Hun Kingq
Member
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Prime Assassin, it would not be a nerf to the weapons because the damage would be the same but when they are trying to get some sense of balance weapons with 10 enhancement slots with no requirements, that gives players of these weapons free stat range, that other players can't achieve. I looked at the list all Alpha weapons as well as all Beta weapons are the same 10 enhancements on each with no requirements. How many other Aux and sidearms got 10 enhancement slots especially with no requirements and especially that are rare. I have both stun Guns, rare promotional items, with only 8 enhancement slots, a Level 33 weapon only +33 Damage, not 3 more damage then its level as the the Beta Blaster has, with these requirements (Stun Blaster) Strength required: 30 Dexterity required: 30 Technology required: 33 So an old promotional rare gets 10 enhancement slots no requirements while a new promotional rare gets 8 enhancement slots and enough requirements to make sure that player does not have the free stat range. Either take off all weapon requirements or put requirements on all weapons, a small group of players should not be able to have free stat range while the rest of us that pay for the weapons are limited to how high we could put the stats. When they place the requirements on weapons especially primary it should be in the stat that they don't use to make sure that player can't put another stat to its highest. One set of daggers/claws does not have a support requirement just dex and tech so as a hunter they could put dex to the highest it can go. Only thing that holds these players back is the stat requirement on skills. Does not matter what class you are or what era you are from with full range of equipment you should not be able to have stat free range while over a 1000 other players are restricted by requirements. Well on to defending the Blood Mage since people are calling for another nerf of that class due to their weak defenses. That is correct if you are not wearing physical armor with low defenses, you will see larger than normal damage. Let us compare the strength tact merc to the Blood Mage Blood Mage no energy regain no energy stealing no passive armors no tier 1 skill that does two strikes in one with cool down of 1 no skill to boost strength just stats and enhancements Tact merc energy regain energy stealing passive armors tier 1 skill that does two strikes in one with cool down of 1 a skill to boost strength not just relying on stats and enhancements I will allow others to add to the list and let us compare you can even add Cyber Hunters to the mix and you will see how limited the strength Blood Mage is and you calling for a nerf to a class or one of it few power skills that could basically be used once during the match unless enough energy to be used twice, that means low defense, tech and support.
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