Seteriel
Member
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quote:
Hybrid/Mineral/Plasma Armor: A bit costly. I would consider decreasing its energy cost, especially if I compare it to energy shield. This skill is only effective with an extremely high technology build. I understand it lasts four turns, but it's really weak, especially with a debuff. I suggest not letting debuffs diminish the power of this skill and let the shield come from ONLY the BASE stat. (i've rewritten the quote slightly) Either this, or as a different idea: rewrite the energy to cost to 1 +1/lvl (ranging from 1-10 energy) and set the def/res gain to fixed amounts. Maxing at +12 def/res plus another +3 def/res for player lvl for mineral/plasma, respectively maxing at +7/7 plus another +2/2 for player lvl for hybrid armor. Reduce the number of turns to 3 the armor is active, but keep the cooldown at 4. Adrenaline = new "passives" in general Agreed, too high energy costs. Commented on the armor above - for rest of new "passives", could easily reduce costs by 3-5 points. quote:
Stun Grenade, Plasma Grenade, and Lighting Bolt: Needs to be as strong as Maul. I suggest giving them some defense ignore or damage buff. Disagreed: maul is blockable - the stun can only occur if maul is not blocked. Grenades+Overload can always stun plus they are not blockable - not even deflectable. Maul improves with strength (so to say), thus a merc loses defenses when he wants more damage. Grenades+Overload increase with dex or tech, thus the caster gains defenses along more damage. quote:
Venom Strike and Toxic Grenade: EXTREMELY weak. Venom strike maybe. But not the grenade: unblockable, undeflectable, only 1 turn cooldown, +1 damage over venom strike, no stat requirement (venom needs tech) - only +1 energy cost. Battery backup: Split it to 2 skills - battery charge for Tac.Mercs: maxing at 45 energy at skill lvl 10 (no bonus for player lvl), 4 turn cooldown, tech or support requirement - battery backup for Tech Mages: maxing at 30 energy at skill lvl 10 (no bonus for player lvl), 4 turn cooldown, no stat requirement Fire Scythe: Has too low base damage. My lvl 25 tech mage (testing char ^^ ) with skill lvl 6 scythe and 18 str and staff bonus damage 21 (its not fully upgraded) deals 20 damage on lvl 20 npc (Anya) 25 damage on lvl 1 npc (city guard). With 41 str this rised by 4 damage - although base weapon damage increased by 6. quote:
Field Medic: I kind of feel like if focus actually gives a little bonus to healing, it would make battles more fair. Focus builds tend to have low health and when fighting a 140 hp aggressive glass cannon, the focus user tends to be punished for this. This suggestion is based from my opinion 100%, but I really feel like this needs to be stated. Agreed and supported. On skills i did not comment i have no decided opinion. Although not part of your idea: i'd additionally switch the parasite from BM to TM - and assimilation from TM to BM. Bloodmage is a more "active" or offensive minded class. Assimilation the more active/offensive skill. Also: as assimilation is bound to staves, this could nerf the str BM: staves have lesser damage and stats when compared to sword builds.
< Message edited by Seteriel -- 11/10/2013 9:50:29 >
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