toopygoo
Member
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i do believe that you guys have taken his message out of context (some of you can be such bullies... >.<) as someone with a high level merc character and tangible experience in this area (which i dont claim you guys dont have either, for the record), yes tank builds are completely blown to smithereens by high HP builds. want to know why? cause they pair it with bloodlust. thus, you start with high HP, have a high HP return, and usually get 2 or so rages before you die, giving you high damage and greater HP return alas, there is a max on how much damage you can output with brute strength and abilities on these builds, and so most of them become rather useless as a merc. what i found most efficient was reducing their strength, however this isnt all powerful, because they can just take 3 turns to aux/robot/heal and never actually fail to deal huge damage from a strike in the first place. the problems that occur with the difference of debuff skills like smoke and malfunction is that decreases defence, as well as damage output from certain abilities. the injustice from this with intimidate, is that strength doesnt debuff any skills, except fireball which i really dont find anyone using, and massacre. i know some of you are going to argue that "it also decreases the damage output from bludgeon, double strike, berserker etc. this claim is partially true and partially false: yes, you have decreased how much damage their berserker does, but at the same time, those percentages are fixed, so you cant actually decrease them. why is this unfair? well, to put this in perspective, you can avoid the effects of intimidate completely over 3 turns by using alternate attack methods like bot, and aux, your sidearm, if it has deadly aim, will still get the fixed boost, and you can still pump out huge damage ragardless of your class. if you smoke of malf someone, a merc cant regenerate either of those two stats, so they will be taking increased damage over the course of their next two turns, even if they spend a turn on cleanse, and oh wait, they lost a turn using cleanse to being with. also, they skills have been decreased, e.g. bunker buster, and this also deals less damage. yes smoke and tech can cause someones defense to decrease, and cause them to deal less damage, can initimidate do this? nope. Merc also cant run a high HP build becasue it has no regenerative properties, unlike TM, TCLM, BM, and BH. and tbh, i have never seen a succesful high HP CH, and ive been playing for 4 years. i think thats logical evidence, as that means i have had over 150,000 opportunities to find one. this doesnt mean there are 0, but i'd say less than 2 at most. so in conclusion to those who didnt bother to read it all: it is important to punish people who choose high HP builds over defence builds, is because they have no downside since people cant deal enough damage to kill them fast enough anyways, + they get regenerative bonus, and anything else class exclusive comes with a downside. why should the ability to run a high HP build? if you want to challenge this idea, then i put forth the following challenge: make a merc build that can deal over 190 damage in 4 turns. becasue this seems to be necessary to fight a BH or BM nowadays... also, the solution i suggest, is decrease the rate at which bloodlust works, in accordance to HP. e.g.: at 70 HP [minimum rounded down], you have 30% regain, and by like 85 you have 25%, and by 100 you have 20% and so on.
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