Goony
Constructive!
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Hey, just wanted to discuss the passives and see if I can generate some ides about them. Firstly to outline the issues, I'll discuss the original passives - hybrid armor, reroute and bloodlust The discrepancy here relates to defence ignore on criticals and rage. When a player with bloodlust gets a critical 45% of hybrid armor is ignored and on rage 50% of hybrid armor is ignored. This causes the bloodlust passive to become more effective and conversely reroute generates more return due to the extra damage done. While hybrid is only at max 6 def or 5 res the ignore is minimal (approx 3 ignored), but when the other passives get to values like +12-13 HP or EP return the difference is very noticeable. That's the equivalent of 2-3 turns of hybrid working normally and in most cases it is the difference between a win or loss! The newer passives such as mineral armor, plasma armor, adrenaline and shadow arts also have issues. Since Omega and the ability to train your armor stats, the passive armors have become more effective for CH and TIM. Shadow arts has always been effective since a max SA is the equivalent of 20 dexterity and in the case of stun chance 70 support. Adrenaline has huge limitations, while it works every turn it only contributes to an attack that may be every used every 3-5 turns. Rage can also be completely negated in the case of a block and that rage build is rendered useless as it disappears after a block or deflection! Personally, I'd like to see all passives changed in the skill trees and make them into active skills. Leaving the cores to be the passive skills. Case in point is that Shadow Arts is stacking with the Ninja core to create a min of a 15% block chance with max Shadow Arts. If the passives in skill trees were to become actives, how would they work? Basically, I'd see a skill like shadow arts being activated with a strike and have an energy cost per level comparable with atom smash. The effect would last 3-4 turns and the skill could be used again. For hybrid, the activation could be a strike but the cost could be negative strength or support (something that doesn't cost energy) based on a the level the skill. So at max the armor would reduce strength or support by 10. Just ideas, but I think there are huge balance issues between passives at the moment. I also think that debuffs are terribly balanced, but that's my opinion and another balance topic :p
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