Static Charge (Full Version)

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Midnightsoul -> Static Charge (3/2/2013 12:24:47)

Well, I think the game is better now. I just want to see what it would be like if...

Static Charge's energy regen ignored 50% defenses so there'd still be at least a guaranteed amount.



Or...

They can make static charge passive like bloodlust.




Ranloth -> RE: Static Charge (3/2/2013 12:40:52)

SC to be passive means you gotta get rid off PA or Malf. You cannot have 3 of them at once.




xGreen Warriorx -> RE: Static Charge (3/2/2013 12:55:32)

Static charge is just about useless to me. I have it on lvl 2 (it would be on lvl 1 if I didn't need a place to stick a skill pint I didn't want), and I only use it about every 1/10 battles to get 2 or 3 more energy to Def matrix and EMP grenade if I have any leftover energy.

I would suggest that static charge does 85% strike dmg, and the % of energy regained is doubled (because remember that static relies on strike dmg, which is reduced to 85% in this instance).
~ What the above change to static charge will do is add more strategy to it, instead of it being an alternative to striking that gives you a couple energy points, it will do less dmg than a strike, but will regain more energy.


I originally switched to cyber hunter because I thought static charge looked really cool, but now I rarely use it. Cyber hunters most unique and original skill is dead. That needs to be changed.




Mother1 -> RE: Static Charge (3/2/2013 13:16:16)

@ green warrior

CH original skill was also OP as well. Originally it was the only move in the game that had no strategic counter since it worked with your potential damage and ignored defenses. Your only hope of counter if you weren't BM or merc was to prey for a block because no matter how much Defense you had the effect of this move were through all of it. Now thanks to it being taken off that it now has a counter that all class have that doesn't involve luck.





Midnightsoul -> RE: Static Charge (3/2/2013 13:26:55)

^ Here's my complete idea, Mother1.

For damage of Static Charge: (Aux Damage+Primary Damage/2) - Opponent's Defenses= Static Charge Strike Damage (Blockable)

Energy Regen of Static Charge: (Aux Damage+Primary Damage/2) - (Opponent's Defenses/2) = Static Charge Regen

That way, support builds will not have a disadvantage of regaining energy.


Or... simply make it passive... lololol. But it's gonna have to be like 25% at max per attack.
Yes, when other attack skills like cheap shot or massacre is used, the energy cost will be deducted AFTER the requirement of energy.




master x guardian -> RE: Static Charge (3/2/2013 16:02:45)

Given the buff to Blood Lust, I don't see why Static can't get at least a buff in percentage seeing as it relies on damage done as well, and like Blood Lust, was recently weakened due to diminishing returns.
I also loved how some of the rationale for nerfing Static in the first place the existence of "EMP loop CHs". Seriously, I had never ever faced someone like that.




xGreen Warriorx -> RE: Static Charge (3/2/2013 17:48:10)

@mother1
The original static charge was OP, I can agree to that. But it was 100% dmg with at least a 33% energy regain, and it also had a set amount of energy you got back because it was based in how much str you had, not the actual dmg you did. Also, it might've had a 2 turn cooldown instead of 3.
So, I really don't think my suggested "buff" for it is OP.

@midnightsoul
I don't think making SC a passive is a good idea. That would mean that cybers would have 3 passives, which is more than any other class, and the % for it if it was a passive would have to be ridiculously low to prevent OPness.




arthropleura -> RE: Static Charge (3/2/2013 20:29:59)

Im a tlm but really, it needs a huge buff. blood lust steals 27% at max. Affecting all. Static charge steals 30% at max. ony with strike. every 3 turns. WTF?




theholyfighter -> RE: Static Charge (3/3/2013 1:30:10)

Static Charge is currently totally

USELESS.

O well, it's a good place to throw in left-over Skill Points.

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quote:

CH original skill was also OP as well. Originally it was the only move in the game that had no strategic counter since it worked with your potential damage and ignored defenses. Your only hope of counter if you weren't BM or merc was to prey for a block because no matter how much Defense you had the effect of this move were through all of it. Now thanks to it being taken off that it now has a counter that all class have that doesn't involve luck.


*Clear Throat*
Atomic Smasher.

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I like Green Warrior's Idea, less damage with more energy. Similar to how Azrael's Will functions?

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How about leave the % and the damage calculation of Static Charge
but make it Unblockable?



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quote:

SC to be passive means you gotta get rid off PA or Malf. You cannot have 3 of them at once.


Why not? Since you then need LOTS of Skill Points to let them work effectively, leaving you barely any to put in Field Medic, Massacre, and/or EMP Grenade........etc.




Giras Wolfe -> RE: Static Charge (3/3/2013 1:46:02)

Just make the energy drain effect unblockable.




Ranloth -> RE: Static Charge (3/3/2013 7:03:56)

quote:

Why not? Since you then need LOTS of Skill Points to let them work effectively, leaving you barely any to put in Field Medic, Massacre, and/or EMP Grenade........etc.

What does loads of points have to do with it? To have effective Blood Shield, you gotta do the same. Likewise with passive Armors. Classes can own TWO outta THREE: passive HP or EP regen, debuff, and passive Armor.
Since SC would be passive EP drain then drop Malf or PA. We know PA will not be taken out since it was confirmed many times and people do use Malf so SC could make them Energy-focused version of TLMs thus making them tank and boring, like people claim.




theholyfighter -> RE: Static Charge (3/3/2013 7:09:46)

quote:

What does loads of points have to do with it?

Simple? No skill points=no skill=can't use it=doesn't matter




Ranloth -> RE: Static Charge (3/3/2013 7:45:08)

That point is irrelevant though, you cannot have all 3 at once because the combo is OP. That's why TLMs had Smoke taken away, prime example as of to why this shouldn't be done anymore.




theholyfighter -> RE: Static Charge (3/3/2013 9:15:17)

I'll make it clear.

The combo is impossible to make so it's not that Oped, plus there's no info about how Static works as being passive...




STRUT MY MUTT -> RE: Static Charge (3/4/2013 8:51:58)

Supported. Originally static charge was overpowered in early Delta but they nerfed it so bad it became a pathetic joke.

It needs a buff.




Trifire -> RE: Static Charge (3/4/2013 20:43:10)

Well 2 ideas, replace it with a skill like assimilate, or buff it to make it a passive skill with equal energy gains to blood lust.




Exploding Penguin -> RE: Static Charge (3/5/2013 0:34:26)

Well, you could make the actual damage blockable but even if you were blocked, you'd still gain the energy returned from the damage you could have possible done.




Mother1 -> RE: Static Charge (3/5/2013 0:51:24)

@ exploding

That wouldn't be possible if you think about it. As it is right now it works with actual damage so 0% of 0 is 0. This would only work if it went back to raw damage, and if that was done static charge would go back to being overpowered again no scratch that it would be 100% worse and abused since the only counter that the classes have would be gone since blocking was the original way of stopping static.




Dimentic -> RE: Static Charge (3/5/2013 1:03:58)

CH is good as it is. 2 Passives + Debuff + Matrix + Spammable Energy Drain which you don't even have to invest points in.
Most CHs have static charge at 1-4lvl and just use it with rage for a good 3-10 energy.




ansh0 -> RE: Static Charge (3/5/2013 2:00:23)

If there is buff to SC, then PA should be removed.

Energy ragain+passive shield+debuff+massacre+EMP is just unfair.




Drianx -> RE: Static Charge (3/5/2013 2:43:27)

I agree it would be better to have SC energy gain as a % of weapon damage, not damage dealt. But keep it blockable.




Striker44 -> RE: Static Charge (3/5/2013 8:21:43)

Since Strength has been nerfed then SC was nerfed indirectly . This has badly needed a buff in terms of % gain




Giras Wolfe -> RE: Static Charge (3/6/2013 0:21:00)

Here's another thought I had for Static Charge.

The skill is exactly as it is now, EXCEPT:

At every level, the energy regain gets a +1 boost, so +1 automatic energy at level 1 and +10 automatic energy at max.

This is on top of anything gained by the % damage energy boost.

So, if you have level 4 Static Charge and it gets blocked, you get +4 energy. (0 from the % damage, and 4 from the bonus)

If you strike a tank player and do 3 damage with level 4 static charge, you get +5 energy (1 from the % damage, and 4 from the bonus)

If you do 35 damage with level 4 static charge, you get 12 energy (8 from the 21% damage boost, and 4 from the bonus.)

This change would make the skill more stable and reliable against more kinds of enemies.




Dimentic -> RE: Static Charge (3/6/2013 1:09:37)

Static charge is indeed a lil bit UP but CHs don't need any buffs..




arceus12345 -> RE: Static Charge (3/6/2013 2:24:30)

wht atk can u use with suppose 5 energy u get back with rage SC ?
to do lvl 1 heal , u have to use static 4 times which 2 turn cooldown in each atk. by the time u use heal ur dead.




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