ED Divine Darkness
Member
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quote:
Made a similar build for merc: 181 HP 60-65 strength 55-ish dex 30-ish tech 36 support 1-1-8 M-7-0 0-2-1 0-7-0 Absolutely ridiculous build, mainly because it works extremely well (celtic cleaver is the way to go for this build, otherwise you'll get blocked way more often). Against other glass cannons, blood commander just rips them apart while healing almost 10 HP per round, where I take around 30-40 damage per turn. I can also use intimidate to mess up strength glass cannon BHs so I can outpower them. Azrael's will does nothing bad on this build because all I do is strike anyways. Against tanks, I hit around 15-20 damage per turn, healing around 4 HP. Tanks can barely damage me with their basic attacks, and they'll pretty much never hit over 45 on me, even on rage. I rage faster than them because of adrenaline, and I can pull a zerker in case I need it, otherwise I rage meteors. My point is that blood lust/life steal + massive HP and high damage output is extremely overpowered because it can easily cut the cumulative damage taken per turn by a strong quarter or so, while dealing extremely massive amounts of damage. Here are some solutions I suggest: -Make all lifestealing effects part unit-based and part %-based. For example numbers I arbitrarily came up with, let's say 27% damage to health at max bloodlust would now be changed to 3 set health per attack and 15% damage to health. So, if I hit 100 damage on an opponent, the old blood lust would return 27 health, but the new blood lust would return 3 + 15, or 18 health. This would also apply to blood commander. Not sure about supercharge and surgical strike though. -Make rage less affected by strength. This is a humongous thing because no-support builds that have lots of strength can very easily gain rage, which normally results in the glass cannon beating the tank unless the tank has devised a strong counter or gets lucky. -Nerf smoke base amount, but increase its scaling rate. This will keep focus/tank BHs fairly strong because their smoke was never really nerfed, but it will weaken those with little tech that can still get fairly large amounts of dex removed with smoke. -Increase base stat amount of malfunction, but reduce scaling rate. This is because malfunction is pretty useless on caster builds and other tanks with no support, but it's simply way too useful for glass cannons because it increases with an offensive stat. no, just no. no need for lifesteal nerfs. ur build is countered by zerker blocks(celtic doesnt effect this) and very tanky tanks with strong shields.
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