DeathGuard -> RE: Strike Cooldown! (7/20/2014 22:29:11)
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@StoneHawk: Not necessarily because you didn't use them strategically. If you are out of energy you need to Gun first, then Aux, and then Strike and in the next turn, you can use Gun again but you would have to skip a turn to use Aux and that's a problem. Skipping turns would not only make the battles longer but also it could be a retaliation if you have some sort of debuff on your foe and you can't attack when the debuff is still active. This suggestion has many cases in which you would be able to point flaws and that they wouldn't make this game better. My suggestion: What we could do is to actually create a formula on how the Strike damage is based, since you need a balance(in your body) if you want to keep striking. We could base it of btw the highest stat and lowest stat. e.g. Strength is your highest but support is your lowest, lets say if there is a +50 stat breach on them, your strike would deal less damage (-13% damage). If the breach is +40 stats , your strike would deal less damage(-9%). If the breach is +30 stats , your strike would deal less damage(-7%). If the breach is 30 or lower, you would deal a correct damage %. This could control people from spamming strength and leaving their defenses too weak and if they take the risk, they would have a setback for abusing strength.
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