Exploding Penguin -> RE: Balance Ideas (4/16/2013 0:26:03)
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Artillery Strike - So I invest some of my base support into strength... this is still a major buff to artillery strike. 10% ignore would do approx 3 more damage, and buffing it back to 100% would make it do an extra 10-15 damage to both enemies if enough skill points and supported are invested. Given that I'd have to sacrifice 19 skill points to strength (which is 3-4 artillery strike damage) to meet the requirement, I'd say this would over-buff the skill. Multi Shot - Right now I find it quite fine. In 1v1 at low levels of stat investment, such as level 5 multi shot, I can output a quite strong amount of damage for around 20 EP or less. This pertains particularly to CHs, but it could also apply to BHs as well given they can buff their dex with reflex. No buff needed, and putting a support requirement would just support mixing in shadow arts with dex casters (great synergy, I've tried it before), and the buff to multi shot damage would just be way too strong. Plasma Rain - Not even that strong with dex abuse, and putting a strength requirement would just promote builds like 4 reroute max assim and high overload + plasma rain, since assim already increases with strength and putting a strength requirement would do near nothing since strength + dex is already a good combo. Fireball - A good idea, but I think that the DoT should get stronger for each level of stat point investment. Also, the DoT itself should be toned down to something like 3 DPT rather than 5, because then fireball would easily surpass bludgeon's damage, and it's unblockable. IA - Not necessarily, malfunction and omega override can easily reduce the bot's damage by 5-10(ish), if not more, just because it's %-based. Stack that with the fact that a deflected infernal android, particularly on rage, skrews you over for the entire fight since IA's base damage is already quite low. Double Strike - The problem with this skill is that it costs way too much energy for the classes that are given it, and the damage boost isn't even that high. Back then, it could be abused at level 1 for very strong amounts of static damage boosts, and it wasn't even worth investing stat points in. Now it's worth investing stat points in, but its base damage is pathetically low. If anything, it could have base damage increase by a small amount such as 2%, have +4% instead of +3% per level, and a reduced 2-3 EP cost on all levels. Zerker - Doesn't necessarily need a buff because the ability to statically deal an extra 30-ish strike damage on turn 2 is already a major plus. The EP cost-Damage boost ratio is also pretty good compared to other %-based skills. If anything, something needs to be done about blocks and this skill since a single block on a high-level zerker will mess you up for sure. I've even gotten rage off of getting a single zerker blocked and no other attacks (support/strength build with 7 adren and max blood commander. Turn 1 BC, turn 2 max zerker block, turn 3 rage) Static Charge - Should just give a for-sure energy regain like before, and that it can only be affected by strength debuffs. Right now it's undependable and is pretty much only effective when raged with, and it's near useless on tanks. Adrenaline - It's +10% rage gain, which is quite a lot at level 1, and +2% after that per level. Honestly, it isn't that great to invest in, but it's an amazing asset for that +10% at level 1. It should probably be more of something like it starts at +8%, then +3-4% rage gain per level afterwards, just so it's worth investing in. That's pretty much all I have to say. The balance changes you suggested mainly target current mainstream builds, and destroys creativity of many possible builds given the current skills. Some concepts were interesting though, such as the fireball DoT.
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