.Lord Ginger.
Member
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The passive armors should be moved back to their flat values that they had before passives were taken away. This way: You don't have to be a tank to benefit from these passives. (Let's face it, the skills, passive or not, are mandatory no matter what, might as well make strength builds that used to benefit from them, benefit from them again). This would mean: Hybrid: +60 Def +50 Res Plasma: +110 Res Mineral: +110 Def With this change, the armors will be maybe a tad worse for tanks? But can help benefit Merc, CH, TLM. Next Change: Deadly Aim Used to be +100 on level 8. To balance out the armors defense/resistance, have deadly aim start at +20, then go to +110 so it can help counter the armors a tad (it's 70 right to help balance with Azrael's Punisher, but that's not how we should balance) Changes that can help benefit other builds that aren't Tank: Debuffs need a nerf. It is way too beneficial to have a -4x on a level 1 smoke, and then start blocking strength builds like crazy. I remember 82+33 Tech gave a -41 smoke screen at level 4, and that was all right. Now it's very overpowered and allows for the quick kill (almost mindless) BH focus with Hawk and Infinity Titan Daggers, Azrael's Punisher, and Azrael's Annihilator. Same with Malfunction. Also, the dex change helped focus, which is good for CH I guess, doesn't help TM one bit, really. Kind of disappointing It also seems like with the intimidate change, this also hurts strength builds and focus, and it's actually not bad. Should be back to 3 turns. Now, let's look at the reason that strength died in the first place: 1) Kartherax 2) Primary Damage Nerf 3) Gun to Dex If we look at the main reason strength is dead right now, it would probably be 1) Kartherax 2) Gun to Dex To be honest, this change made Dex good for a bit, I know BH dex was running rampant with this first change, before it got shut down. When that died down, the real people this helped were Focus Builds and some tank builds... Well, it seems that almost everyone is focus now anyways... Why? Everyone in the game usually has a pocket Kartherax, and even with 2 turns, it destroys strength builds... 1 Turn would make it utterly useless though What could help strength come back could be a change back to Guns to Strength, OR make the robot maybe 50% when you use the special? This robot cripples pure strength. I have my guns to str preference, but a lot of people seem to be against this still. Strength is only ever a build with a threat when Strength is Spammed, never balanced at all. 50+35 strength used to work, not to say I'm not stuck in the past a bit, but 50+35 strength now is a quality joke. The difference between now and then? Robots got a high damage buff, Smoke became fantastic, Kartherax exists, Some shields because ridiculous (defense matrix holy crap), and Intimidate is pretty nice against strength builds to be honest. Primary did get a buff (but it's like +9 of what it used to be at 50+35, and I believe robots are higher?) A lot of these cores can make it tough to battle, but I think the primary cores that aren't shards should be buffed in damage. Meteor Shower, Thorn Assault, jack-O-Fire...etc With support builds right now, it's a rough day... My opponents have more defense, I don't have more defense, because my passive armor doesn't help me, and now BH and BM don't have to apply Mark of Blood anymore, they can just hit me. I think Artillery may need a buff, that's basically what support builds have. As for poison, I think 4 turns is a bit unnecessary. The heal change allows for way more looping which is kind of frustrating, Especially how CH can just loop you to death (I did it earlier to some poor BH soul) Tech Mage is STILL out of the loop, and what's up with it? It's not as unique. Sure, CH was unique too when it first started out, and it still is. TM has reroute, so does TLM. TM has assimilation, but now BH and Merc can take the energy back like all the time, that's frustrating. Reroute is good for TLM, sure, but it has some trouble with keeping energy unlike other classes, same with TM. I think these need a better way to get back energy. If a TM loses energy in 2v2, they're just dead because no one is going to strike him and give him energy. WHAT TO DO WITH TM? Maybe buff reroute if we're not going to nerf debuffs (but debuffs actually have needed a nerf for a while. A -71 Malf on level 1 was never okay, neither was a -4X smoke) Buff some skills I guess? BM has been out of the loop, and that's because of parasite (no surprise there). Strength BM used to be good with bludgeon, well, that was replaced with Deadly Aim. I'm happy for deadly aim, but bludgeon? That's rough, should have taken away Overload or Plasma Rain for that... Nerfing debuffs would help strength builds because the debuffs benefit focus and that's basically what everyone is right now. Malf back to support? It's not like it benefits dex builds right now... maybe just that CH Dex mass build, but maybe having it on supp is fine. Sort of off topic: Still waiting for the energy meta to go away, with the whole Static Grenade/ Static Smash/Parasite kind of stuff. It's just like trading energy moves with little benefits, you have to use them. I'm fine with NEEDING passives(because we're high enough level to where we basically stat dump stuff anyways), needing energy draining moves on 10 to have a CHANCE? No thanks Things that should be looked at immediately: General Poison change from 4-->3 (detrimental if no heal) 2-->3 cd. Basically revert it Heal 3-->4 (looping is way too much) Surgical Strike buff Toxic Grenade change --> -20 poison damage per level (match it with venom) Deadly Aim --> Max +100 BM --> Bludgeon replaces Overload/Plasma rain, Parasite for now, 3 turns with 15% drain and 1.5x feedback to make viable. 85% Damage if it already isn't, unblockable? Maybe keep fireball mediocre, but bludgeon needs an insert. TM --> Buff Plasma Bolt/Overload/Plasma Rain (needs more damage for bad energy regen) Mercs --> Buff Artillery Debuffs --> Quite a nerf, at least to where mercenaries don't have to assault bot. -30 roughly at level 1 for 135 tech for smoke. Malf needs same nerf in the way for dex (or could move to support for time being? I don't know what to do with this monster, smoke is normally way more useful) *Note: Current 72 tech gives the same -41 on 4 for smoke that 114 used to give, just a reference to how blown up this skill got due to the lack of wanting to buff static grenade
< Message edited by .Lord Ginger. -- 6/18/2019 21:15:55 >
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