GUNROX is a hardcore old-school turn-based PvP game with full loot drop where you can take all of your opponent's equipment after killing him
hardcore old-school turn-based PvP game with full loot drop where 
you can take all of your opponent's equipment after killing him
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Ideas about buffing tank builds.

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Ideas about buffing tank builds.
Tanks
As you may know current tank builds despite 800 HP and a lot of regeneration are still pretty useless. I am well aware of this problem, and have considered a lot of ideas to improve it (here and here couple of threads with suggestions).
The Problem
Major problem of the tank build is the lack of resists at high levels due to the fact that you have to spend all perks into HP and all stun grenade will make you a frozen bag of exp.
Rejected ideas
Various people advised me to add resists to HP pers, but this is pointless, cause we already have perks for resistance and having 2 lines of perks that have the same or overlapping effect is a bad game design.
The solution
Therefore I've came up with a different idea to addess lack of resistance. I want to stun and blind removal effect to the Survivor and Ultimate Survivor perks (top HP perks).
How will it work?
This will be an active perks in which when you use them, your blind or stun will be removed (must like similar clan perks), but you will loose some amount or percentage or your HP. In example: you were stunned at maximum amount, but you use this perk and gain AP back by loosing 100-200 HP. Same thing with blind. The actual implementation may vary, but the main idea is the ability to spend your HP which are plenty, to gain some special recovery. I think this will add a lot of tactical possibilities and will be a good alternative to plain resistance/shelter.
Let me know what you think.
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....
i guess it's cool
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HP Perks

lets see wt will change☺
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It will work for poison too?
If not, I dont think its a good idea, first becoz if a you axe this unit 3x = 210 poison, this unit probabbily dont use 120 skill guns and 12 ap, so you dont have anything to counterattack.
This poison will drain all your medikits, A usually 120 skill doctor unit can carry about 900 HP in medikits - max 1000( if you get low skills medikits = low lightweight = not much heal per turn ) so for me make that unit easy to figth againt.

If Yes, I think its better but still not good, lose the percentage of HP its not a good idea.
At level 50, the 120 skill guns take a lot of HP, having a 800 hp tank mean that you lose a lot of atack power ( you can use maybe rapid - gunblade but 12 ap) this will make you a inoffensive fat target and since you have no shelter( no dmg resistencec) you will be hited at the max amout of dmg that the weapons can do.
6x a laser swaord hit at 120 dmg medium (max is 160 dmg), and you using a imp power = 6x84 = 504 hp + lose percentage of hp If 100% blinded or stunned, and even if these units stay close to you you dont have any atack power to kill a shelter 3 ap. You have to run and probabily waste all you medikits without do any dmg back!
(what about if you get 90% stunned? this perks will give you AP back to run immediately or u have to wait till the enst turn to have ur ap back? )
This thing may can be good, but for MEGA players. I dont think you can have a unit like if you want be competitive to play 1x1 or outpost games.

I think that make this unit automatically 100% immune to stun, blind and poison would be better, becoz even with this kind of perks you want implement, the poison will drain your HP and the stun would make you uselles for 1 turn at last 1 turn.
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I think that make this unit automatically 100% immune to stun, blind and poison would be better, becoz even with this kind of perks you want implement, the poison will drain your HP and the stun would make you uselles for 1 turn at last 1 turn.

Like I said before - I am don't want to mimic other perks (resists) with this perk line cause it will be bad design and boring. All perk lineups must be unique and deliver different experience.
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maybe 100% removal for 150 hp is good enough
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Worth a try,
to get Ultimate survivor we need 50 perks of 55 total.
after all that, what about make it 48 perks, so we can get +1 ap from rapid( not sure).
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Worth a try,
to get Ultimate survivor we need 50 perks of 55 total.
after all that, what about make it 48 perks, so we can get +1 ap from rapid( not sure).

No, if you want +AP or +resists, or anything, you should use 40+1 perks and get regular Survivor. It will allow you tu cure stun, but not blind. Also you will have only around 500-600 HP instead of 800, so your healing will be not as effective (but +2 AP or splash/crit resist could make it worthwhile)
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No, if you want +AP or +resists, or anything, you should use 40+1 perks and get regular Survivor. It will allow you tu cure stun, but not blind. Also you will have only around 500-600 HP instead of 800, so your healing will be not as effective (but +2 AP or splash/crit resist could make it worthwhile)

what about poison?
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No, if you want +AP or +resists, or anything, you should use 40+1 perks and get regular Survivor. It will allow you tu cure stun, but not blind. Also you will have only around 500-600 HP instead of 800, so your healing will be not as effective (but +2 AP or splash/crit resist could make it worthwhile)

Sounds nice to me, and maybe
Survivor perk = cure stun + 25% poison.
Ultimater Survivor = cute stun + blind + 50% poison
and This ''perk'' could be used unlimited?
Edited 3 minutes later by .
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Yes, the usage will be limited only to your HP.
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*DELETED*
Exellent idea
Berserker man i am loving ur idea... even that im still at lv 28 i do think ur idea its very nice solution for problem with high lv hp perk. But i still think u should also tweek the numbers of hp per perk and regen per perk. they are simply a little bit low, specially regeneration in my opinion.
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This looks ok on first sight xD. I want try it, maybe not so good for 1x1 battles but for team games may work.
Main problem in 1x1 will be that you will play with 1 unit, other 1 will healing constantly and 3th will be the thootless tank xD
Edited 5 minutes later by *DELETED*.
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Berserker man i am loving ur idea... even that im still at lv 28 i do think ur idea its very nice solution for problem with high lv hp perk. But i still think u should also tweek the numbers of hp per perk and regen per perk. they are simply a little bit low, specially regeneration in my opinion.

You should count not only HP/regen per perks but also HP and regen for special perks which come each 10 regular perks and I don't think they are low combined. At lvl 50 you will have 800 HP and 50 regen if you spend everythng into HP line. Compare this to current builds where people have 200-300 HP at level 50.
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You should count not only HP/regen per perks but also HP and regen for special perks which come each 10 regular perks and I don't think they are low combined. At lvl 50 you will have 800 HP and 50 regen if you spend everythng into HP line. Compare this to current builds where people have 200-300 HP at level 50.

Man somewhere in this forum i also saw a picture of a critical that hit more than 1000 dmg... there its simply NOT a unit that can withstand that kind of shoot. like u say max hp its 800, and u not use big armors because ur weight capacity its VERY limited, so yes maybe u can have 800 hp (still i find it low), but with low def and NO resistances, so 1 critical erase you of game??? what kind of tank can not withstand a hit?? then there its not a tank !! its a mediocre unit, as u said before, a bag of exp...
Edited 4 minutes later by *DELETED*.
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so yes maybe u can have 800 hp (still i find it low),

I think you need to level up and learn the game a bit more before you can judge.
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Maybe and you need level up, or you play with other 50 lv acc. many people thinks you are saracin xD
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why not just simply reduce 8 perks to have ultimate survivor???
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Why not add 10+ weight or 20+ weight with Ultimate survivor? 😁
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I think you need to level up and learn the game a bit more before you can judge.

So, if a ultimate survivor got a game vs 2x BG#1, and no got splash, he can really die in one turn. ☺
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