Hun Kingq
Member
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Silver Sky Magician, Do you know the damage difference between the Blood Mage Class and the Hunter Class when you calculate the percentage there is a big difference between getting attacked with claws than a staff so with you constantly coming after me I don't have to provide any proof to you which by the way I have the screen shots to take the notes and compare the damage. If the want to make things fair and balanced than max Blood Lust should be 30% regain just as max reroute below max as it is it is inefficient for the Blood Mage class and the ED programmers knows all of this but they could only work on one thing at a time and right now they are most likely working on the support issue. You could ask any player that was in 2vs2 battle with how little damage tact mercs got with my tech at 111 resistance 34-41 +1 and max Plasma Rain but like I wrote I don't have to provide any proof to you because you are just a player if the programmers want it then I will send it to them but they don't need it because they could do the same test and get the same results. greenrain13, the tact mercs can get enough resistance boost from regular armor and hybrid armor why would they need something that not only increases resistance further as well as increase bot damage here the blood mage has nothing to decrease dex, tech, or support. The bot damage should only increase with base tech not with any enhancements. So is it fair to the Blood mage that the Cyber hunters could decrease our tech while boosting theirs, is it fair that the Tact mercs could decrease the Blood Mages Dex and get increased damage while the Blood mage could only decrease strength (whoopee when players are abusing every other stat) and get no increase in damage. During my little test I did not use reflex boost or technician on myself I used technician on my merc partner after all but 16 points of energy was stolen from me. Is it fair that the Blood Mage can't take any energy or get energy back unless we use energy to get 15% back, wow a whole 15%, is it fair that two new classes could poison the Blood Mage and take away health overtime while we can't? So if you really want to create a list of what is fair and balanced we can and you will see the list is alot longer for the Blood Mage then the other new classes. Just like it is not fair to the Blood Mage to have a weakness against physical damage, the programmers can come up with something to boost the Cyber Hunters and Tact mercs resistance but not with technician, Blood shield is just linking another skill, which we don't need and will screw up the code even further, and will not boost the skills that improves with technician and why do the Blood Mage need a skill that takes away health as well when we have all these skills that eats up energy and for us to get back the health used by Blood shield and the damage that is inflicted upon us we need to do massive damage with 23% return and the Blood Mage does not, if we do a constant 30 points of damage that is only 7 points of health and if they get 35 points of damage each time that is negative health each turn. Before they could move on to get things balanced out with the skills and break the link between the classes they need to deal with the long unattended most abused stat by multiple classes especially the merc class called the Support Stat after they deal with that stat then they could move on and see what skills can be added on and what skills can be taken away to achieve the balance between power defense and resistance.
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