leo07123 -> Balance Change (6/15/2019 11:59:58)
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Right after 1.7.25 update it is kinda obvious that players are now totally rely on Poison and Heal Lope. I have seem that several class have unfair Weapon Requirement, it is necessary to be fair with all classes, therefore my suggestion makes 3 skills from each class's skill tree requires specific class weapon. This suggestion further makes each and every class a little balance with almost a similar kind of skills with different requirements. These suggestion will balance class and make sure that each class have similar requirements. Blood Mage class need change in Skill Tree replacing two Skills that is Energy Shield and Reflex Boost. Therefore, I feel these things can be worked out in order to restore the game back to track. BOUNTY HUNTER Since most of the skills of bounty hunter is largely based on Dexterity, Support and Technology. There is little focus on Strength as well. Energy Shield: +10 extra resistance per level, +1 Resistance every 0.35 Support, 20 and Weakens by 1 Defense per 0.7 levels below 20 Cheap Shot: Instead of Defense Ignored make More Damage, +2% extra at each level Static Grenade: Improves with Strength instead of Support, +0.5 Energy Point at every 1 Strength Stun Grenade: Improves with Support, +1 Physical Damage every 0.30 Support and +10 extra damage each level. Multi Shot: +20 Energy Damage each level Masscre +15% Resistance Igonred and +20 Energy required per level CYBER HUNTER Cheap Shot: Instead of Defense Ignored make More Damage, +2% extra at each level EMP Grenade: Improves with Strength instead of Technology Plasma Grenade: +1 Energy Damage every 0.35 Technology Masscre +15% Defense Igonred and +10 Energy required per level MERCENARY Hybrid Armor: +2% Defence and Resist every level. Artilley Strike: +5 extra Physical Damage every level, +1 Physical Damage every 0.35 Support Intimidate: +2 Strength Point every level, Remove Rage Gain because of Adernaline and +1 Strength Point every 3 Support Maul: Instead of Defense Ignored make it Resistance Ignored. (This can be experimental) Adrenaline: +1% More Rage Gain per level (to compensate Intimidate) Surgical Strike: +1 Energy Damage every 4 Technology, -20 Energy Requirement TACTICAL MERCENARY Blood Shield: +10 Resistance extra per level, +0.5 Resistance every 1.5 Support Frenzy: Club as weapon requirement, Unblockable, 3 Turns Cool Down Field Commander: +2 extra Strength Points per level, +1 Strength Point every 2.5 Support Artilley Strike: +5 extra Physical Damage every level, +1 Physical Damage every 0.35 Support Stun Grenade: +1 Physical Damage every 0.40 Support and +10 extra damage each level. TECH MAGE Bludgeon: -2% More Damage per level, +15% Defense Ignored, 20% Critical Chance and Weapon Requirement: Staff Super Charge: +1.5 Energy Damage every 4 Technology, +10 Energy Requirement BLOOD MAGE Energy Shield: Replace with Reflex Boost, and improving Reflex Boost with +1 Dexterity Point with 3 Technology, +2 Dexterity Point per level Reflex Boost: Replace with Evil Omen Level 1: 5 Support Points Level 2: 7 Support Points Level 3: 9 Support Points Level 4: 11 Support Points Level 5: 13 Support Points Level 6: 15 Support Points Level 7: 17 Support Points Level 8: 19 Support Points Level 9: 21 Support Points Level 10: 23 Support Points Improves With: +1 Support Points every 3.7 Dexterity Energy Requirement: 120 Energy (+20 per skill level increase) Stat Requirement: 18 Dexterity (+2 per skill level increase) Intimidate: +2 Strength Point every level, +1.5% Rage Gain and +1 Strength Point every 3 Support Energy Parasite: Cool Down 3 Turn, Unblockable and 100% Damage (Similar to Static Charge), -1% Current Energy per level. GENERAL Venom Strike / Toxic Gernade: Cool Down 3 Turns and last for 5 Turns (5 Turns because Field Medic can cure it within next 3 turns), -10 Poison per level Field Medic: +2 Health per level
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