10% reduction at max it would still be better than the plasma armor currently is.




Mother1 -> RE: Replacment for Plasma Armour (11/18/2012 11:51:23)

As much as some people which that this passive would go away the staff already have said it several times that Plasma armor is here to stay.

As for the skill itself Not supported. Static itself was the cause of many cyber hunters not training there energy and it was a must have skill for them. Adding a reduced energy cost to this class will promote that once again. Also if you were reading the forums the reason why static was nerfed was because certain cyber hunter were abusing it to heal loop which annoyed certain players so they nerfed.

The way static is now it can still be useful you just can't spam it like you too when it always pops up which is what the mass majority of people who are using static now are complaining about. Before as long as you hit you would get a fixed about of energy back depending on your potential strength meaning even if you hit a 3-7 damage you could get 11-15 (using this as an example) if you had the potential to. It was vastly OP and even better then reroute.




ReconnaisX -> RE: Replacment for Plasma Armour (11/18/2012 22:25:27)

Get used to Plasma Armor, it's not going away.




Camoflague MerC -> RE: Replacment for Plasma Armour (11/19/2012 3:33:54)

I've been used to Plasma Armour since the day it came out, but it really just does'nt suit the class, Bout Hunters are one of the most fragile classes in the game, heavily reliant on dealing damage to stay alive with the use of Blood Lust, you would think that Cyber Hunter, the evolution of Bounty Hunter would also be like a glass canon, which is how it originally used to be, Technician used to be in the spot Plasma Armour occupys today. Plasma Armour is just a bland skill, it makes Cyber Hunters seem way to much like Tactical Mercs and even Mercenarys in general for my liking.

@Mother 1

Theres quite a big point your missing, the old Static Charge was only really every recognised as OP when it was combined with Plasma Armour, when Tecnician was there Static Charge was'nt considered that much of a problem, if you actually played the game during this time and read the forums you would know that Tecnician was replaced by Plasma Armour because of only 1 type of build that was OP, the ultra-dex build, (this was also back in the day when Multi-shot was not nerfed).
A brief example of the most powerful form of this build i remember being used is as follows:

Defence: 40-48+1
Resistence: 23-28+1+9
Strength was lowish and Aux was average, Tecnician would be on about 5, Multi-shot would be 7+, and Static Charge would be pretty high (7+)
Malf would be about 4, heal would be about 5, and the rest of the points would go to preference skills. Health would be 95 & Energy would be around 60.

Im sure you can imagine how devastating such a build would be (in 2v2 mainly, but also nearly as devastating in 1v1) if this build were around today not even the old Smoke Tactical Mercs or Strength Bloodmages would'nt be able to stop it, thats just giving you an idea of how god damn powerful this build was (one of the most OP in history).

My proposition for the skill Ascension is not to bring back Tecnician, and not to make Cybers so beastly with Plasma Armour, but to make Cyber Hunters a bit more like the glass canon they were meant to be. I'm thinking of pherphaps making Ascension just reduce the energy cost for skills, or reduce the energy cost for skills on a low scale but give a little bit of resistence.

Heres something along the lines of what i was thinking of when i talked about changing Ascension:

Purely energy cost reduction:
Level:
1: -3% Energy cost
2: -3% Energy cost
3: -2% Energy cost
4: -2% Energy cost
5: -2% Energy cost
6: -2% Energy cost
7: -2% Energy cost
8: -2% Energy cost
9: -1% Eneryg cost
10: -1% Energy cost

Hybrid Ascension skill:
Level:
1: -2% Energy cost
2: -2% Energy cost
3: +1 Resistence
4: -1% Energy cost
5: -1% Energy cost
6: +1 Resistence
7: -1% Energy cost
8: -1% Energy cost
9: +1 Resistence
10: -1% Energy cost




Mother1 -> RE: Replacment for Plasma Armour (11/19/2012 11:42:28)

@ Camoflague merc

It has been said several times that they wouldn't be removing plasma armor and it is here to stay for starters.

But at the same time I was pointing out the flaws I saw with this. As for you saying that static wasn't OP back then before Plasma armor that is incorrect. It still gave back 20+ energy for a strike that might only do 3-7 because you had the potential to do that amount of damage which no matter what anyone saids is OP. That is even better then reroute. Also the only reason this wasn't noticed back then was because that was when TLM were OP when they had smoke and people were str abusing TLM so it overshadowed them back then so that was why they gave them plasma armor.

Also with all the strength abuse going on now. This passive would serve more to underpower the class rather then help them and even if it wasn't an energy abuse issue I couldn't support an Idea that would underpower this class.




arthropleura -> RE: Replacment for Plasma Armour (11/21/2012 0:23:23)

@mother1: i thought the abuse was with 5 focus technology robot builds... not str o_O
On topic: rather neutral, hard to say what crazy build someone might come up with unless it is put to use




Metallico -> RE: Replacment for Plasma Armour (11/21/2012 19:53:47)

This skill should be given to mercenaries, they have the worst in game energy flow




Mother1 -> RE: Replacment for Plasma Armour (11/21/2012 20:09:11)

@ Arthropleura

Have you fought those high strength spamming builds? They can deal more damage to you then you can heal. Sure focus builds are becoming OP thanks to the infernal Android since they now use the high heal stalling tactic to power up the bot and then unleash it on you when they rage. However take the bot away and the you the OPness of this build will go down.

But back on topic removing plasma armor for this passive would underpower the class. Remember when CH was first made they were the punching bags of str TLM who had smoke. So they were given plasma armor for protection and that was when they became OP. It was then that Static got it nerf to what it is now.

However even with this nerf CH are still doing well in the game. If they weren't Rabble would have seen it in the data, and he would have buffed CH up if they were Underpowered.

But back on topic removing plasma armor a passive that offers protection for a passive that offers less protection in exchange for making skills cheaper to use can really under power the class. We already have OP strength builds cutting through defenses like they are nothing, as well as going through some of these tank builds as well. The last thing CH needs is to become UP again because they lost their passive protection for a weaker version with an extra skill.




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