Stabilis
Member
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I have time to post ideas so huzzah! I was thinking... Passives. Well, regarding my favourite Tech Mage + Bounty Hunter hybrid... Cyber Hunter, I produced some suggestions, theories, and questions. To start off, Technology is the influencing factor of Resistance. Well, Plasma Armour giving a player Resistance IS proportionally equal to some amount of Technology. Passive skills are not required in battle, but they sure do award favourable benefits! I could not find a level capped player without using a passive skill in battles within an hour's timeframe. This must mean that it is safe and completely normal to say that level capped players ALWAYS use a passive skill, max charge or less. Well, I should investigate one of my own passive skills then, correct? If I want to be sensitive to my fellow players of course. Well, in Plasma Armour, certain benefits and disadvantages exist. They do clash and I will further this argument of mine. Plasma Armour passively protects from a given amount of energy damage each and every turn (excepting rage). Plasma Armour defaces some of the need to have Technology, permitting such players to administer Dexterity, since Static Charge (a fundamental skill), and other melee-related attacks... would need to hit... so, accuracy. The problem with a fundamental passsive for a fundamental active, is that multiple synergy issues will grow with experience. For one of these issues, if Technology is lessened by Plasma Armour's Resistance (as Cyber Hunters have no health-offensive skill improving by Technology to attack with)... Technology's overall performance regarding deflections, Robots, and skills are all undermined in comparison to other classes. I in my utmost judgement of Plasma Armour, vouch that the skill is an hurtful of equal opportunity throughout all players, ESPECIALLY since it being a passive skill would therefor be principle in combat nature. Having Plasma Armour around is demotivating to utilize Technology, and Technology being the choice route to some people. Developers perceive/conceive that Plasma Armour on Cyber Hunters is fine when EMP is not. That is a fair proof if EMP halts the skill strategies of opponents. But, energy is not health, and you would not require energy to survive (absolutely), however it is true... Cyber Hunters even more than Tactical Mercenaries are able to control energy at ease with Static Charge and EMP Grenade. I do not even believe that Cyber Hunters should need EMP though, because Static Charge is a very convenient skill opposed to Reroute where the player must wait for the opponent to damage their HEALTH, and health being a deciding attribute to any battle. I was thinking, aside from placing a VERY strong Technician or simply Energy Shield in Plasma Armour's place due to many implications of synergy... some new or in some people's cases old skills... Restoration passives. For these skills, one meter (health, energy, rage) will replenish by a given amount... for a rough example, 10 energy back each turn for a level 10 passive.
< Message edited by Depressed Void -- 4/26/2012 13:36:05 >
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