Seteriel -> RE: =ED= November 8th, 2013 - Patch Notes - 1.5.38 (11/9/2013 12:02:47)
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I don't know what positive i could say about this update... ... defense nerfed = strength buffed = less place for strategy ... not enough energy to deal with all the energy costs ... tech mage, do i need to say more ? @ Therril Oreb: quote:
1) Techomage is too strong. Their infinite energy supply allows them to deal constant damage without every having to resort to weaker abilities. 2) Defensive classes like the mercs are too weak now because they have to pay energy to have their defenses up which costs them not only energy but also a valuable turn. Sorry for the attack, but this should and could have been know before the update - at least and especially point 1) ... where is the item suggestion shop ? It was announced. ... npcs still have their passives, respectively are completely untouched - i see myself as an "npc hunter", mainly for 2 reasons: i need a ton of credits, credits are hard to come by if you really need them, npc were a solid source of income. Old numbers from before the update: - lvl 35 cyber hunter: i could do like 45 fights, with 1 loss - lvl 36 blood mage: i could do like 60 fights with 0 loss on a str build and 55 wins with 1 loss on a 5 focus plasma cannon build Todays counter was 30 wins with 16 losses on my 5 focus plasma cannon build. This is 10 lesser fights in total with 25 lesser wins in total. While to me personally this is almost acceptable, lower level players = the player base has even more harder times now: lets not forget about juggernauts and the 2v2 lvl matching - and the player base gets attacked even more with this update. ... larger part of players raging about "undo this update" and similar sayings is not a very good sign, so the main hope "the players are the testers" can easily become non-existent, as many will wait till the devs tweak what the players see as imbalanced. Trying something constructive... The basic would be: - nerf all the npc in general - nerf the "ally required" bosses a little more, as you can be sure that with the current lvl cap and without passives they are too much - nerf the tech mages battery skill to 35 energy max - switch assimilation and parasite (BMs being the "more active class" and assimilation the "more active skill" - plus this also being a further balance try: all BMs will most likely retreat to str builds, thus using a staff instead of a sword will reduce their stats and dmg a little, while the TM gets a little buff with sword builds along the battery nerf)
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