Stonehawk -> RE: Skills that improve with Current/Max hitpoints/energy (8/15/2015 12:00:40)
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@Dark Worshgiper "I helped him only", not "I help him only", because you only did it once. And you said "improve'. It should be "improve" Joking, lol. I knew it was wrong, but I didn't think it was necessary to edit just because of 1 letter. And my english is not so good, but IMO making people understand what I say is enough. (OFF-TOPIC, sorry about this) ON TOPIC: @Silver Sky Magician We have skill cores that can only be used below 25% health, but we don't have a skill that increases damage depending on how low your health is. If berzerker worked that way, for example, it could be a deadly attack if you happened to survive with 1 health, which is pretty cool and fair for its high costs. quote:
Reasons against: Complex to impliment/program. Difficult for newer players to understand, overwhelming. Hard to balance. They added a new effect to fireball. And there are skills that only works below 25%. So I think it's not hard to make a skill that goes stronger when below 25, 20, 10% health.... and as Jeezus said, Supercharge improved with energy in alpha, so it might not be that hard to add some damage depending on your health or energy. But you're right, it is hard to balance and they could give up after testing and failing. quote:
Reasons for: Increases the strategy by a lot. Makes more viable build options. Could bring some new skills to the game and this could solve the overlapping skill issue. This is EPICDUEL, this is what people want, EPIC DUELS... not only new cheevos or missions that can be completed in 2 days. Bringing a more dinamic dynamic *sigh* battle will bring lots of players back into the game, and trust me, making overload improve with support and nerfing effects into battle, like poison, and specially stun does the opposite.
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