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Nerf raider
#2
I think the main problem with raider is that is has three skills which are scaling with game progression. All skills but tank cannon which almost every tank has and static charge [Q]. That makes it both viable till end game in survival and offense.
  • Shape Memory Alloy [W] (heals recieved dmg, 20%/lvl) scales with hp and recieved dmg, both increases due more wepons and hulls and its heal is instant
  • Ricochet [E] (magic resistance 6%/lvl and returned dmg 15/lvl) - almost 1/3 less dmg, returned dmg will increase due more weapon and/or projectiles within game time
  • Hit & Run [R] Ultimate (750 + 250/lvl range, up to 1200 + 400/lvl 750 rng AoE dmg) - it's an additional port with offense capability, you can decide to retried ahead of the six seconds time limit.

And there is a huge synergy within those three skills. If u get attacked the dmg u deal will be reduced and somewhat returned by ricochet, also termination of hit&run will return ur own dmg - addition the dmg left dealt to the raider will be nullified with shape memory alloy.


BTW - balancing a complex game is a hard problem
Marvin Wrote:The first ten million years were the worst and the second ten million years, they were the worst too. The third ten million years I didn't enjoy at all. After that I went into a bit of a decline
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Messages In This Thread
Nerf raider - by BENNIE.FM - 2012-06-22, 13:47:37
RE: Nerf raider - by eSVau - 2012-06-22, 14:30:13
RE: Nerf raider - by El_Polacco - 2012-06-22, 14:36:58
RE: Nerf raider - by Prog - 2012-06-22, 15:02:55
RE: Nerf raider - by LIoOoOoIL - 2012-06-22, 15:23:39
RE: Nerf raider - by DELight. - 2012-06-24, 11:02:17
RE: Nerf raider - by UnifiedDoom - 2012-06-22, 17:33:19
RE: Nerf raider - by ICE2607 - 2012-07-08, 13:27:19
RE: Nerf raider - by Exodus - 2012-07-08, 13:59:41
RE: Nerf raider - by ICE2607 - 2012-07-08, 14:55:49

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