DarkDevil
Member
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the main idea of smoke is to nerf down your opponent block and makes him miss , that's why he is SMOKED and can't see well , added to that , smoke has low effect on lower levels and high energy on higher levels so it can't be used more than twice in a fight ,with exception of tech bountys which usually lower their smoke so that they can use it 3 or 4 times in a fight which is a good advantage in 2 vs 2 against ppl with reflex boost / matrix but the downside of them is that they don't deal much damage naturally without it , yet if you can notice most if not all of bounty's nukes are nerfed to the ground due to the reactions with smoke and bloodlust so we usually rely on things like bot and aux to deal damage if not masacre which has been nerfed much recently, and with the passives update i don't think we can rely on them anyway. on the other side any cyber/mage can simply counter bounty's techniques by malf/matrix which disables most of our power. malf on the other hand is controlled by support which means that whoever uses it must have very low defences in order to increase his support or on another occasions they tend to max out malf which results in it using too much energy (32) which also means they are limited to using it twice at most , yet it doesn't reach as smoke cus more skills are controled by tech than dex, yet the only thing those skills have made is bringing it to equal grounds , with how much defence other builds can reach with equal stats. for the suggestion of making smoke and malf deal no damage , they deal no damage unless you got no armor at all , with how much stats they use up a bounty or mage won't be dealing more than 10 damage before the smoke/malf which means this turn is only used to fill the rage meter beside the smoke.
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