Remorse
Member
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Quick overview, New promos are slightly creeping up in power compared to much older bots, In this thread I am just going to offer ways to buff the older bots as well as give robots a role to fill. Infernal Android 150 ---->160dmg Infernal Overload Deals 85% base damage, increasing by 5% each round in battle (130% cap) Explanation: Slight increase in base damage but still the lowest in the game, this bot should fit the role as a high damage single turn nuke rather then medium-high consistent robot damage. The slight buff is only to compensate for other older robots getting buffed by more. Energy Assault Bot 150 --->170dmg Cleanse----> Slow cleanse Reduces 65% of all debuff effects on a target ----> Reduces 70% of all debuff effects on a target Explanation: This bot is outdated compared to the new ones, however I believe the role is to have a useful special rather then for high robot damage so it is only increases to 170 damage, the effect of the skill is also slightly buffed to make the effect slightly more useful in the current meta. The name change will become obvious when you read the description of the physical Assault bot. Physical Assault Bot 150---->190 dmg. Cleanse----> Quick cleanse Reduces 65% of all debuff effects on a target ----> Reduces 50% of all debuff effects on a target Explanation: I decided to separate these two bots and make them more unique rather then just different damage types, now the physical version has a much higher base damage but the special is also a lot weaker as a result, this means this robot can become a niche choice for those that still want high robot damage and the effect,but not as strong as the energy versions effect. Azrael's Borg 160 --->170dmg Heart Attack Reduces 65% of all buff effects on an enemy deals 85% of damage when this is used Explanation: A slight damage buff to make the robot more apparent in the current meta. Baby Yeti/dark yeti 160---> 160 damage Chomp! Temporarily disables target's auxiliary and sidearm deals 85% of damage when this is used--->Temporarily disables target's auxiliary and sidearm deals 100% of damage when this is used Explanation: I kept the same low damage now but then increase the damage it does when it uses the special up to 100%, therefore the role of this bot will be more about using the special rather then using it for the basic attack damage as well. I don't like the fact that the yeti's become clearly better as they evolve, I would rather that they became different and uncomparable as they evolve and become suited to certain builds more then others. Baby Yeti Warrior/dark yeti Warrior 170---> 170 damage Chomp! Temporarily disables target's auxiliary and sidearm deals 85% of damage when this is used--->Temporarily disables target's auxiliary and sidearm deals 90% of damage when this is used. Explanation: Deals the same damage, deals slightly more damage when using the special but less then the baby yeti, this is so they have a difference in defined roles, rather then the evolution simply being better, instead the younger versions offer more damage while using the special and the warrior has slightly higher base then the baby yeti. Omega Dark Yeti/Omega Yeti/golden/pink 180---> 180 damage Chomp! Temporarily disables target's auxiliary and sidearm deals 85% of damage when this is used. Explanation: This bot stays the same as I think it fits fine in the current meta. Changes to the baby yeti and the warrior yeti's mean that this version is not always necessarily better it may depend on what your builds requires. Bio Borg 160-->170 damage Thorns Reflects 50% of melee damage back at your attacker for 4 turns-->Reflects 50% of melee damage back at your attacker for 5 turns Explanation: I think this robot is underpowered in the current meta however I also think that the base damage should be low at 170 and the role of the bot is more focused on the special effect, however the special should be slightly buffed considering how much easier it is to avoid the special with cores etc. Blood Hawk 170--->170 damage. Armor Annihilator Destroy the target's armor for 3 turns; removes bonus defenses and prevents use of Armor Cores. deals 85% of damage when this is used. Explanation: This robot should stay the same because I think it is fine in the current meta, the robot is focused more on the special effect so the base damage is a low 170. Black Abyss Bot 170--->170 damage. Necrosis Spit acid on your enemy, lowering their defenses by an increasing amount for 3 turns. deals 85% of damage when this is used Explanation: This bot should also stay the same as it is focused more on the special effect rather then bot damage. Botanical Hazard 170 -->170 Poison Spores Inflicts 60% of your Robot's damage as poison over 4 turns. Explanation: This bot stays the same as it is also focused more on the special effect rather then the bot damage. Electro Bunny Bot 170-->170 Color Blast Blast the enemy with pastel paint; egg missiles will rain upon the target if they strike 85% damage---->increase the duration by a turn. Explanation: This bot will also stay the same and is focused more on the special then the base damage, perhaps the special effect might need to be buffed by increased the duration an extra turn to make it more apparent in the current meta Gamma Bot 170-->190 Gamma Fire Deal 100% energy damage. Explanation: The damage of this bot is buffed because I believe the role is focused around high bot damage and it has relatively low utility as the special is merely another attack without an effect. Lionhart's Avatar 190-->190 damage. Lionhart's Roar Grants 50% Rage to all allies Explanation: The robot stays the same as it is focused around having higher bot damage but a weak special effect. Pyro Fly 150 -->160 Infernal Swarm Randomly disables one of your target's 3 highest level skills for the rest of the battle deals 85% of damage--> Disables an enemy skill of your choice for 3 turns deals 85% of damage. Explanation: I really don't like the inconsistency of this bot, it is either extremely useful or really useless depending on luck of which skill you take, I would prefer if you could choose the skill you disable but then as a result only disable it for 3 turns rather then the whole game. This will give this robot a defined role of being a counter for builds that require certain skills too much, and has low bot damage and is focused on the special effect. It will also slightly lower the impact of luck as I believe it is high enough without potential free wins from this bot because you luckily disabled a skill for the whole game they needed. Botanical Borg 170-->180 damage. Spore Bombardment Launch a barrage of explosive spores. Deals 85% damage if it hits multiple targets. Explanation: Damage slightly increased as this bot is focus more on the damage rather then the special and needs to have a slight damage increase to be apparent in the current meta. New Robot *forgot name* 190--->170 Curse of Kartherax Replace the opponents primary with a fish for 3 turns. Explanation: This bot is focused around it's special and therefore to follow the same pattern of other robots focused on their powerful special the robot damage should only be 170. Alright, that's all of them. What do you guys think?
< Message edited by Remorse -- 9/21/2014 4:08:53 >
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