Steroided -> RE: the support tlm on 2v2 (4/17/2020 20:43:34)
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Thanks. Now I can lose to Tactical Strength builds alongside of Support builds. Please do not take users who do not use grammar in their posts seriously. Yea, removing stun didn't do anything to stop Support builds. I didn't think I would have to respond to this because I thought it was obvious what the Tactical Mercanary issue is. It's the 3 support attacks.(Correct, it is quite literally the exact same reason why Tactical Reload got nerfed) Literally the newest update caused the class to be #1 for free-to-play users. It's op alright, but it still wasn't 100% unbeatable like Cyber Hunters were, due to lack of extremely high armor passives buff on them, and that all you need to win is a lucky deflect or use a dex build. The main way I lose to Tacticals is a raged up Multi. It can kill nearly anyone with base 750 HP in a single shot. (That is not including the 1st turn Aux, or the 2nd turn Stun Grenade) which can also kill someone with base 750 hp without even needing to use the multi. You use more HP, with high Def/Res and lower your STR/SUP, and you automatically lose to all other builds and classes. I think Tactical Mercanaries Multi-Shot should be able to be deflected. So I can at least Cyber Yeti it to have a chance. And revert the changes for stun back to Grenade or remove it from Frenzy, and just remove the chance of a critical and increase the Cost to 175 Min. 310 Max. to prevent the 200+ Support builds from having an 100 energy cost attack that they can use at anytime on top of their Aux. Also i'm wondering, why is Energy Parasite's cooldown 4, while Static Charge's cooldown is 3? Please change Energy Parasite's cooldown to 3.
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