Ranloth -> RE: Overall class balance (1/27/2014 18:37:34)
|
Energy Parasite could use the buff, yes. But I'd also be for lowering the damage penalty it has - it's too big and often locked to 50 damage. So something between 70-85% damage - you're likely to hit 30-50 damage with that too, but not on glass cannons at least. Atom Smasher and EMP, I'm not sure. I like the idea, but very cheap costs for the two of them. EMP is very effective with moderate Tech, at Lvl 1 already. Making it cost less (100 vs. 80) and the same amount at all levels, I'm not sure... Perhaps something like 75 for Atom Smasher, and 125 for EMP? Overload requires a Staff to use, unlike both Grenades, hence why it has higher damage. Removing requirement from Overload is a no, because that makes it imbalanced between classes; less skills requiring a Staff, and BMs would have even less reason to use a Staff - except for Str build. Buffing Grenades to Overlord level is also a no, due to what I've said earlier. I'm for a buff, but not making the three equal. Field Commander is a bit too much. Maybe along the lines of -20 EP across the board, but your suggestion would be a bit too much. Adrenaline Rush is a tricky one. At the time, I was for making it cap at 50% rage gain (Lvl 10), and make it completely free. It also has Strength requirement now, instead of Support. I'm really unsure what to do with this skill. Perhaps give it instant %-based HP regen, upon use? Just for one turn, so you can take advantage of that rage and not die. After all, you've also lost a turn worth of damage. Assimilation, I guess that could do. A bit wary about it, since I've posted my thoughts on it, in a different thread... All AOE versus 2 opponents, absolutely not. Many players would prefer 85% damage and chance to crit. 5% damage is a very small difference, whilst no crits does affect it quite a lot. I'm for it, if you cross out the removal of crits. All Ultimate Skills, yeah, that could work. Small steps at the time, so it won't be overshot and overpower some builds. Hatchling Rush, eh... I'd be for bumping down the effect to 30-33% instead, and keep its EP cost at 150. Making it 220 EP would result in making the core difficult to use, even with the strong effect. Almost unusable for many, just like Azrael's Will nowadays. I know how powerful the core is, but it'd be too much with the EP cost. :/ I'll edit the post tomorrow, with all feedback. It's getting late here and I have no energy left for lengthy posts. The feedback is based on your suggestions. I've had few different ideas in mind, which I've posted in my own thread, such as bumping down Assimilation a little, and in return, remove the Staff requirement. Or a small suggestion regarding Atom Smasher, to make it more appealing to use, but I won't hijack your thread.
|
|
|
|