Stabilis
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Please wait up to 10 seconds when clicking the link, if the load takes too long, try again. ►Ashari Please Reply!◄ ►Everyone Else Please Click Here! This is an In-Depth Suggestion to Cyber Hunters!◄ ►The ND Mallet Conversation◄ /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ quote:
Isaiah said: This new update has made balance even worst. Now CH and BH are on top. Because TLMs can't even hit them now. With their high dex,shadow arts, and smoke screen we can't touch them. Balance for CH: edging on the use of Strength even more. I can tell that CH will be the top dog because right now everyone chooses to fight with their Primary and Sidearm, TacM does fall behind BH and CH in the art of melee due to the wane of power and accuracy in attacks. My condolences go out to any TacM who still attempts battles purely in melee, as accuracy becomes a larger portion of your strategy. CH is slightly ahead of BH due to the conflict of Malfunction VS. Smokescreen, and Plasma Armour VS. Bloodlust. I can tell you all that CH is shifting into the next TacM. This must be stopped. quote:
Zman said: Since TLM don't have SS anymore why don't we add the 10% to multi again? Mercs will be stronger. All mercenaries will be stronger, so TacM and M have more of an advantage in Support. This is fine for M, but for TacM 10% Defense ignore compensates some of the need for Smokescreen. It will then be comparable to half of a Smokescreen and a whole Artillery in one. This also saves energy. Instead of making Support the trump card of Strength, why do we not work on upgrading Technology... and Dexterity? I also believe that Focus should take a nerf. quote:
TheArtofRuin said: How is it balanced that Tactical Mercenaries are now unable to use smoke screen? Tactical merc players (such as myself) are going to get destroyed by the classes that still have smoke screen and malfunction. I spent forever getting my build just right to incorporate smoke screen into my strategy. Ridiculous. and why all of a sudden so drastically change this single class? Without telling anybody first? TacM are known for abusing each of their Strike attacks with the help of Smokescreen for cheap damage and the recklessness of health management because they do output large amounts of damage. In removing Smokescreen, which made each of their Strike attacks more powerful and accurate, the reckless barrage of offense comes to a halt. You were not informed by this balance update because the staff who's job it is to fix said problems work in isolation to constantly monitor every player. Simply because you were having difficulties, would not be justifiable to say that other TacM were having issues as well. quote:
TheArtofRuin said: You brought up mineral armor quite a bit there...it's called, energy weapons People want to nerf everything. If the developers and whatnot listened to every complaint, they have nerfed everything, brought it back twice and nerfed it again. Everything was fine the way it was It matters not what choice of damage element is used against TacM. If you hit them with Physical, they take less damage, and their Reroute restores less energy. If you hit them with Energy, they take more damage, and their Reroute restores more energy. It is a vicious cycle. If things were fine and ecstatic, we would not being making said balance changes. quote:
Arevero said: As a all-time fan of cyber hunters, the class was totally fitting my style of playing, and my meaning of 'fun'. Until the buff to CH of plasma armor (PA), we as cybers were left to fend for ourselves with our weak skills and our feebleness. Then when we received PA, we finally got a piece of recognition as our long-time suffering. (Some of you may say I'm being dramatic) We played more, enjoyed ED more than ever, and for once our class wasn't at the bottom list of classes. I, as a Cyber totally appreciated the new skill added to us. Although it was a big change in ED history, we cybers were OP, and I'm sorry for that. But now our static, our biggest skill that differed us, made us different, unique, is NERFED. From 44% to 29% i am completely shocked. It renders static almost useless(about a common regain of 15 energy), so what can 15 energy do??? Utterly nothing except for a cheap shot. I'm not whinging about this, but that's too much of a change to us. We could lose PA and have technician back, but not static. As a Cyber with 29% regain, we are less fun to play with, and makes our games less exciting. I'm saying this to hopefully make our unique skill back where it belongs. Take alway PA if needed, not static, thank you. Points: - Keep Static Charge but have it fixed - Plasma Armour is causing issues (just look at what was done to Hybrid Armour and Mineral Armour) - The energy costs require you to have excessive Strength - Plasma Armour's resistance bonus can be replaced by an active skill I support you sir! quote:
Lord Aegis said: ^or just replace PA with Energy Shield . Thank you! For using one of my points. quote:
Arevero said: But with energy shield we also have DEF Matrix. ??? That would be weird for the class, technician would be the best option. I have contemplated whether Energy Shield or Technician would be more suitable to CH before. In the end I chose Energy Shield because of this reasoning: CH lack the defense to withstand a damage barrage. Technician does not provide as much Resistance as Energy Shield. Technician supports the use of Focus CH. The class still possesses Malfunction, in turn this could offset the balance of defense/offense between other classes of the Focus brand, who's robots would do noticeably lesser damage. Energy Shield does not touch robots, therefor it would be the optimal defense to protect from excessive damage and balance Focus builds. quote:
Joe said: Wow. Nerf so OP, 44 -> 29 percent, that's way too much. I'd say it wasn't OP at all to begin with. My idea: Replace Static with Re-Route (Cybers, right?) Replace Reroute on Mages with Static (maybe?) Replace Malfunction with, say Reflex Boost? 3 classes will have Reroute. This would be redundant, nonetheless an attack on diverse skillsets. IF you recommended that the skill trees be extended to house more skills, this would be acceptable to grant more options. Mages have Assimilation. Assimilation and Static Charge have monotonous cooldowns. Tech mages will be required to have more Strength and Dexterity in their builds to be able to administer enough energy restoration. This employs the use of Strength even further, something to avoid. I would replace Malfunction with Energy Shield. :P quote:
Drinde said: Static Charge: -Boost to 35% Regain. Cheapshot: -Replaced with new skill (Recalibrate) Plasma Armor: -Changed to BloodShield Recalibrate: -Physical -Fixed DMG Attack -Improves with Support -20% Defense Ignore -30% HP Regain Static Charge could use the older, higher values for energy restoration... supported. Recalibrate has that one function to restore health, this I do not promote. Endless healing is already an issue, so tanks builds are further promoted into Focus. Drinde! Please design an attack skill to replace Plasma Grenade and have it scale with Technology! I will be more likely to support that! Good work though! quote:
Arevero said: Above all, Cybers should return to their original skill types, even if it means PA takeaway, and as a lot others have been saying, 'Passive RES/DEF makes us no more better than TLMs". I'm happy with this original skill tree idea: Heal Cheap EMP Tech Static Matrix Multi Malf Poison PG Mass SA Although i have 1 request, if we go back to that skill tree, i would also expect original skill types; static=55% And if it's not a lot to ask (OPTIONAL) If we could have Mass back on its original percentage, its currently on 50% Used to be 86% i think. This is the skilltree from long ago. It was a good skilltree. Supported.
< Message edited by Depressed Void -- 3/3/2012 11:26:59 >
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