Stabilis -> Complete Energy Skills Revision (12/31/2013 11:36:40)
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Hello. This is discussing all of the energy skills and what is happening with them. As you will know if you have played EpicDuel recently, most if not all players who are dueling are using an energy skill or two. Why is that? I have some reasons to suggest why. Energy is the second most important stat under health. Energy allows players to use any one of their skills in their skill tree, while health determines who wins the battle. A single skill can turn the battle around in favour, like a max level Surgical Strike that removes half of a target's rage and say, damages for 500 health while healing for 100 health. Well, what does this have to do with energy skills? For the most part, energy skills have no cost to them besides taking up a turn (this excludes EMP Grenade and Atom Smasher). Energy skills are a reliable source for restoring one's own energy, or reducing an opponent's. These skills are such large enablers of controlling energy, that the energy stat itself is less prioritized and so forgotten. So why have enough energy to use 5 skills when you can just have a skill that replenishes lost energy? This is where we verge again onto the territory of necessary skills. Remember passive skills? Yes, much like passive skills, these energy skills are "must-haves" just to function in an ordinary battle. Maybe it is the lack of a cost on energy skills, or maybe it is because energy the stat is worth less per stat point than other stats. Whatever the reason is, these energy skills are as necessary to have as the old passive skills, and that means skill points are practically lost just to have them. Well, here are some actions that can be taken to help: - OPTION 1: Add an energy cost to all skills.
While this does not make energy skills less reliable unless they cannot be used, there is no reason for players not to use energy skills as often as they do now. Skills that restore energy will be just as needed if not more with a higher metabolism. - OPTION 2: Make the energy stat worth having.
This option may not help to lessen the need of energy skills, but it can help to back players with energy as opposed to using a skill to restore it as often. What this option demands is that the energy stat receives a "buff", an upgrade of sorts. This can be a change to its progression. - OPTION 3: Massive overhaul.
This option completely removes the need for energy skills while allowing the energy stat some leverage, but the change is quite drastic. First, all energy skills are deleted. Now energy skills are not necessary anymore. Secondly, the energy stat is "buffed". 10% (random number) of the player's max energy is restored on each turn. Now, investing in energy means that more energy is gained. New skills can be added in place of these energy skills. Which option works? Which option is flawed? What can we do to make energy skills less necessary to have?
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