Midnightsoul -> A small change to Malfunction (7/11/2013 18:15:22)
|
These str supp TMs tend to be a tad overpowered. There needs to be a solution to change Tech Mages. In my observations, Tech Mages tend to have really strong offenses, but really weak defenses. This causes a great imbalance and I think it is only fair Tech Mage is given a steadier skill set whether it will be buffs or nerfs to certain moves. I might need some help thinking of some solutions. Honestly, my rough idea is that I just think Malf needs some kind of Dexterity requirement. It makes sense to make an offensive move require a defensive stat so damage doesn't become too crazy. So why a Dex requirement? After all, I did mention that I'm not very sure, I think it would help buff Dex TMs a bit since they are a bit weak and it will help balance out the agressive TMs. But wouldn't that make casters overpowered again? Well, first of all, casters can't be much of a threat anymore. They are somewhat weak when their energy is drained so they rely a lot on assimilation and reroute. Second, I doubt they would have enough skill point to make Malfunction even effective. After all, a caster tends to have pretty low support so malf shouldn't be that bad, even if it was maxed out. The problem: Cyber Hunter also has Malfunction. Giving Malfunction a Dexterity requirement instead might make them overpowered with a multi build because multi-shot improves with Dexterity. BUT, it's quite possible Dex CHs might need a buff. If they do prove to be too strong, it might be reasonable to give multi-shot a strength ir support requirement. I kinda doubt it because Static Charge isn't that effective anymore so they can't spam and getting hit by multi-shot by one or two times won't really affect the battle that greatly.
|
|
|
|