Other > Suggestions
Psycho, drugs in general
FischiPiSti:
Some say the -not so- recent change to toughness(10/0->5/2 dr) is a nerf, i consider it as a buff.
Tesla armor with 2 toughnes+2 psycho looks like:
Normal 20/4+60/0+10/4= 90/8
Laser 90/19
Fire 10/4(nobody using)
Plasma 80/10
Explode 20/4 (weakness)
Electrical 80/12
IMO, its not okay to have an armor costing 1/3 have superior protection vs BA.
Drugs are OP. Psycho is usable by BGs(and hth..) only but with -9 PE you might as well pop another one, and big gangs are wealthy enough to keep their fighters pumped 24/7. They dont have to worry about addiction. Jet likewise, if you plan to use one, you might aswell pop 2 at a time.
Suggestions:
1.
Limit usage.
Every drug could only be used once. Used twice, it wont give any + bonus at all. Or if you must have a bonus, give a bonus to effect time. 1x psycho: 4 hours, 2x psycho with same effect: 8 hours, etc.
2.
Revamp psycho.
Instead of giving +30 to normal, make it +10 vs all damage schools(+60 dr in total/psycho).
BA with 2x new psycho and 2x toughness:
Normal 70/12
Laser 90/8
Fire 70/7
Plasma 80/7
Explode 60/8
Electrical 80/6
Effects:
In PvP, people would prefer BA over tesla, thus EW would have a little more chance, even with that +20 dr against plasma.
Tesla becoming more or less useless. -> Put it in tier2.
Jet junkies would not be OP in TB.
Guarded town raping would be harder.
3.
Overdose.
Popping 2 of the same drugs would mean DEATH after a certain amount of time.
Radical? Yeah, but think about it: Popping 2 psycho means a last resort kamikaze move. He kills like 20 people before he eventually dies.
Crazy:
Well, number 2 suggestion isn't bad (and seem logical: what, you better resist to a bullet but not to an explosion?). But I am not sure it's needed.
vedaras:
everything is fine now :>
FischiPiSti:
Bah vedaras, you dont count :<
Err, to not sound a troll, please explain the flaws of my suggestion :P
GroeneAppel:
The second suggestion actually sounds like it would balance the game more, do it I say.
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