Midnightsoul
Member
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I would like to thank Rabble for a very well made balance update. I actually enjoyed it and played some more again which has been a while. Hey guys, I just want to post some new feedback on the overall balance update. I spent a couple a days thinking about the game changes and trying to think of solutions. I have some rough ideas, but please post criticism that is actually CONSTRUCTIVE. So let me start off with a big thing everyone is talking about... Static Grenade: You know, it is a little overpowered, but it's actually not that bad. I went Bounty Hunter over the weekend to try and see how it was, but I almost got beat plenty of times and did get beat some times. Overall, Bounty Hunters are OK, but yes, this move needs a nerf. My Solution: Lower the amount by 7-8 points, but increase the energy regen from 50% to around 65%. I actually still want to see Bounty Hunters getting around 20 energy because it makes it a fun class without becoming too abusive. Reflex Boost: This skill is a bit weak. It can still be overpowered by tanks. My Solution: I suggest making its starting energy cost 9 instead of a 12. It might not seem much, but it can make a difference to one's build such as base energy and etc. Massacre: The skill is somewhat weak and I barely have seen anyone use this skill. My Solution: I think if it gave something like +20% Rage, it would be more attractive to use. I do NOT want to see a percentage increase in damage. This would make this skill overpowered again because it would affect one aspect of PvP way too much. It needs to be more diverse such as Supercharge and Surgical Strike where they have multiple effects, but not one heavily focused effect where it can prove to be overwhelming. Fireball: This skill is dead like Massacre. I do not know why Plasma Bolt is so much more popular other than the fact that it improves with Technology, but something tells me that strength Blood Mages would rather focus on using Intimidate, Field Medic, and Bludgeon over Fireball. My Solution: Give Fireball an extra tactical purpose or decrease its energy cost a little bit. Overload, Stun Grenade, Plasma Grenade: They should all be equal in value and as worth using as Maul. This does not mean make their damage like Maul's, but the incentive of using each of these skills the same. Honestly, if I had to choose a stun move to have, I would easily choose Maul over any other Stun simply because it has great damage, defense ignore, and its stun chance can be more successful. My Solution: Make the three moves be less damaging than Maul since they're unblockable and please, make them all have the same energy cost. Why on earth does Plasma Grenade cost more than Stun Grenade if they're basically the same move? Plasma Rain, Artillery Strike, and Multi-Shot: These skills need to be equal in power. That's all. My Solution: What I mean is make them calculated the same way but with different stats still. Field Commander: Does this skill even exist anymore? My Solution: I think this skill needs to give about 10-15 more strength than Blood Commander since Field Commander does not grant lifesteal. Plasma/Mineral/Hybrid Armor: Still a tad costly. An average tank would have about 26-32+5 defenses. If you max it out, it's only about +31 but costs way more than moves like Defense Matrix or Energy Shield. My Solution: Lower the energy cost. Atom Smash: Kind of unattractive since there's a better move to use. My Solution: This skill should obviously steal more than Static Smash. I do not mean that Atom Smash should drain an extreme amount, but it's not fair that Tactical Mercenaries must take inferior version of other skills. Static Charge: You know, I have come down to an idea I hope all of you can agree on. I know some of you might remember me trying to strongly promote this skill, but I have a simple idea that will not make this skill weak at one scenario and too strong at another. My Solution: I was thinking of this skill working like Battery Backup where you strike, but get a fixed amount of energy. Obviously, the amount regained should be lower than Battery Backup by a bit, but not too much. Maybe 5-7 points less. A simpler explanation looks like this; WEAKER BATTERY BACKUP + BLOCKABLE STRIKE = STATIC CHARGE This can make sure Static Charge's energy regen does not get affected by defenses. At times, I find that using this skill on tanks is almost worthless, but on strength and support builds just too good to be true. Another positive thing is that this will prevent extreme strength Cybers and keep the game balanced in case this happens. I think the part where it was made unRAGEable and unblockable was kind of uneccessary because with my solution, the Cyber Hunter gets a GUARANTEED amount of energy. Overall, thank you for reading and again, I would LOVE feedback on your thoughts. This post mostly was for the old moves that were commonly unused that need to get refreshed again. Feedback 1 Font size reduced. Please don't go over 3. ~Mecha
< Message edited by Mecha Mario -- 11/17/2013 21:21:44 >
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