The berserker killer -> RE: =ED= Official Bounty Hunter Balance Discussion Thread (2/25/2015 11:20:28)
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@King: Their energy regain is at 55%.... Even if they take 400 (which will probably mean they would have to use F5, and F5 has a ton of flaws including the fact that it has extremely low hp hence making it vulnerable to Support Builds, Massive Strength Builds, or Poison builds) they will only get 220 energy back. Once every 3/4 turns. Meanwhile other classes are getting more energy or, if anything, their energy regain skill is way more beneficial. Lets look at the Benefits: Bounty EMP: High energy take, 55% gain, no damage dealt, EXTREMELY dependent on their opponent Static Smash: Massive energy take, weapon requirement, no damage dealt, HIGHLY dependent on their enemy Tech Mage: Assimilation and Battery... need I say more. NOT dependent on their enemy Blood Mage: Deals damage, can get up to 15% of the opponents energy over time. HIGHLY dependent on their enemy Tactical Merc: Frenzy- Deals damage. Battery- No need to explain anymore. NOT dependent on their enemy Cyber Hunter: Massive energy gain regardless of any strength nerf. NOT dependent on their enemy. The overwhelming fact is that three of the 6 classes are highly dependent on their enemy: Blood Mage, Mercs, and Bounty Hunters. The problem is that the weakest energy skill of these classes is Bounty HUnters and the reason its the weakest is because 1) It scales with support, a stat that has little to no use for this class and 2) While Static Smash has a 65 % conversion while maxed (and scales with Strength which is a useful stat), and Parasite drains 15% of your current energy and gains 1.5x the amount drained, Bounty Hunter only gains 55% of the amount of energy it drains. If anything, I recommend that this skill should scale with tech or let the % it drains improve with support
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