Ranloth -> New actives (11/9/2013 7:27:42)
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It will be easier to put it into one thread, suggestion wise, than having multiple threads for discussions and many disagreements. Treat this as a feedback and suggestion thread in one.
New actives, nine of them to be specific. Our passives are now gone and have been turned into active skills. Many see the creative aspect of it, whilst some believe passives were crucial in ED's gameplay. In a way, both are right and wrong at the same time - it's subjective. It's a big change. Things are bound to be imbalanced because there's so much testing that can be done on a Dev server, and it will be different on our servers where hundreds or even thousands of players (total) can test it and give their feedback. So we play the crucial role in this change. Instead of saying how bad it is, let's not allow the initial release ruin the first impression of the change. We did see the imbalance coming, and so did the Devs, but sometimes you must release something that isn't perfect and let others help you. The skills which were changed are as follows: Mineral / Plasma / Hybrid Armors, Adrenaline Rush, Mark of Blood, Energy Parasite, Fire Scythe, Battery Backup, and Shadow Arts. How this will go is, you can discuss any (or all) skills and how you'd possibly improve them. In other words, say what's wrong with it and how it could be improved in your opinion. You can support someone else's suggestion instead, but keep it civil. You're free to disagree with others but keep it civil. With such big change, all feedback will be considered so for the sake of ED, don't be bias or try and ruin it for someone else. We are shaping the balance of new actives. Lastly, please don't bother posting if you're planning on saying "bring passives back, actives suck!" because it will not be happening and it doesn't belong here. Be constructive!
Armors- In my opinion, these should be reworked once again.
- [1] Give it 5 turns of being active and cost should be 10 EP at Lvl 1 and goes by +1.5 per level, for up to 24 EP at Lvl 10. [2] Buff the %'s up by a little again. [3] Make it work off your total Dex/Tech, not including any debuffs - like they do now.
Adrenaline Rush- [1] Completely remove the Energy cost. [2] 50% of your Rage at Lvl 10 (nerf it from 61%). [3] Increase cooldown to 4-5 turns.
Mark of Blood- [1] Keep the %'s as they are if you and your ally are alive & higher %'s if you're on your own/1v1 (just like Multis but the same Energy cost).
Energy Parasite- This one is actually balanced, in my opinion. BMs have lost DA which has lowered their offense, so it seems alright so far. No changes required.
Fire Scythe- I've seen players use it, but not myself yet. No comment on it, just no issues so far.
Battery Backup- [1] Put it to +2 EP per skill point. [2] Slightly lower the base amount (by a very little). [3] Possibly increase cooldown from 4 turns to 5 turns - they also have Assimilation in-between which compensates for it, although TLMs may struggle instead. [4] Or just put Support requirement on Battery + Str on Assimilation (suggested by 8x) and maybe reduce base amount by a little with it.
Shadow Arts- Effect wise, it's alright.
- [1] Give it a bit lower Energy cost. I understand it defends against all attacks, but BHs don't have an Energy return skill. [2] Change the EP scaling from +2 per skill point to +1 per skill point (11 EP at Lvl 1, 20 EP at Lvl 10).
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