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Adjust raider and distributor
#5
The suggestion about removing instant heal is a good idea I think, thanks for that!

I would second that as a suggestion.

Regarding scout needs to run to cp: I think that could be "fixed" as well if you just add a maximum range at which the charges stay, say 2000 or so. That way, if he runs far enough away, it could instantly discharge (without damage of course).

Regarding OP of that skill at start, take the following example:
At level 3 of the skill, which you can reach rather fast on lane, it does 200 dmg (which is splash btw!), and you can cast it multiple times per second if you go into a fight (because of automatic reset when you get hit). So that can amount to 400dps or more (with much concentration even I can cast it three times a second against an enemy with high fire rate in total, and I'm not that good a keyspammer). And you can keep that up for about 10 times - which would in that case be 2k damage in maybe 4 seconds. Yes raider costs the most of the randomable start tanks, but I think it should be about the air equivalent of the demolisher (in terms of power) - but the demolisher can't do 2k dmg in 4 seconds with a single skill at level 7 ( I think you need level 7 to get it to level 3, but you may correct me )
Getting used to the Sand everywhere. At least it brings us map updates.
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Messages In This Thread
Adjust raider and distributor - by griffin1987 - 2013-08-23, 11:59:55
RE: Adjust raider and distributor - by Max - 2013-08-23, 16:05:10
RE: Adjust raider and distributor - by Max - 2013-08-23, 21:11:29
RE: Adjust raider and distributor - by griffin1987 - 2013-08-23, 21:43:28
RE: Adjust raider and distributor - by Exodus - 2013-08-23, 22:49:26
RE: Adjust raider and distributor - by Exodus - 2014-01-23, 00:58:55
RE: Adjust raider and distributor - by EarthR - 2014-01-23, 10:04:06

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