Satafou -> A suggestion for blood mage, cyber hunter and tactical merc's uniqueness (7/31/2018 11:19:44)
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It has been mentioned that the classes blood mage, cyber hunter and tactical merc may receive some changes to make them feel more unique with particular focus on their ultimate abilities. In this post I will address some ideas I have for these new ultimates as well as new passives if they are going to return based on what is written in the previous design notes. These ideas are going to be based around as to what I subjectively view each classes own identities as. Blood Mage Class Identity So in my opinion I view Blood Mage as a class with the focus on high damage output and sustain. Now I do not mean sustain as in tank, I mean it more as a class cannon class that the more damage it does the more it heals etc. Blood Mage New Ultimate *Just a note, please read the entire description of this ultimate before critiquing thanks* With this taken into consideration a new ultimate to help suit this version of class identity could be along the lines of "Blood Oath". My idea for this ultimate is that it can be used in 2 different ways. This is mainly to add strategic value and uniqueness. As previously mentioned this ultimate can be used in 2 different ways. The first example is that it works as a large heal i'm talking +500 if maxed and the second example is that it does a very large amount of damage +500. Now how this works is that this ultimate can be used on the 1st turn, however this will be where the heal is at it's strongest and damage at it's lowest (50 imo but if all ultimates theory of minimal 200 still applies then that will be the number) with every sequential round the scaling changes -50/100 heal + 50/100 damage so the longer the battle goes on the less of a heal and the more damage output is provided. I will now provide situational scenarios to make my explanation a bit more clear, demonstration of when to use the ultimate in 2 different ways. Scenario 1 If I am versus a support merc, and they aux crit me on the 1st turn, I can use my blood oath ultimate to heal myself or I can heal myself with field medic and when they multi crit me, I can use Blood Oath to keep myself from being under the early game pressure that support mercs provide. Scenario 2 It's a fairly long battle due to the heal looping 5 focus tech mage, the only way I can win is if i provide enough burst damage to overpower them, I save up Blood Oath to round 10 and then I deal a very large amount of damage overpowering my opponent to the point that their heal is still on cooldown and I can finish them off next turn. Now the actual numbers I will let the balance/devs decide but in terms of scaling, I would view it as either str (synergies well with fireball and bludgeon) or purely just rounds that scale the ability (which would open this ultimate up to all kinds of unique builds). The animation would basically be staff or sword stabbing the enemy in the chest with blood dropping around them making a blood oath below their feet etc, nothing too fancy. Unique passive to Blood Mage If I want this passive to help deal with bm's key issues (energy control, end game particularly) and yet have some sort of unique factor relating it to blood mage. I'd think it would probably be best to go along the lines of a very minimal heal/energy regen per turn. Now this would be VERY minimal, if maxed 2.5% of total hp and 5-10% of energy per turn. 2.5% of 1000hp for example would be 25hp per turn, and 10% of let's say 600 energy would be 60 energy per turn. 60 energy per turn does sound like a lot especially when combined with energy parasite and this value can be lowered, however i'm thinking more towards late game where this isn't really a lot and easily countered (assimilation, static smash, static grenade) if you think about it that a lvl 5 fireball would cost 180 that's 3 turns relying on the enemies energy drainer to be on cooldown. Cyber Hunter Class Identity In my opinion this class is based around being very tanky with high energy damage output, and to be fair cyber hunter was actually pretty well done when it was first released in my opinion so this is actually the class that needs the least amount of work, in terms of uniqueness factors anyways. Cyber Hunter New Ultimate Now I think it's indisputable that massacre has always felt very out of place on cyber hunter and felt like it was quite a lazy move, considering the rest of cyber hunter's kit was very nice and synergetic. So with the tankiness and high energy damage output factors taken into consideration I think the new cyber hunter ultimate should be along the lines of "Cyber Hacker". So what this ultimate does is that it stripes the defence and resistance of the enemy by 10% per lvl. Yes at lvl 10 it will make their defence and resistance 0 however this only last for 1 round after it's used. However this isn't nearly as broken as it sounds. Even if the enemy is a 400+ def/res player you're essentially doing only 400 true damage + let's say 300 if robot does 700 damage. A max level supercharge and surgical strike can do just as much plus they heal 150-200hp and take effect during the turn of activation not the turn after. This ultimate would be strong against tanks but support and strength builds not so much. An alternative ultimate would be "Technological Sabotage" whereby all of the enemies cores are disabled for 3 rounds and damage scaling with technology is dealt. The numbers can be decided by the devs/testers. I will now provide situational scenarios to make my explanation a bit more clear, showing how each of these ultimates could be used. Scenario 1 Cyber Hacker You're against those annoying high defence and resistance heal looping poison bot builds, you use cyber hacker and nullify their defences and swiftly finish them off without having to wait for 20-30 rounds. Scenario 2 Technological Sabotage You are playing 2vs2 know that your opponent is wanting to use azreal gun to force your partner to attack next turn so they cannot heal and their partner will finish them off. You use Technological Sabotage to prevent this from happening whilst doing a large amount of energy damage to your opponent. Unique passive to Cyber Hunter In all honesty I think the old passive plasma armour was quite balanced and yet useful whilst subjectively holding the uniqueness of cyber hunter being very tanky. Tactical Merc Class Identity To me this is the class that was the most disappointing when first released, it simply didn't live up to it's name of "tactical merc" at all and in my opinion the entire class could do with a rework, but I am only going to solely focus on the new ultimate and unique passive. In my subjective opinion this class is a off-tank class that should have skills that psychological make the opponent forced to think and try to outwit the tactical merc player. Tactical Merc New Ultimate With this taken into consideration a new ultimate to help suit this version of class identity could be along the lines of "Sacrificial Strength" Lower your own health by 50 per lvl and deal physical damage equal to 1.5 times of the health lost. What makes this ultimate unique is that it doesn't cost energy, it costs health just like bloodshield. The tactical aspect of this is that the tactical merc player will have to balance out bloodshield and Sacrificial Strength" and calculate several turns beforehand if it's even viable to use Sacrificial strength. This ultimate would likely arise the high hp strength builds however if used correctly, it could be quite deadly in conjunction with 4 focus and hp abuse among other builds, even support as it scales with hp and not any other stat leaving many strategic builds to be made in the future. I will now provide situational scenarios to make my explanation a bit more clear, demonstration of when to use the ultimate in 2 different ways. Scenario 1 Sacrificial Strength Support build, 1st turn could be just a strike, followed by aux enemy is forced to heal, then multi and then sacrificial strength as since the opponent has been on the defence you still have enough hp to use sacrificial strength to finish them off. Scenario 2 Sacrificial Strength Strength build high hp, frequently using a combination of strike and frenzy spam finishing them off with an unblockable sacrificial strength. Scenario 3 Sacrificial Strength Even dex tactical merc, gun spam, build rage, stun and then sacrificial strength due to high defences there will be enough hp to use sacrificial strength. Scenario 4 Sacrificial Strength The previously mentioned 4 focus high hp build, sacrificial strength could be used after a bot rage to deal devastating damage within 2 rounds. This ultimate has a lot of flexibility and can be used in many ways if experimented with. Tactical Merc New Unique Passive Due to the fact that Sacrificial Strength requires no energy as well as bloodshield requiring no energy and the fact frenzy does provide a small amount of energy regen, we can move away from battery or reroute being a necessity and focus more on a passive that has a more "tactical merc" vibe. There isn't anything that tactical merc feels as if it's missing in it's current skill set apart from a debuff of some sort, however all because every other class has a debuff doesn't mean that tactical merc requires one. I'm not sure if this is possible but i'd quite like it for the new passive to be focused around cooldown reduction. For example if you could pre-select your gun, or perhaps a certain skill or core and for every point put into this passive energy cost is 10 less and the cooldown if maxed if reduced by 1 turn. With this working for only 1 skill that is selected. Please give me feedback saying anything positive or modifications that could be made, or even if anyone has any better ideas than what i've listed please do mention them. It's really nice to see the direction that this game is starting to go in, it's just a shame that it wasn't done years ago.
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