rayniedays56
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**As the title suggests, this post describes the buffs and nerfs I feel are quite relevant right now for the game. No, these are not what are BEING done, they are, rather simply, my own opinions. All of these suggestions were made entirely by me, so feel free to criticize (however please leave it as constructive) to some/all of these. That being said, let us begin** With the Epicduel Omega Update, our defenses, health, and energy suffered a terrific loss, supposedly done to stop all of the abuse within the system. However, something the update did NOT allocate, although according to G00NY was an issue within testing, was the power of 2 hit K/O Mercenaries. I am sure we all have seen the High Strength, Maxed Double Strike, Maxed Berzerker combos which had all but the few who used it decimating in losses. However, the update, 1.5.2, helped alleviate THESE 2 hit combos by lowering the percentages they can do while also giving players a higher Field Medic at an earlier level. quote:
Double Strike Damage lowered by 8% at all levels Berzerker Damage lowered by 10% at all level Massacre Damage lowered by 5% at all levels Bludgeon Damage lowered by 5% at all levels Field Medic Base heal increased at early levels from 11-38 to 14-38 HOWEVER, it wasn't until patch notes 1.5.3 that we saw an immediate change within the strength damage calculations. quote:
Each point of damage now requires 4.5 point of Strength, up from 4 Not to mention this update balanced Health and Energy within the classes by fixing some of the discrepancies within the base amounts. Mercenary quote:
Base Health lowered from 57 to 55 Base Energy increased from 53 to 54 Tech Mage Base Health increased from 54 to 55 Base Strength increased from 18 to 20 Base Technology lowered from 24 to 22 Cyber Hunter Base Health increased from 53 to 55 Base Energy lowered from 57 to 56 Tactical Mercenary Base Health lowered from 57 to 55 Base Energy increased from 53 to 54 Blood Mage Base Health lowered from 56 to 55 Base Energy increased from 54 to 55 Then after these 2 hit combos, the next, WAY to powerful build, yet again by the Mercenary class, was the 2 Hit K/O Support Builds, which are still seen today. Able to critical EASILY 50+ damage on aux while having 70+ initial damage on Artillery Strike, WHICH could also easily critical was decimating. This however, was fixed, somewhat, with the new scaling done by Rabble, which decimated extremely high damage builds tenfold. (The stat required for 30-36+39 aux damage dropped to ~25-30+39 aux damage *this needs looking into*) *BUFFS* These buffs are what I feel need to be done create BETTER balance within ED (since total balance is improbable). ~Mercenaries Hybrid Armor: Some people are looking at this with disbelief, I am sure. BUT please hear me out on this. Hybrid armor scales CURRENTLY at the rate of: quote:
Level 1: 2 / 1 Level 2: 2 / 2 Level 3: 3 / 2 Level 4: 3 / 3 Level 5: 4 / 3 Level 6: 4 / 4 Level 7: 5 / 4 Level 8: 5 / 5 Level 9: 6 / 5 Level 10: 6 / 6 ****INFO FROM WIKI. IF DIFFERENT, LET ME KNOW AND I WILL FIX THE ISSUE**** However, I feel it SHOULD scale at a rate that it USED to be at, where it gained +7+6 (I know this was a bug). Here is the scale: (1-14) (15-29) (30-44)* Level 1: (1/1) (1/2) (2/2) Level 2: (1/2) (2/2) (2/3) Level 3: (2/2) (2/3) (3/3) Level 4: (2/3) (3/3) (4/3) Level 5: (3/3) (3/4) (4/4) Level 6: (3/4) (4/4) (5/4) Level 7: (4/4) (5/4) (5/5) Level 8: (4/5) (5/5) (6/5) Level 9: (5/5) (6/5) (6/6) Level 10: (5/6) (6/6) (7/6) Intimidate: With defenses lowered, a slight tiny buff shouldn't hurt for this relatively weak debuff. quote:
Level 1: 10 Level 2: 12 Level 3: 14 Level 4: 16 Level 5: 18 Level 6: 20 Level 7: 22 Level 8: 24 Level 9: 26 Level 10: 28 I would suggest a -1 EP at all levels with a +2 Strength Reduction on the base intimidate should be enough. This means builds will see +2 more strength reduction with a smaller EP cost. Small, but still a buff :) Atom Smasher: Some may say that this skill is fine, but for me, I feel it does little decimation with the chance it can be blocked, so I am going to TRY to bring it to EMP's level by increasing some percentages. ALSO, since strength was lowered, it in advertantly affected this skill also. The current formula: quote:
Level 1: 48% Level 2: 52% Level 3: 56% Level 4: 60% Level 5: 63% Level 6: 66% Level 7: 69% Level 8: 72% Level 9: 75% Level 10: 78% MY new formula: Level 1: 55% Level 2: 59% Level 3: 63% Level 4: 67% Level 5: 71% Level 6: 75% Level 7: 78% Level 8: 81% Level 9: 83% Level 10: 84% However, to stop people from abusing this skill, I am increasing the EP cost a SLIGHT bit. OLD quote:
Level 1: 6 Level 2: 7 Level 3: 8 Level 4: 9 Level 5: 10 Level 6: 11 Level 7: 12 Level 8: 13 Level 9: 14 Level 10: 15 New would increase the EP cost by +2. Level 1: 8 Level 2: 9 Level 3: 10 Level 4: 11 Level 5: 12 Level 6: 13 Level 7: 14 Level 8: 15 Level 9: 16 Level 10: 17 ~Bounty Hunters Reflex Boost: I ONLY suggest the EP cost to be lowered on this skill, since in all honesty, it is almost PERFECT the way it is. Currently the EP cost is: quote:
Level 1: 12 Level 2: 13 Level 3: 14 Level 4: 15 Level 5: 16 Level 6: 17 Level 7: 18 Level 8: 19 Level 9: 20 Level 10: 21 The change would be -2 Ep at all levels, making it: Level 1: 10 Level 2: 11 Level 3: 12 Level 4: 13 Level 5: 14 Level 6: 15 Level 7: 16 Level 8: 17 Level 9: 18 Level 10: 19 Stun Grenade: You all knew it was coming up, huh? ;) I want to be able to put this skill NEAR par with overload, but NOT on the same scale. To do this, I recommend a +2 damage buff to the base damage ONLY, since bounties can power this skill through R. Boost and Smoke Screen. Venom Strike: I'm going to be the first to say (maybe) that this skill is NOT UP. You can poison the enemy, while hitting for some nice damage, which is enough for me. However, I would like to keep it on par with Toxic Grenade by simply adding this: quote:
Stat: 24 Technology at level 1 (+2 per skill level) ; 42 Technology at Max TO Stat: NONE And a -2 EP at all levels, making it: OLD quote:
Level 1: 14 Level 2: 16 Level 3: 18 Level 4: 20 Level 5: 22 Level 6: 24 Level 7: 26 Level 8: 28 Level 9: 30 Level 10: 32 NEW Level 1: 12 Level 2: 14 Level 3: 16 Level 4: 18 Level 5: 20 Level 6: 22 Level 7: 24 Level 8: 26 Level 9: 28 Level 10: 30 ~Tech Mage Reroute: As the same with Bloodlust, since damage stats have diminished, the power of this skill has ALSO diminished. Here is the old: quote:
Level 1: 12% Level 2: 15% Level 3: 18% Level 4: 21% Level 5: 23% Level 6: 25% Level 7: 27% Level 8: 28% Level 9: 29% Level 10: 30% Here is what i suggest: Level 1: 18% Level 2: 21% Level 3: 24% Level 4: 27% Level 5: 29% Level 6: 31% Level 7: 33% Level 8: 34% Level 9: 35% Level 10: 36% I feel that 6 energy more per every 100 damage is kind, don't you? And the heightened lower levels of this skill will help most lower levels learn to VALUE this skill. This is the only buff I see fit on this skill. Assimilation: This here is a skill that has been greatly overlooked in a long time. Why? It is simply not powerful enough to be worth getting. So, a buff that I would, for one, LOVE to see would be a higher steal rate with a less gain rate. What do I mean? Well... OLD quote:
Deals 100% primary weapon damage. Steals energy from an enemy target; adds 50% to your energy pool. (rounded up) Energy Required: 0 (No Cost) Energy Steal (Progression depends on Character Level): Level 1: 1 / 2 / 3 (Adds 1 / 2 Energy to Energy Pool) Level 2: 2 / 3 / 4 (Adds 1 / 2 Energy to Energy Pool) Level 3: 3 / 4 / 5 (Adds 2 / 3 Energy to Energy Pool) Level 4: 4 / 5 / 6 (Adds 2 / 3 Energy to Energy Pool) Level 5: 5 / 6 / 7 (Adds 3 / 4 Energy to Energy Pool) Level 6: 6 / 7 / 8 (Adds 3 / 4 Energy to Energy Pool) Level 7: 7 / 8 / 9 (Adds 4 / 5 Energy to Energy Pool) Level 8: 8 / 9 / 10 (Adds 4 / 5 Energy to Energy Pool) Level 9: 9 / 10 / 11 (Adds 5 / 6 Energy to Energy Pool) Level 10: 10 / 11 / 12 (Adds 5 / 6 Energy to Energy Pool) NEW Deals 85% primary weapon damage. Steals energy from an enemy target; adds 40% to your energy pool. (rounded up) Energy Required: 0 (No Cost) Energy Steal (Progression depends on Character Level): Level 1: 5/6/7 Level 2: 7/8/9 Level 3: 9/10/11 Level 4: 10/11/12 Level 5: 11/12/13 Level 6: 12/13/14 Level 7: 13/14/15 Level 8: 14/15/16 Level 9: 16/17/18 Level 10: 18/19/20 With this, we see a MUCH higher steal rate with a SLIGHTLY less gain rate. Let's say you are Level 35 and max Assimilation. You STEAL 22 of the opponents EP while gaining 9 EP back. I have made the cooldown stay the same to prevent overuse of this skill. Also, notice the 85% primary damage? Now no high strength build can destroy you while using this skill. ~Cyber Hunter Static Charge I feel that with Damage output being lowered, then this has inadvertantly affected this skill, as long with others mentioned earlier. I was looking around forums for inspiration and saw a VERY nice suggestion made by Giras Wolfe HERE However, I made a few smaller changes to it. Here is the old skill: quote:
Level 1: 15% Dmg to Energy Level 2: 17% Dmg to Energy Level 3: 19% Dmg to Energy Level 4: 21% Dmg to Energy Level 5: 23% Dmg to Energy Level 6: 25% Dmg to Energy Level 7: 27% Dmg to Energy Level 8: 28% Dmg to Energy Level 9: 29% Dmg to Energy Level 10: 30% Dmg to Energy And here is my NEW formula: Level 1: 10% Dmg to Energy Level 2: 15% Dmg to Energy Level 3: 20% Dmg to Energy Level 4: 24% Dmg to Energy Level 5: 28% Dmg to Energy Level 6: 32% Dmg to Energy Level 7: 35% Dmg to Energy Level 8: 38% Dmg to Energy Level 9: 39% Dmg to Energy Level 10: 40% Dmg to Energy But, at each level of Static Charge, you gain a boost. Here is the boost: Level 1: +0 EP boost Level 2: +1 EP boost Level 3: +1 EP boost Level 4: +2 EP boost Level 5: +2 EP boost Level 6: +3 EP boost Level 7: +3 EP boost Level 8: +4 EP boost Level 9: +5 EP boost Level 10: +6 EP boost So, say you hit a 26 with level 7 Static Charge. 26(35%)=9.1, or 10 EP regained. However, with the boost, you gain +3 extra, adding to +13 EP regained. Venom Strike: quote:
Stat: 24 Technology at level 1 (+2 per skill level) ; 42 Technology at Max TO Stat: NONE And a -2 EP at all levels Plasma Grenade: I suggest adding a +3 Damage buff to the base while decreasing EP by -1 at all levels. Reasons behind this are that Bounties are able to power this skill up through Smoke Screen and Reflex Boost. Cyber's can only power it up through Malfunction. So a smaller buff to it than Stun Grenade was made. Shadow Arts: I suggest removing this skill from Cyber Hunters due to the ludicrous block rate Cyber's seem to have since they have a Resistance based armor and they need to not overly rely on technology. However, while this MAY seem like a nerf, it inadvertantly is a BUFF due to this skill I have added. Say Hello to: Energy Conductor: Passively increases your deflection chance and Plasma Grenade stun chance. Energy Required: 0 (Passive) Deflection Chance Increased: **stun chance remains on the Shadow Arts Scale** Level 1: 3% Level 2: 5% Level 3: 7% Level 4: 9% Level 5: 10% Level 6: 11% Level 7: 12% Level 8: 13% Level 9: 14% Level 10: 15% ~Blood Mage I so want to suggest nerfs right now it isn't funny. But, I am going to suggest my BUFFS first :) Plasma Cannon: A simple buff to this is to add a +2-4 Base damage increase. The EP is fine as it is. Intimidate: I was...a little IFFY about this skill on a bloodmage. They do INSANE amounts of damage while being able to gain nice defenses and also lowering the enemies damage on you. So, I will NOT be suggesting a buff for this skill. I need SOME help on this one. **PM me maybe?** ~Tactical Mercenary Stun Grenade: I suggest replacing this skill with Maul, simply because since strength TLM's are virtually non existant *with smoke gone and damage output decreased* Reroute: The same balance changes that I did with Tech Mages on this one. It's just an extra 2-3 EP at most, and with MAUL, people will be using less SP in this skill. Frenzy: Other people say this skill is underpowered. I simply say that adding swords to be able to work with this skill will make it more efficient.
< Message edited by rayniedays56 -- 3/10/2013 18:01:12 >
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