Giras Wolfe -> Some Fixes to Cyber Hunter/Bounty Hunter Skills (3/5/2013 23:58:00)
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Hey guys, I'm here to solve some problems with the BH/CH skill tree. Lets start with the obvious Shadow Arts Problem: Everyone agrees blocks occur far too much in the game, even for high dex players because skills like ninja reflexes and shadow arts make the base block chance too high. Solution: Make Shadow Arts give +5% Block Chance and +5% Connect chance at max. This would make it a more well rounded skill, as well as reducing the number of blocks given and received by bounty hunters and cyber hunters. It also makes more sense logically. A master of the shadow arts would not only be harder to hit, but also harder to dodge. Cheap Shot Problem: The skill is completely useless at high levels as there are many more effectual places to put stat points. Solution: Nerf the skill at level 1, but make it much more effective at higher levels to become a viable build option. I would do this with 2 changes: -Reduce critical chance to 20%. -Make the defense ignoring scale thusly: Level 1: Ignore 5% Defense Level 2: 10% Level 3: 15% Level 4: 20% Level 5: 25% Level 6: 30% Level 7: 34% Level 8: 38% Level 9: 42% Level 10: Ignore 45% Defense So the critical chance is reduced, but the % defense ignored is increased significantly at max to make it a more reliable build element. Venom Strike Problem: The skill is generally useless and underpowered. Solution: Make the skill level in a more logical way, and make it more powerful but over a longer time frame. That would look like this: -Deals 50% of strike damage on connect -Deals X amount of poison damage over 5 turns Poison Damage scales with level: Level 1: 5 Total Poison Damage over 5 turns (1 per turn) Level 2: 10 (2 Per turn) Level 3: 15 (3 per turn) Level 4: 20 (4 per turn) Level 5: 24 (5 per turn, 4 on the final turn of poison) Level 6: 28 (6 per turn for the first 3 turns, 5 per turn for the last 2) Level 7: 32 (7 per turn for the first 3 turns, 6 per turn for the last 2) Level 8: 35 (7 per turn) Level 9: 38 (8 per turn for the first 3 turns, 7 per turn for the last 2) Level 10: 40 (8 per turn) This is a much more logical way for poison to function. First of all, its more intuitive to new players, because the entire damage it will do is displayed rather than the per turn value. Second, it's poison. It makes more sense for it to last a long time but do less per turn. Increasing the amount of total poison is justified because it takes longer for the skill to "pay off." Many battles will be over before the full 40 damage is applied. Thus an increase from total DoT from 33 to 40 is justified. Strike damage nerfed further to discourage abuse in strength builds. Thoughts, everyone?
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