Warmaker04 -> RE: A few possible balance changes (1/6/2017 5:44:12)
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Why do you think these changes will help the game? If you provide some more context on your thoughts, it'll be a lot easier to discuss and will make your suggestions easier to understand. If you just have a list of changes but you don't state why they should be in the game, it's hard for other users as well as the balance team to consider whether or not your suggestion should be implemented. Yeah. quote:
Also Multi attack's currently do 90% damage to two opponents not 85% thanks to a past balance change prior to the nerfing of them with the latest one. My bad, well nerf them back to 85% quote:
Make malfunction's scaling with dex and make reflex boost's scaling with tech As... you know... both Defense Matrix and Energy Shield scale with support (they provide def & res) but Technician and Reflex Boost provide dex & tech and it makes no sense to me if either of them scales with support because the shields (Defense Matrix and Energy Shield) already scale with support. So I am saying that : Technician scales with Dexterity (+ tech, + dex) therefore Reflex Boost should scale with Technology (+dex, + tech) Smoke Screen scales with Technology (- dex, + tech) therefore Malfunction should scale with Dexterity (+ dex, - tech) What will happen if these changes get implemented? Well, tech mages' and cyber hunters' dex builds will get buffed : Cyber Hunters will be able to do combinations such as Malfunction + Multi-shot or even Malfunction + Plasma Grenade (at lower tech because of the new high effect of Malfunction) while they will still be able to create high tech builds that only work with Plasma Grenade. Even when CH's use a 5 focus build, malfunction will still be powerful due to its scaling with tech. That doesn't make Malfunction op, it can easily be countered with shields. But, if you have A LOOOT OF DEX and 250 resistance as a Cyber Hunter and you get malfunctioned, this is very bad because the Plasma Armor won't be able to keep you alive for long and it is very possible that you might die in 2 hits. While this will provide a buff to Dexterity and 5 focus Cyber Hunters, it will also provide a big weakness in their resistance if the Cyber Hunter doesn't put any points in tech so this is what doesn't make it overpowered. Same goes for Tech Mages. They will be able to do combinations such as Malfunction + Plasma Rain, Malfunction + Plasma Bolt (at average tech because of the higher effect the Malfunction provides) or even Malfunction + Overload (at lower support due to the higher effect the Malfunction provides). quote:
Decrease the chance of stun of Stun/Plasma grenades and overload by 5% and buff the chance of stun of Maul by 2x I am changing this to : Stun Grenade and Plasma Grenade's % of stun chance should be reduced to 20% Overload's % of stun chance stays at 25% (due to its scaling with support) Maul's % of stun chance stays at 2x First of all, the Maul is a blockable stun skill, which means it does not guarantee a successful hit unlike the other stun skills that have 25% stun chance right from the start. The energy cost of a maxed Maul is simply too much for a just 40% stun chance (including the possibility of a block). The Maul at an average level will be also more strategic in 2vs2 (especially at a maxed level, where the stun chance will be 86%), so it could be a game-changer. This will buff pure STR mercenaries as they will be able to do combinations such as Maul + Berserker but they will also have to invest some stat points in tech to max the Maul and also put some points in dex to max the Berserker. And I think it is a bit difficult for them to have all of the skills maxed out -> Blood Commander, Maul, Berserker and Static Smasher OR Blood Commander, Double Strike, Maul and Static Smasher. Not to mention they will start second everytime due to their low support and their opponents will be able to come up with a defensive move or something else.
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