Randolk
9th July 2013, 16:31
Hey, just wanted to drop some info on what short term changes we're making to Daredevil:
Enter the Void was turning into an excuse for some of Daredevil's spirit costs to be a bit higher than normal, so we're reducing the larger costs and granting him a much needed negative status cleanse that features a crit chance buff component instead
Club Sweep was underperforming as a bread-and-butter melee AoE attack, so we're speeding up the animation time and increasing base damage scaling such that the speed increase won't lower the damage output
Daredevil already has many lower level tools for avoiding being surrounded, so Whirling Club is getting a base damage scaling bump and no longer knocks enemies away
We're smoothing out and buffing the Relentless Justice and Man Without Fear passives so that the initial Move Speed and Dodge bonuses don't overshadow what you gain by ranking them up
Swinging Assault's animation and travel will be sped up a bit, and the damage greatly increased, but it's gaining a short cooldown
Taser Club: Base damage scaling increased slightly
Evasive Kick: Base damage scaling increased
Opening Lunge: Base damage scaling increased
Knockback Kick: Base damage scaling increased
Because his clubs aren't weapons as unique as Thor's hammer or Cap's shield, Daredevil can now throw multiple billy clubs with his throwing powers. (Rebounding Club no longer scales bounces with ranks, is set to three bounces, and flies a little faster than club throw)
We already began to address Elektra Alliance's summon survivability, so now we're doing a pass on her offensive capabilities: Base summon duration increased, enabled damage variance, sped up Elektra's attacks and AI, and added two more thrown daggers to her sai tossing power
mi tocca dare un giro anche al cieco, gg.
ah, giusto perchè spidey è simpatico, web'em all avrà un 50% di dmg boost.
Enter the Void was turning into an excuse for some of Daredevil's spirit costs to be a bit higher than normal, so we're reducing the larger costs and granting him a much needed negative status cleanse that features a crit chance buff component instead
Club Sweep was underperforming as a bread-and-butter melee AoE attack, so we're speeding up the animation time and increasing base damage scaling such that the speed increase won't lower the damage output
Daredevil already has many lower level tools for avoiding being surrounded, so Whirling Club is getting a base damage scaling bump and no longer knocks enemies away
We're smoothing out and buffing the Relentless Justice and Man Without Fear passives so that the initial Move Speed and Dodge bonuses don't overshadow what you gain by ranking them up
Swinging Assault's animation and travel will be sped up a bit, and the damage greatly increased, but it's gaining a short cooldown
Taser Club: Base damage scaling increased slightly
Evasive Kick: Base damage scaling increased
Opening Lunge: Base damage scaling increased
Knockback Kick: Base damage scaling increased
Because his clubs aren't weapons as unique as Thor's hammer or Cap's shield, Daredevil can now throw multiple billy clubs with his throwing powers. (Rebounding Club no longer scales bounces with ranks, is set to three bounces, and flies a little faster than club throw)
We already began to address Elektra Alliance's summon survivability, so now we're doing a pass on her offensive capabilities: Base summon duration increased, enabled damage variance, sped up Elektra's attacks and AI, and added two more thrown daggers to her sai tossing power
mi tocca dare un giro anche al cieco, gg.
ah, giusto perchè spidey è simpatico, web'em all avrà un 50% di dmg boost.