[Skill] Energize MP cap
Posted: Fri Jan 28, 2022 7:23 pm
TLDR: You can only get X amount of mana from Energize every 24 hours because good petmasters are OP, similar to how you can only use MV 40 times
Hey you ever wonder how Good aligned factions get their petwalls built so quickly and to such gross numbers? Well wonder no more, the brain engineers at MJI (if you know you know) have figured out the secret to this despicable violation of fair play.
Enter, the Energize skill.
https://wiki.nexusclash.com/wiki/Energize
So for 1 AP (!) and up to 30 MP a lowly shepherd can siphon mana from itself to a petmaster, at no cost to the petmaster, AND GET EXPERIENCE FOR IT (!!!)
So we're looking at a petmaster who can, with enough faction support, summon 72 (seventy-two (LXXII) ) pets in one ap cycle. Now I don't know about you but with the changes to affinity potions not giving immunity anymore and the damage floor for everything being at 1, I'm not sure I can handle a petwall of that size! Maybe for 2 or 3 retaliation turns but even an IB would be pressed for health after such an onslaught.
But wait, that's not all, Good Liches and Elementalists (Elementalists to a lesser extent because of summoning caps) also benefit from that! Liches as well to a lesser extent due to the need to summon a corpse to their location (or use wights and willowisps I guess, lol)
"But Skouth" - you say, desperately trying to hold on to your perceived high ground - "what about DARK HEART?!?!?!"
I'll tell you about Dark Heart. With Dark Heart you need to use your own AP to get back a paltry 10 mana from your factionmates, and since Evil hasn't been blessed with the ability to pray mana from thin air - "BUT SORCEROR'S MIGHT" - OR THE EASE of healing that Good factions have via aethersprites, you're arguing in bad faith if you think Dark Heart is in any way comparable to Energize shenanigans, mr. Strawman. Sure, your Wizard can pretend to be an emo MP battery for you and almost die every 4 hours or something, but once SM ticks out he's not going to be immediately healed to full by the 80 Aethersprites in your SH, because evil does not have Aethersprites.
So after no small amount of rambling I hope you'll have seen what a toxic skill Energize is and will agree with me that steps must be taken to curtail this rampant aggression against game balance. What I'm proposing is a simple cap to how much mana you can receive from Energize per day, say, 100 or something. That's enough for 5 FREE judgemasters that you're not paying anything out of pocket except for your own 5 AP, and the rest is up to you, friend. Rev up that prayer button and grind it out like the rest of us, no more freebies for you. I even think that 100 is too generous but hey the numbers can be tweaked
Hey you ever wonder how Good aligned factions get their petwalls built so quickly and to such gross numbers? Well wonder no more, the brain engineers at MJI (if you know you know) have figured out the secret to this despicable violation of fair play.
Enter, the Energize skill.
https://wiki.nexusclash.com/wiki/Energize
So for 1 AP (!) and up to 30 MP a lowly shepherd can siphon mana from itself to a petmaster, at no cost to the petmaster, AND GET EXPERIENCE FOR IT (!!!)
So we're looking at a petmaster who can, with enough faction support, summon 72 (seventy-two (LXXII) ) pets in one ap cycle. Now I don't know about you but with the changes to affinity potions not giving immunity anymore and the damage floor for everything being at 1, I'm not sure I can handle a petwall of that size! Maybe for 2 or 3 retaliation turns but even an IB would be pressed for health after such an onslaught.
But wait, that's not all, Good Liches and Elementalists (Elementalists to a lesser extent because of summoning caps) also benefit from that! Liches as well to a lesser extent due to the need to summon a corpse to their location (or use wights and willowisps I guess, lol)
"But Skouth" - you say, desperately trying to hold on to your perceived high ground - "what about DARK HEART?!?!?!"
I'll tell you about Dark Heart. With Dark Heart you need to use your own AP to get back a paltry 10 mana from your factionmates, and since Evil hasn't been blessed with the ability to pray mana from thin air - "BUT SORCEROR'S MIGHT" - OR THE EASE of healing that Good factions have via aethersprites, you're arguing in bad faith if you think Dark Heart is in any way comparable to Energize shenanigans, mr. Strawman. Sure, your Wizard can pretend to be an emo MP battery for you and almost die every 4 hours or something, but once SM ticks out he's not going to be immediately healed to full by the 80 Aethersprites in your SH, because evil does not have Aethersprites.
So after no small amount of rambling I hope you'll have seen what a toxic skill Energize is and will agree with me that steps must be taken to curtail this rampant aggression against game balance. What I'm proposing is a simple cap to how much mana you can receive from Energize per day, say, 100 or something. That's enough for 5 FREE judgemasters that you're not paying anything out of pocket except for your own 5 AP, and the rest is up to you, friend. Rev up that prayer button and grind it out like the rest of us, no more freebies for you. I even think that 100 is too generous but hey the numbers can be tweaked