CyberWolverine2.0 -> Balancing Certain Skills and Ability's (3/16/2013 23:11:05)
|
Ok its my first time posting anything up besides me reading most of the fighting on certain postings on here but here goes I have a few issues with some of the skills one being for cyber hunter skills vs Tac. merc. skills , i recommend that static gets a small boost im not asking for a insane buff to this active skill but a decent enough one to keep it attractive , Being as it is (if your have some good damage ) you may only get 10 back ( being if you use a decent malfunction first , and if your lucky ) which is at lvl 10 giving back only 30% of damage worth to SP if you do around 40-44 a hit while for Frenzy you will receive 57% of damage dealt to HP which is about 16-18 depending on strength of tac merc. which is a significant difference a Level 1 frenzy is basically a Level 10 static both at 30% which is ridiculous at least make it +2% per Level on it giving a total of 40% - at level 10 which is a pretty decent boost not to much but enough to have a good active skill going since most of the mana is basically used on malfunction anyways it would barely be able to regain half the mana used for the skill and it also keeps it on par with the Frenzy skill ( Frenzy 57% , Static Charge 40% ) since Tac mercs don't have a debuff this keeps things balanced between the 2 active skills , Discuss , supported or against it? Support Needed to be nerfed big time as for Aux Cannons being the strongest weapon in the game making it 4.5 is illogical , making it 5 at most would considerably be effective since most of the skills are already requiring 4.5 as is to be enhanced like malfunction for example , this would make people think twice before abusing this stat and its added advantages much like the Tech Mages skills , Overload / Plasma rain , both can be enhanced with Dexterity which should be nerfed btw considering i have been killed without given the chance to retaliate i have seen outrageous amounts of damage done by these 2 skills alone while the tech mage has 40 defense which is insane his skills do 65 and 67 on each individual skill , for a person even with 35 resistance this is plain too much damage to be dealt with on top of that he could also stall long enough for a rage hit for pretty much an insta kill on anyone against them Discuss on these nerfs Supported or Against it?
|
|
|
|