Hun Kingq
Member
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The strength and or tank Cyber Hunters are ruining all battle modes. They use multiple EMPs, max plasma armor, max static charge, mid to high level malfunction, mid to high level massacre (since it is unblockable), they use mid to high level multi shot due to malfunction helps increase the damage. Before the weakening of the multis I was getting decent damage, not high damage keeping them somewhat at bay in 2vs2 but now with only getting 25 to 37 damage with 80 potential damage plasma rain and not getting critical strike due to my low support. If I raise support then I would get 37 critical damage so no matter what the exchange for less energy cost over less damage of the Plasma Rain was really not worth it and you will see less mages using Plasma Rain in battle but more Plasma bolt/ malfunction combo. The adjustment to the block is bad for the non shadow arts classes will hurt them more than it will helps because with shadow arts at max then get 10% more chance of blocks so while the non shadow arts classes get 35% chance at block the shadow arts classes get 45% chance to block so how does the change to blocking bring any kind of balance. Within a week you will see nothing but Cyber Hunters at the top of all leader boards with 98% win rate with an exception of 2vs2 maybe but we will see that as well but since there is so many tank 34s I doubt if a Level 34 will ever win the 2vs2 achievement. If you try to increase strength or support for increase weapon damage then they deflect and if you try to increase energy to avoid deflect and blocks with skills then they Energy drain you to death. If you have a defensive build you don’t have enough power and they still get 30+ damage each strike, you have a power build you have no defense and resistance helping them get more damage. So now what will the ED staff do to help combat these high health strength/tanks since now they will be running over other classes like if they were rag dolls?
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