RE: Mercenary 2.0 [Full Class Rebalance] (Full Version)

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dfo99 -> RE: Mercenary 2.0 [Full Class Rebalance] (1/29/2014 15:53:07)

trans

the new shield will have a health cost that can be a problem many times

not is a rule give a complete feedback and doesnot matter if you will feel bad about this.




Xendran -> RE: Mercenary 2.0 [Full Class Rebalance] (1/29/2014 15:53:34)

I would be willing to personally create tutorials on how to understand the correct uses (the basic uses anyway, not some of the trickier stuff that involves deception or predicting turn orders) of these skills, why and how they work with each other, and ways to use them effectively in both 1v1 and 2v2.

quote:

the new shield will have a health cost that can be a problem many times


Blood mages lack the kind of energy control that other classes do. This would actually be very very useful to many blood mages.
Also, HOW is it a problem? You still haven't given a reason, just an opinion.

quote:

and the new bludgeon will have 25% of chance to crit, what will increase the luck factor, that is very bad in my opnion.


Jugular Strike is actually technically the new Plasma Cannon, it just has had its flat element locked damage swapped for weapon based scaling.
It does not increase the luck factor, it keeps it identical.


quote:

not is a rule give a complete feedback


It's not a forum rule, but it will severely hurt your credibility, and will make people take your suggestions less seriously, and im some cases not even bother to read your threads. Can you imagine if i had a poor reputation in this section and nobody bothered coming in this thread? A lot of the improvements that were suggested and added would have never happened.




Ranloth -> RE: Mercenary 2.0 [Full Class Rebalance] (1/29/2014 16:01:50)

Actually, constructive feedback is a rule. Quote to follow:
quote:

And you have every right to express your feelings, as long as it is constructive. I have tried to make sure that the posts that are about the game, and constructive in its feedback, remain as intact as possible.
[...]
Please understand that I want you to be able to post and discuss. I think it is a vital part of the development of a game to hear out the players. It's why I watch the AQGD very closely. As one of the writers of AQ, I want to make sure that what goes into my writing is what people want. Cinderella posting shows you that people are watching. Give them good, hard feedback, feedback that is honest, yet respectful and constructive.
http://forums2.battleon.com/f/fb.asp?m=19048189

Still, you don't explain why it's bad. You say the HP cost can be a problem - which is 125 HP - and yet BloodShield already has 90 HP and it's not a problem + it's weaker than Xendran's suggestion. New Bludgeon will improve the luck factor? How come you aren't complaining about CheapShot, Bunker Buster, and Plasma Cannon? It sacrifices some power for this effect. How else do you want it fixed?

You can't expect the suggestion to be suitable to your preferences, dfo99, if you don't provide constructive feedback. You don't like it, that's great! What don't you like? Why don't you like it? How would you improve it? That's the point of constructive feedback, and it's not a choice to give it but a must, when it comes to suggestions or judging one's work.




Jacobfarrow1 -> RE: Mercenary 2.0 [Full Class Rebalance] (1/29/2014 16:03:27)

Well....... F*** (ish). I just typed in a huge post for about 1-2 hours, and I clicked CTRL-W (I thought that was the redo button... [:(]) and lost it. I reopened the page because I am an idiot, so the CTRL-Shift-T combination doesn't work. Anyways, back to trying to remake my answer.

I freaking love your ideas, (Especially the Advanced Classes and Mercenary) but I saw in your preview that Tech Mage only has one new skill. Do you have any ideas? I have one, for an Ultimate...

Plasmic Transmogrification
The user concentrates their magical power and energy to become a being of pure Plasma.
Cost: All remaining Energy.
Warm-Up: 4 Turns (From Levels 1-4), 3 Turns (From Levels 5-9), 2 Turns (Level 10).
Cooldown: The rest of the battle.
Note: The user concentrates their Energy for the turn of casting, and uses the attack on their next Turn.
Note: Damage is calculated on the turn damage is dealt, i.e. Energy-draining moves will have an effect on the attack's additional damage.

Level 1: 260 Damage + 5% of Energy used
Level 2: 275 Damage + 8% of Energy used
Level 3: 290 Damage + 12% of Energy used
Level 4: 305 Damage + 17% of Energy used
Level 5: 320 Damage + 23% of Energy used
Level 6: 335 Damage + 30% of Energy used
Level 7: 350 Damage + 38% of Energy used
Level 8: 365 Damage + 47% of Energy used
Level 9: 380 Damage + 57% of Energy used
Level 10: 400 Damage + 70% of Energy used


My new skill may need some balancing, as it could be very powerful at Level 10 with higher level players.

P.S. I remembered everything about the skill! :D




Xendran -> RE: Mercenary 2.0 [Full Class Rebalance] (1/29/2014 16:08:16)

What you suggested is a hybrid of current supercharge and alpha supercharge.
Here's why that's a problem:

WARNING: Coarse language
Link removed. See =AE= Comprehensive Forum Rules - Link Use. ~Mecha

The reason i only have tech mage with one thing changed is because battery backup is the only thing i don't like about that class, and the only thing that makes it imbalanced. Merc and BH also recieved very few acutal new skills, and mostly just got rebalanced versions of existing ones. It's the evolved classes that are being nearly entirely replaced.




Jacobfarrow1 -> RE: Mercenary 2.0 [Full Class Rebalance] (1/29/2014 16:25:27)

AURGH!!!! I HATE TEXT BOXES! AND I HATE GOOGLE CHROME!

As you could probably guess, Chrome exited the entire browser for no reason. I did not press ANY button combination. It made the error sound and closed. >.<

So...

Is my move really as OP as... that? Maybe tone it down a bit/ a lot? Like, give the target +50% Resistance for the turn they are being attacked?

And Tech Mage is my native class as well, but I'm getting quite bored of it. I was hoping for some variation, but meh. I don't really have the money to change class, although I'd love to. I also have no idea how I can farm 50,000 Credits easily.

(Off-topic) Xendran, the game you are making sounds very interesting. Is there a website or some information about it? PM me the answers, as I don't want to steer this off-topic.


Thanks. ;)




Xendran -> RE: Mercenary 2.0 [Full Class Rebalance] (1/29/2014 16:29:35)

quote:

I also have no idea how I can farm 50,000 Credits easily.


Farm NPCs during power hour.
It's also an option to create a new character. I understand the feeling of getting bored with tech mage, but i don't want to change it just for the sake of changing it when most of the class is very well balanced already.


quote:

(Off-topic) Xendran, the game you are making sounds very interesting. Is there a website or some information about it? PM me the answers, as I don't want to steer this off-topic.


Eventually. Possibly within 2 months.


quote:

Is my move really as OP as... that?


Just did a test build. If i managed to pull off supercharge with full energy (which could be possible due to battery backup, even after using a def matrix) It would be doing 1956 damage. Also one thing to note is I'm level 38, not level 40 so that has an impact too. It's enough damage to oneshot level 40 bludgeon tech mages.




Jacobfarrow1 -> RE: Mercenary 2.0 [Full Class Rebalance] (1/29/2014 16:34:52)

Thanks. Can you PM me with some more tips for the Credit Farming? As in, what are the best NPCs and stuff like that (I should probably be PMing this, lol).

What about my new suggestion for the skill? Does it make it a bit more balanced?

And yeah, change just for the sake of change isn't a very good reason for most things. When do you think you'll have Tech Mage up? I'm excited to see the new Reroute.




Xendran -> RE: Mercenary 2.0 [Full Class Rebalance] (1/29/2014 16:36:48)

Even with +100% resistance, you would be dealing an average damage of 1400 with max supercharge using a supercharge build. Converting it to old numbers that would be 140, which is almost identical to the video. His first supercharge did 141 WITHOUT additional res. Your supercharge is actually stronger than alpha supercharge.
I'm not really sure about low level NPC farming. Once you hit high levels, frost demon is the best.

EDIT: I've just been lazy with TM, it's pretty much already done in my head. I'll get it written down now.

EDIT: Ignore what i said about me not knowing, i forgot about some npcs. ill pm them to you.

PS. There are two i's in Shiitake Mushroom




Jacobfarrow1 -> RE: Mercenary 2.0 [Full Class Rebalance] (1/29/2014 16:40:17)

Wow. That's like a metric ton of Plasma.

Okay, I take it back. My skill is too OP.

Also, I am level 28. Is that considered lower level? :p


Thanks. :)

Post edit. Profanity is not allowed, even when trying to evade it. ~Mecha




Xendran -> RE: Mercenary 2.0 [Full Class Rebalance] (1/29/2014 17:35:07)

Tech mage has been added.
Things get a bit complicated with Tech Mage.
Reroute is extremely versatile, but also EXTREMELY hard to balance. I need some serious feedback on it, as I'm 99% sure it's not right yet.




Ranloth -> RE: Mercenary 2.0 [Full Class Rebalance] (1/29/2014 17:57:00)

Huh. A bit disappointed to only see one skill getting changed.

I don't see a balance issue with Energy transfer to your partner, so I'm fine with that.
I would say the same about the Energy used by your opponent (33% at max), because you can avoid using skills or not everyone will have them maxed, therefore, the return will not be really that significant (read: game breaking).
It's the remaining HP -> EP, with 25% penalty. Let's assume Lvl 8 (instead of maxing it out), which is 51%. If we look at a glass-cannon build, with say 1,000 HP, this could be 510 * 0.25 = 383 (382.5) EP returned. Actually, that's not that bad. Stronger than current Battery Backup, but at cost of HP.

What worries me is that HP -> EP. There should be incentive to invest into skills, but you pay great deal of HP just to get 75% of it back as EP, at cost of no turn. Of course, one can use it to regenerate EP and use Heal, but... what's the point of doing that anyway? In my opinion, it should be 1:1 conversion or even making HP:EP be at 1:1+, because of how risky it is.
Currently, you can get as much EP back with max Battery Backup, at no HP cost. Yes, this wouldn't take a turn, but at the same time, there should be a penalty for no turn cost - which is likely to be HP cost. But it's too big. Honestly? I'd cap it at 50%, and give 1:1 scaling, at the very least, or even make EP > HP, just to compensate for the high HP cost. If one player maxes it, losing 50%/57% of their HP, just to get 75% of it back as EP, will not be worth it, unless it's last resort move; rage Plasma/Overload/Multi/whatever.

I'm aware my example was a bit extreme, but if you apply it to like 400 HP remaining, the EP return would still be not worth it - easily drained and you just lost a chunk of HP.




Xendran -> RE: Mercenary 2.0 [Full Class Rebalance] (1/29/2014 18:04:35)

quote:

unless it's last resort move


Well to be honest, that was kinda the idea of that part. I intended for the strike version to be the main use, the backup version to be a way to bypass a heal cooldown in 2v2 by having your partner do it at the cost of your own energy, and for the no-turn cost expensive battery backup as a final stand to get something off that might save you. A good example is fighting somebody a higher level than you. There are times where a rage bludgeon would have won me the battle, but only if i had used it that turn. I would be at high hp, but because they survived, they can use the level advantage to make a full recovery regardless of my HP advantage.

If you find the strike version to be balanced but the self-cast version to be too weak to use normally, then it's serving the intended purpose.
Other skills weren't drastically changed, but they were rescaled. I know that it's disappointing to only have one skill changed, but battery backup really is my only issue with Tech Mage.
Perhaps what we need is a seventh class.

One thing to take into consideration: Reroute is likely to cool down before a strike reroute has expired.

EDIT: Strike reroute will on average get you 150-170 energy without the opponent using any, as well as rage from the strike. If they decide they want to use something like a maxed out bludgeon on you, the energy gets very close to a battery backup. This makes it very usable as the primary function. I was more concerned actually about whether or not the HP to EP could be overpowered in some way.




Ranloth -> RE: Mercenary 2.0 [Full Class Rebalance] (1/29/2014 18:12:10)

Oh I see, so it's intended to be a last resort move. Still, is it wise to penalize it, or at least to such an extent? Chances are, you will be low on HP - or even 300 HP - and 57% of it will 171, then 75% return and you merely have 129 EP return. Not enough to use a last resort skill. :/




Xendran -> RE: Mercenary 2.0 [Full Class Rebalance] (1/29/2014 18:19:41)

My reason for the penalty was this example i thought of myself:

Current HP: 510
219 after a 57% health cut
This means you only need slightly under 1100 maximum HP to perform a critical heal.

510*.57 will give you 291 energy
Critical heal @ level 7 for 688

Back up to 900 health with no way for the enemy to prevent you from doing it, and the health cost is pretty much negated by critical heal (healing from 510 up to max without critical heal is only slightly more effective, but that requires that you had that energy already). You can have more than 1100 max health in a 5 focus build. This is not what this skill is designed for.

Not only that, but it would actually be slightly more damaging than a giant battery backup, as usually when a mage battery backups they overbackup so that they can heal after being drained, but at least in that situation the enemy gets a bit of energy and a turn of cooldown out of it.




Ranloth -> RE: Mercenary 2.0 [Full Class Rebalance] (1/29/2014 18:24:46)

Hm. Penalty would be necessary - and even more so with HP-dependant cores (i.e. Critical Heal, BloodHawk one, future ones) - but I still feel 75% is a bit too much. 100% is too much, but 75% - in my opinion - would be overshot.

It's really difficult, I'll give you that. <.<




Xendran -> RE: Mercenary 2.0 [Full Class Rebalance] (1/29/2014 18:33:30)

I think 80% works out nicely actually. It makes it a viable last resort for builds that have effective use of low level skills that can make the difference between losing and winning that turn (For example rage fire scythe vs a rage strike could change the match, if you know your opponent can recover if you don't immediately kill them).

75% is a little bit too low, but at 80% it's enough to let you use a moderately levelled fire scythe / overload / plasma bolt / plasma rain / bludgeon when you're most likely to use it (which as you said, is around 400 health as that's usually how much you're going to be hit for by a potentially lethal rage).




Ranloth -> RE: Mercenary 2.0 [Full Class Rebalance] (1/29/2014 18:42:59)

Yeah, with 400 HP example, it'd be 183 EP back. If timed wisely, yep, you should be able to use last resort skill - rarely anyone maxes it at high level due to how inefficient it can be, so it's usuall around Lvl 4-6 (around 200 EP cost).

Not bad. REALLY versatile skill. I'd love to see the description of it in-game, and how it works, in such a small box. :p




toopygoo -> RE: Mercenary 2.0 [Full Class Rebalance] (1/29/2014 20:45:25)

went over all of blood mage :D i like the ideas a lot man :)

just a fwe things after some calcs:

Blood shield: increase with level, no stat progression
Jugular strike: base cost increase to 130 (its extra damage, and a critical chance)
Deadly aim: that would allow for 50% more damage easily after 500: allowing for 750 on a gun. The unblockable aspect would make this too efficient only cause tech also increase hit chance success. The name is fitting but I think lower the scaling to 0.2%, just so people wouldn’t get that high as easily
blood magic: good, except that it basically grants a minor heal, and an attack in the same turn. I understand it locks energy down to 0 for 3 turns, but in a strength build, that wouldn’t be necessary.

I can show you the numbers if you so wish, although i feel that some other people may have seen these already too.

Napalm, exsaguinate and intimidate I think nailed it. I cant wait to see those in the game!

The way i see ALL new builds, is apart from free skills, nothing should be worth completely maxing it, as it would hurt the build by leaving holes to great, thus more skills would be invested in at lower levels rather than having a few skills at maxed out levels.

______________________________________________

I do like tech mage the way it is, but Xen, im liking your ideas so much, how about an actual makeover, for the lulz?




Xendran -> RE: Mercenary 2.0 [Full Class Rebalance] (1/30/2014 10:02:06)

quote:

Blood shield: increase with level, no stat progression


Makes it substantially weaker, makes support builds nearly useless, even with max napalm, because napalm doesn't have the burst damage that Artillery Strike on merc does, and this class does not have an offensive buff like Blood Commander (or armor crusher, to compare to a supp/dex merc) that allows you to deal damage in between your big hits.


quote:

Jugular strike: base cost increase to 130 (its extra damage, and a critical chance)


I could have sworn it was already 130. I'll change that now.

quote:


Deadly aim: that would allow for 50% more damage easily after 500: allowing for 750 on a gun. The unblockable aspect would make this too efficient only cause tech also increase hit chance success. The name is fitting but I think lower the scaling to 0.2%, just so people wouldn’t get that high as easily



You need 100 tech to get a maxed deadly aim to 50%, and if your total gun damage was 500 (which requires a good chunk of strength) before deadly aim at the level cap, it's dealing 675 damage, not 750. That's a full 75 damage difference. Wording is important, and there is a reason it says more BASE damage, not More Damage. It's meant to clearly indicate that it works just like old deadly aim and the percentage does NOT scale with your strength, only with your actual sidearm damage.

500 Damage means you're doing 350+150 damage. At 100 tech you will be dealing 525 +150 damage and your strength needs to be in the 70ish range to pull that off.
Now i understand it's not too hard to get 100 tech if you put your armor all onto defense, but that is going to significantly reduce the effectiveness of said strength due to blocks, as well as the effectiveness of your def due to not blocking.

quote:

blood magic: good, except that it basically grants a minor heal, and an attack in the same turn. I understand it locks energy down to 0 for 3 turns, but in a strength build, that wouldn’t be necessary.


It's the worlds most inefficient heal, and strength builds usually have powerful high cost skills (AKA max mark of blood, max bludgeon).
Considering the balance of the other classes in this thread, there are many ways to deal with it. For example, a blood mage cannot protect themselves from debuffs in any way during the course of this skill, nor can they heal in any way outside of the original one.
It's also going to be very hard for them to ever get their energy back for the entire duel because not only will they be at very low health, the enemy will be able to freely choose how to use their energy unless the mage decides to use soul split, which will both put their SS on cooldown, deal even more damage back to themselves, and not give them anything back.


quote:

The way i see ALL new builds, is apart from free skills, nothing should be worth completely maxing it, as it would hurt the build by leaving holes to great, thus more skills would be invested in at lower levels rather than having a few skills at maxed out levels.


Terrible design philosophy. Might as well cap all skills at 5 then.
I smoothed out the progression specifically to UNDO the idea that it's not worth it to max skills.
Having skills soft-capped at an optimal amount is exactly what destroys build variety, because it means there are optimal skill combinations, rather than it being valid to leave any of the skills at any level as long as your stats, strategy, and energy control methods allow effective use of them at the correct times.



quote:

I do like tech mage the way it is, but Xen, im liking your ideas so much, how about an actual makeover, for the lulz?


Seventh Class.

===DARK MAGE===
Decoy           - Fury     - Dark Matter
Antimatter      - Feedback - Bloodburn
Vulnerability   - Reverse  - Black Hole
Matter Destruct - Syphon   - Entropy Break




Ranloth -> RE: Mercenary 2.0 [Full Class Rebalance] (1/30/2014 13:31:11)

What is the point of Decoys? I get the concept, but they don't get turns (no attacks), you cannot control them, and have set HP. Am I missing something? >.> Just got the PM. Unsure about the skill as a whole - difficult to find a practical use, although it sounds good if used wisely (aka, having to think once in a while).

Fury has simple but decent concept. I'm surprised this hasn't been done already - apart from BloodHawk promo which has HP requirement and boosted attack power, over normal cores. Tbh, I'd have found this to be used instead of set x% to get more damage - likewise with Critical Heal even, although, that's my view. :p

Bloodburn is one interesting stun! AQ has this system, where status is applied (i.e. Daze/Fear), and they have x% chance to not act on that round, and you're not really guaranteed to make them not act for the duration of the effect. Would be nice to see it in ED.

Reversal Barrier sounds funny and fascinating at the same time. What is its duration - set number of turns or rest of the battle? But I could see a potential - relying on weapon offense, and then switching to defense. In other words, a mean of survival for glass cannons in some battles.

Vulnerability is a split debuff. Often not as effective at lower level, which is why I never liked the suggestions which did touch on such concept, but I guess two defensive stats could do the job.

Entropy Break, quite strategical. Cannot be used as last resort, and gotta be careful when you use it - since you won't be able to Heal until the turn after. Should be balanced enough.

Nice take on a defensive skill, with Antimatter Guard. And duration wise, it's until you get hit (infinite), yes? If so, perfect.

And lastly, Matter Destruct. A bit difficult to balance this one - all Energy is consumed, regardless of the skill's level. Doesn't that already strike you as overpowered - 100 EP for Lvl 10 Ultimate! \o/


Btw, y u no maek TLM yet? ;-;




Xendran -> RE: Mercenary 2.0 [Full Class Rebalance] (1/30/2014 13:38:32)

quote:

And lastly, Matter Destruct. A bit difficult to balance this one - all Energy is consumed, regardless of the skill's level. Doesn't that already strike you as overpowered - 100 EP for Lvl 10 Ultimate! \o/


It's missing a line, it has low energy prevention as well. I'll fix that up.

quote:

Vulnerability is a split debuff. Often not as effective at lower level, which is why I never liked the suggestions which did touch on such concept, but I guess two defensive stats could do the job.


That's what i thought, since you can't blast them with one element, which is why, if you notice, it takes off as much as malfunction and smoke screen combined. It gets only half of the def/res reduction because it's doing a fully powered malf and smoke at the same time, however it still hits their block and deflection rates by the full amount.

quote:

Just got the PM. Unsure about the skill as a whole - difficult to find a practical use, although it sounds good if used wisely (aka, having to think once in a while).


If you get smoked, you can shield and then decoy. What will they do? attack your decoy flat out to get off more effective damage and preventing you from reviving and reshielding it?
Or they could re-smoke the decoy to deal extra damage if you can't afford to shield your decoy as wlel as you. It costs them energy but can potentially bypass your shield.
It doesn't cure poison, but it also doesn't get poisoned itself so you can leave a poison debuff on you at low health and decoy to pseduo-negate it.
It doesnt increase the cost of a multi, but it DOES initiate the 90% damage and no double crit effects.

It's a harder class to use, but has some pretty nifty tricks up its sleeve.


quote:

Reversal Barrier sounds funny and fascinating at the same time. What is its duration - set number of turns or rest of the battle? But I could see a potential - relying on weapon offense, and then switching to defense. In other words, a mean of survival for glass cannons in some battles.


3 Turns, defensive shield numbers are based off of defense matrix.


quote:

Nice take on a defensive skill, with Antimatter Guard. And duration wise, it's until you get hit (infinite), yes? If so, perfect.


Yes. Its damage is based off of blood mages dexterity Fireball, with a bit of a damage bonus in exchange for reflecting some of it back to yourself.
Actually, so is Entropy Break, which is a direct clone of fireball but applied in a different way.




quote:

Btw, y u no maek TLM yet? ;-;


Not sure what to replace frenzy with.



EDIT: Fixed some things up.
Matter Destruct has a minimum energy cost, however it will spend all of your energy if more is present. This was the intended effect.
Bloodburn has had "Cannot Stun more than once" added
Durations have been specified on Antimatter Guard, Vulnerability and Reversal Barrier

EDIT: I ran numbers on Matter Destruct again just now, by the way. It's actually too weak and needs to be buffed. It does around the same damage as supercharge (after taking 20% res pierce into account) on a PURE energy build vs a PURE tech build (the latter of which isn't actually possible due to requirements, though) and doesn't have life steal. (The fact that tech is a defensive stat is moot because in a build with enough energy to superpower Matter Destruct, you will also be able to fuel your other skills more consistently, which makes up for the lack of defensiveness) I'm going to give it a secondary effect of 20% Damage removed from targets energy.




Drianx -> RE: Mercenary 2.0 [Full Class Rebalance] (1/30/2014 14:11:58)

Everything looks good, but I feel it's not much different from what they already are - that is a bunch of skills put together without much synergy or spiked effectiveness.

I would dare dreaming further, to other mechanics, like stacking skills - like in some AQW classes or in other PVP games like King of Fighters, where you stack effects for let's say a number of turns and after X number of stacks you can unleash a buildup effect or burst damage, heal, DOT. Or the more stacks, the more effectiveness. Or buliding combos from certain patterns of moves.




doomkiller98 -> RE: Mercenary 2.0 [Full Class Rebalance] (1/30/2014 14:13:16)

I love this guy -hes not lazy- (Xendran)

~Doom




Xendran -> RE: Mercenary 2.0 [Full Class Rebalance] (1/30/2014 14:14:50)

quote:

that is a bunch of skills put together without much synergy or spiked effectiveness.


What? I designed all these classe specifically with synergies in mind...
Combo building just encourages using the same combination of moves over and over in the same order. It's the worst kind of synergy.
I actually considered dark mage to be the most synergistic class out of any of them...

Effect stacking would be useful, but would have to be hard capped at a certain limit to prevent oneshots.
I suggested stuff like that in the skill core thread and the devs just stickied it to make people feel like it's being read, but essentially none of it has been implemented (Except critical heal).
Trigger and Charge Skills were a thing there, as well as fire damage and terrain effects. Not even remotely considered from the looks of things.

I actually made a suggestion similar to what you're syaing a while ago, i broke all of the three classes down into sub classes. It had things like the Demolitionist Bounty Hunter that could lay traps, stack multiple charges of C4, etc.




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