Satafou -> RE: Blood commander (cap?) (1/4/2017 6:09:50)
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I have no idea why the devs choose to buff blood commander in order to try to balance merc out. It was already a very strong skill prior the buff, they should probably get some people to give them feedback on classes who actually play the game. As anyone who has played merc will tell you there's several skills that do not get used due to their stupidly high energy cost for what you're getting in return. The two most notable skills being hybrid armour as even as a 5 focus tank i.e. the scaling should be very good as it's % of total defence/resistance gives a mere 150-160ish def/res for 5 rounds. Yes it is a lot of rounds, however the real cost of this skill is +230 energy, a offence turn wasted i.e. sacrificing some damage and rain gain, as well as allowing your opponent to easily stack rage. The other skill in a even worse position than hybrid armour is adrenaline rush. This skill is beyond useless and there's a reason that absolutely no one uses it. Even the few people who invest skill points into it never actually use it in battle as they realise how awful a skill it is. You are using +200 energy, an offence turn and rage % gain wasted (which is what you get from using this skill but the offence turn is at half to one third of the rate). Not to mention it scales with support that gives you good rage gain anyways. If you wanted this skill to be non-useless i'd suggest a 0 or an extremely low energy cost, although this may sound 'overpowered' on paper i can assure you in PVP it wouldn't be, rage is gained in 4-5 rounds regardless of an rage gained move. This skill can enable you to gain it in 2 or 3. However you have to waste an offensive attack i.e. minus 20-25% rage gain on average. I know writing this is pointless as no one with any real say listens but I have free time at the moment so I don't really have anything better to do.
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