rayniedays56
Member
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quote:
Also Raynie static was OP the moment it was brought into the game. Even without plasma armor back then it went through your defenses and you still got the 44% of your raw damage which was like 20+ energy for some. The old Static Charge was 60% at the start, then was lowered to 55%, then to 44%,then finally to 29% :) And yes, with no plasma armor, it would NEED to be higher. Why? Well, the class had one passive, which was luck based. With no HP regain or EP regain, static charge filled in those gaps, which consequently allowed multiple builds to be used without overpowering the class. I remember one of my favorite builds for static charge was a high technology caster build, which with technician, was fitful. I use Plasma Grenade and EMP grenade heavily with this build, which worked at a nice win ratio, was about 75-85%I believe. Then came Plasma Armor, which took out technician and gave the Cyber Hunter two passives, one of which was luck based, the other being an armor. Swiftly, players saw the opening that Plasma Armor gave and went to it, and IMMEDIATELY abused Static Charge, I am sad to say, which led to its needed nerf. However, the nerf wasn't enough, so later on, Static Charge was changed AGAIN to 30% of ACTUAL damage. I ws worried and may have ranted with this, but eventually saw that it worked more strategically without being overpowered. Then came Omega. With defenses lowered, damages lowered HEAVILY, and cores added, the nerf gave to Cyber Hunters in Delta for Static Charge deemed way too much. This is why I propose a 10% buff to static charge, as put on with my latest post. This will, I believe, give Cyber Hunters a decent EP regain which we saw back in Delta after the nerf. Right now, I am seeing much less EP regenerated than with Delta, and this is whyso many players aren'tusing Static Charge and just running with plasma Armor, malfunction, and massacre, which is deadly in itself. See my reasoning why I believe Static needs a small buff?
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