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TM & BM (bludgeon&fireball)

 
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2/1/2014 6:32:43   
santonik
Member

I think this now.

What if we changes. this way this game.

Make Fireball main skill to str build.
increase damage Fireball.
decrease energy cost. (This because bludgeon get nerf)


This is secondary str skill. not so affective but still can use. (much weaker than today)
decreases damage Bludgeon. increase energy cost. (this because techmage benefit too much now)


Why? I suggestion this. Because techmage is too good energy control. no matter what builds it is (techmage). I dont see Bloodmages basically never. They need something good too. I know they have too that bludgeon. but remember they have fireball too. Techmage/bloodmage lose benefit to bludgeon. Bloodmage gain more benefit to fireball. Techmage lose only here. Bloodmage lose too but bloodmage get back benefits of the fireball.


this is only because that would be more balance in the game.
unpleasant to play against str_techmage. To spamming 2 skills. assimilation and bludgeon.

assimiliation is normally maximum lvl. destroys an average of 240 energy and get back to 120 energy. (approx.)

bludgeon lvl 6, costs only 200 energy, and get 38% more damagee.
benefit real hard. Maybe too good benefit. Especially this also makes this point. Now we talk about techmages.

This is a pretty general attack pattern. (coarse model) imaginary str techmage
--- bludgeon damage over 400 + (No matter what enemy is. tank or tohers builds. Still doing massive damage.)
--- assimilation damage over 200 + (+ others benefit too)
--- something str based or heal (Hrush etc ... regular high damage)
--- bludgeon damage_over 400 + (again)

Basically three skill spam bludgeon, assimilation and heal.

the idea is to reduce the bludgeon and strengthen the fireball. I know that the fireball is a staff-based.
What do you think this changes. good or bad?



Epic  Post #: 1
2/1/2014 11:44:27   
Darkforce832
Member

The problem with TM and BM is there energy control. TM has to good of an energy control skill tree, while BM has a bad one.

This is why I don't feel Plasma Bolt should have been nerfed, it's not there attack abilities that are the problem, it's solely the energy control. Nerfing Bludgeon won't solve the problem. The problem lies with Battery Pickup in combination with Assimilation, and BM having a energy skill based on there opponents current energy, not to mention only dealing 50 damage.

The most common suggestion I see, is switching Energy Parasite with Assimilation. I'm fine with that, but i don't really see the ED people willing to do such a thing.

My suggestion: Battery Pickup takes about 3 turns to give the selected player the energy the player is supposed to receive. They would then have to buff TLM in some way, due to them being nerfed aswell.
Post #: 2
2/1/2014 14:11:29   
dfo99
Member
 

fireball requires staff, and bludgeon not. not suported
Post #: 3
2/1/2014 14:13:22   
Ranloth
Banned


This is the reason why shared skills are bad. You want to nerf TMs, and it nerfs BMs as the result - which we do NOT need. Fireball is fine, at least give it some time so they can see whether recent buffs to skills (2 weeks ago) have made a significant impact & where buffs are needed still, or even nerfs.
AQ Epic  Post #: 4
2/1/2014 14:21:11   
DarkDevil
Member

actually bludegon should be balanced on both.

the idea of a skill being double the effecient of others is always unbalanced nomatter which class its on.

furthermore the idea of an OPed skill due to bad snyrgy or because others are underpowered is just a cheap trade and causes nothing but more unbalance.

< Message edited by DarkDevil -- 2/1/2014 14:23:22 >
AQ Epic  Post #: 5
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