Hun Kingq
Member
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Mother1, you wrongfully accuse me of not reading your post but it is quite clear you do not read mine “Even if that wasn't OP the fact that BM will be gaining health and energy back” look at number 6. So the blood Mage gains health back but not energy. Let’s take you number 50 damage with a level 3 Blood Lust that is 6.5 round up 7 health back so that player uses 10 health and get back 7 than he gets hit with 30, 35, 38, 42, or 45+ damage the next players turn then his partner goes than the 2nd opposing player goes than he gets hit with 30,25, 35, 38, 42, or 45+ damage 1. Damage is the same as other multis 2. Improves With: Dexterity (+1 damage per 2 Dexterity) still affected by smoke 3. does not work if you have no energy or enough energy 4. uses health and energy 5. steals energy (a skill Blood mage does not have) 6.Does not give energy back to the Blood Mage just takes away energy from the opposing team 7. Overrides reroute for that turn only, so the tech mage if not enough energy uses the Plasma bolt for the 2nd time or the tact merc uses double strike to finish you off but when they get damage from you or your partner then they get energy back 8. If a Cyber Hunter already used Static charge it is in cool down already if the multi is used static charge cool down will be the same but if they did not use static charge then the cool down will be 1 turn 9. Will make all classes rethink their builds especially Blood Mages with just strength builds In the list show everyone Mother1 it shuts down reroute and static charge the whole match or extends the cool down of static charge if it is in cool down already, please show us. Your list 1 It is more selective towards energy classes then the others. 2 It powers up way to quickly 3 The requirements for this attack are cut down thanks to the effects of the attack. 1. It targets any class on the opposing team and takes energy from all. 2. The warmup period will be the same as all multis. 3. The stat requirements are the same and the mount of usage is the same 40 at max 30 energy/10 health anymore than it need to be very high damaging skill since the Blood mage will be dead the very next hit he takes. Blaze The Aion Ender, You can thank me for Assimilation have a slight increase in energy drain than it did when it was first brought to light and I was the only one fighting for that increase. I put how the multis scales did you not notice this: This is Multi-Shot Improves With: Dexterity (+1 damage per 4 Dexterity) Do Multi-Shot get massive damage with the changes to the multis? This is Plasma Rain Before I brought this to staff attention: Improves With: Dexterity (+1 damage at 28 Dexterity; +1 damage per 4 Dexterity after) After Improves With: Dexterity (+1 damage at 24 Dexterity; +1 damage per 4 Dexterity after) This is Artillery Strike Improves With: Support (+1 damage at 22 Support; +1 damage per 4 Support after) Do they scale equally? TRizZzCENTRINO, nothing in this game is balance and for one class to have no skills that steals energy with no energy regain skills at the same time creates a huge lack of balance. With EMP and Atom smasher draining so much energy at low levels creates further balance issues especially when in 2vs2 Cyber Hunters and Tact mercs can do it 4+ times. So with high strength and very low dex having max fireball, max bludgeon, max Blood Rain, it would be an OP (in your words) skill combination, which of the tree would have the most damage? With very low dex how much in game battle damage you think Blood Rain would get. It would not destroy builds it would force players to rethink putting all points on one stat which the staff been trying to do but failed at doing so whether with skills, weapons, or bots. The Mutli-Shot and Artilery strike is double strike multis as Plasma Rain is a single strike as Blood Rain will be single strike.
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