Lord Machaar -> RE: why support builds are OP (9/1/2015 7:37:58)
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quote:
ED is a pure math game. I already showed that Artillery Strike is OPed by comparing it to the other multi and support damage skills. The practical test is only based on this mathematical fact. An argument could be that mercs dont have a debuff like Malfunction and Smoke Screen but those skills are not very powerfull anymore at level 40. When following that argumentation Intimidate has to get removed. Only then the bonus power of Artillery Strike has an entitlement. But it would be more logical to nerf Artillery Strike as a removed Intimitdate would cause alot other balance problems. That's why I said earlier, you simply can not compare skills outside of the skill tree, some classes have good energy draining skills while some don't, TMs/BMs/Mercs have plasma canon/bunker (a direct damage dealing skill) while other 3 don't, some have 3 energy skills while some have 1. It is just not the mathematical side that matters, when you go down to testing, things change, for instance, some classes have better energy-control than others, and I'm here talking about TLMs/Mercs, if you are saying that artillery strike needs a nerf, well, we should see the big picture as you suggested earlier, and the big picture says, this is an overlapping skill, shared by 2 classes, 2 classes that have different access to energy therefore this will decide how much times this skill can be used, and since mercs' static smash is so lame, sometimes it drains 216 energy and gives back 170ish energy, I mean where in the world can a mercenary use artillery strike 2 times in one battle? Yet when we come to TLMs, their battery back up gives them the ability to do so. So if we are going to nerf artillery strike, we need to buff mercs first. This is just one reason why you can't just compare skills without thier skills tree and without testing, there is another side of this, if they made overload work with strenght, would we be having this conversation right now? I mean it is a matter of stat also, if they set overload to work with strenght, the skill would be just fine since the stat itself works just good with a tech mage as a class. You can't neglect this, the problem is not in the skill itself, it is in with what it improves, and if testers/balancers wanted it to work, they would've just make it improve with tech or str, but they don't want it work. If we are going to conclude that X skill needs a buff just by comparing it to another Y skill because they both improve with the same stat, I mean I'm telling you that even if you want to compare 2 skills of the type you need to go through a number of stages, including if the skill is an overlapping skill, how the skill works within the skill tree, acess to energy of each class that uses that skill and many many other things. I mean no wonder why the game's balance is screwed up, since Rabblefroth took over, he only cared about mathematical side of the problem, each week a patchnote with a serie of value tweaking, for instance look how strenght was fixed, sure TM strenght build is doing fine but what about other strenght builds of other classes? quote:
Pyro Fly can work well too especially against support builds who are highly skill dependable but it is weaker than IA in average. Bounty Hunter is OPed because their energy control is concentrated on just 1 skill which does mean a free move for something else. TLM has the same problem like TM that their energy control is splitted into 2 skills and moves. However Frenzy is more powerfull than Assimilation as energy drain can be countered more easily than HP regeneration. Also the sumary of damage+HP+EP is usually higher. Pyro fly is better than IA against support builds, I'm talking from experience, disable any skill, whether poison / multi / battery back up,you will end up winning because you will whether forbid your opponent from using multi more than once and also forbidding him from using poison against you, a skill that is usually used after you use health medic. IA doesn't work always why? - IA's reaches its full capacity in the 8th turn, you can't really survive to that turn. - IA's damage can be encountered if the opponent has 10% more resistance than defense, so even at the 6th turn, IA's nuke will only deal a damage equal to any normal energy damage of a bot.
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