CivilAE
Member
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@Steel Slayer What you suggested would just make it a buffed Assimilation. Part of the reason why I suggested that Static Charge remain the way it is now but just have the added effect that is completely dependent on the opposing player, doesn't do much but it helps a little. Sense there are a number of other things players can do to get around this anyhow Like : EMP or other non damaging energy draining skills/cores, non damaging Poison skills/cores , any non damage effects that remove buffs/debuffs off themselves or you, heal or shield. quote:
Well I thought of a small buff to make static charge more useful; After Damage/Energy calc, the user is shrouded by static (or whatever name ) which allows them to gain a percentage of what the opposing player hits them for the next turn (If they choose to attack/Deal damage). Static activates even if damage is blocked. I think its makes the skill more useful without making it incredibly game breaking like it was before, And I think it fits the theme of Cyber fairly well which is basically TechMage + Bounty Hunter. Static acting somewhat like bloodlust with damage gaining energy instead of HP and it also having a trace of reroute for a turn. May bring back some builds that rely on heavy energy usage, like-wise that there are already some things that could render this useless in some situations as well.
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