New skill to replace Maul or Adrenaline Rush. (Full Version)

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racing.lo.mas -> New skill to replace Maul or Adrenaline Rush. (3/26/2016 0:27:40)

I got an interesting idea for a new skill that can replace Maul or Adrealine Rush (because they arent good at all).

This skill will have a locked damage, it wont increase with a stat. But the energy needed will decrease while one stat increase.
This stat might be strength or tech:
-Strength because mercenary is supposed to be a class with malee attacks and it will be a good combination with berzeker or double strike. But if this skill incresed with strength, support mercenary would be op because of its high strength and a skill with low energy cost. Furthermore this might make players to abuse strength.

-Tech because mercenary already has 2 skills that increase with tech but they dont have the necessary to make a solid build. In this way, Mercenary might spam tech, and I find it perfect. All spam dex, supp and strength; but noone spam tech.

It would be like this:
Level 1: 320 damage, 250 energy cost.
Level 2: 350 damage, 260 energy cost.
Level 3: 370 damage, 270 energy cost.
Level 4: 400 damage, 280 energy cost
Level 5: 430 damage, 290 energy cost.
Level 6: 460 damage, 300 energy cost.
Level 7: 490 damage, 310 energy cost.
Level 8: 520 damage, 320 energy cost.
Level 9: 550 damage, 330 energy cost.
Level 10: 580 damage, 340 energy cost.

It will decrease 8 energy every 7 strenght or every 5 tech.
I guess the max you can have at 1 stat is 130 or something around that. Someone with 130 strength will have -144 energy, in the case of tech it would be 208.

Now that I think it, I guess it should replace Adrenaline Rush because it is placed at the end of the three. Low levels would be able to use it once they reach level 10.
A level 2 or 3 with 320 damage would be strong.




Exploding Penguin -> RE: New skill to replace Maul or Adrenaline Rush. (3/26/2016 6:31:25)

I like the idea, but maxing it would just be OP. Only a +10 energy cost for an extra +30 true damage is too much, not to mention the true damage itself is way too high to begin with.

Tone down the damage by a lot and increase energy cost per skill point to +15 or +20, then make the CD something long like 4 turns and it would be neat.




racing.lo.mas -> RE: New skill to replace Maul or Adrenaline Rush. (3/26/2016 14:43:59)

Numbers can be changed, they were just an examples.

Level 1: 370 damage, 250 energy cost.
Level 2: 385 damage, 270 energy cost.
Level 3: 400 damage, 290 energy cost.
Level 4: 415 damage, 310 energy cost
Level 5: 430 damage, 330 energy cost.
Level 6: 445 damage, 350 energy cost.
Level 7: 460 damage, 370 energy cost.
Level 8: 475 damage, 390 energy cost.
Level 9: 490 damage, 410 energy cost.
Level 10: 515 damage, 430 energy cost.

What about this? Anyway I guess the damage should be higher. Have in mind that players with a lot of tech will just be able to use it with a low cost. Tech abusers wont have primary damage, gun damage, aux damage, much health or energy. They will be weak, so they would need to spend some points in energy and health.
And the difference between the level 1 and the last one shouldnt be so high, so it is easier to find a good number for the energy taken.




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