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