Stabilis
Member
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quote:
I like the increase support, but I dislike the decrease support as it's a weak enough skill as it is. Lots of nerfs to it and this would be another one if it were implemented. Would you recommend that I drop it's cooldown, or that it improves at a faster rate? I do not recommend having it Strike at the same because it improves by Strength and Strike is universal for everyone, not just Strength users. HOWEVER, I am inclined to have the duration of Threaten last 4 turns, which means that it lasts as long as a buffing skill like Reflex Boost or Field Commander. quote:
depressed void: Cyber hunters are known for their malf removing it would totally disrupt the class I know, but I do not support the synergy of Static Charge and Malfunction either. That is OP. If you made me choose between saving the life of SC or Malf, I would choose Static Charge all the way. Static Charge is OUR skill, Malfunction is someone's else. What if Cyber Hunter ends up taking the blame for having Malfunction nerfed? Imagine all of the angry Tech Mages. quote:
I'd love to see a skill that buffs your Support! :D But I don't think Support debuff would be useful because it doesn't affect many things but luck-based things + Aux. I'd leave that to curse but Support buffer would definitely be interesting, with Plasma or without it. I figured since Cyber Hunter has no Support skills aside from Defense Matrix and Malfunction, and since these 2 skills can only be either overpowered (synergy with Auxiliary and self efficient) or not at all (Static Charge factors in Strength), why not break that window and open a new one? By cutting away Malfunction there is no Support synergy left, so I can add a different form of Support. My options were offensive Support skills that do not exist ( ), or revisiting trashed ideas (Tactics) and broadening EpicDuel's outlook for skills and skill trees once again. Tactics can improve Defense Matrix and Energy Shield, but Cyber Hunter now has no offensive Support skills, = no true or overpowered synergy. Threaten can be looked at as a powerful skill indeed, by lowering the critical hit chance of an enemy, the player raises their own towards that target. quote:
Question time: Support buffer, E Shield and Matrix both improve with Support - what's your opinion on this? Auxiliary has a slow damage output, Energy Shield and Defense Matrix can be expensive. Imagine a Cyber Hunter chose to use ES and DM whenever possible, 10 energy every 4 turns for just 1 skill, Static Charge for a Support player would likely restore 5-10 energy every 3 turns. It would not last. So we have balance! quote:
If you change either to Tech or Dex, you're changing it for TMs or BHs so that's the problem which lead me to simply propose Technican instead of E Shield, was good so no harm there. As mentioned above, the potential for the skills is quite low. HOWEVER! Tactics + Strength + Static Charge + DM/ES! Therefor I must manage either the # of Support points, cooldown, energy cost, or duration. What would you recommend for this? The good news is that we have options. 'v' quote:
Although no EMP with old skill tree? Sure you'd always get Energy back with your suggestion of SC but EMP would be nice to have, in place of Support debuffer I'd say. Possibly Assimilation like you have suggested before in place of Threaten. That could be a potential buff to the class if this is underpowered.
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