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Should Infernal Axe & Lightning Hammer only have "2 USES?"
YES 73%  73%  [ 24 ]
MAYBE 12%  12%  [ 4 ]
NO 15%  15%  [ 5 ]
Total votes : 33
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 Post subject: Re: Infernal Axe & Lightning Hammer
PostPosted: Mon Aug 29, 2016 6:23 pm 
First Lieutenant
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12JamAnime wrote:
The Infernal Axe & Lightning Hammer should only be given two uses. You just have no chance of winning when an opponent have one of these, especially the Infernal Axe. Your chances of winning are very slim against the Infernal Axe, especially when combined with Lava Spray Mark I. It is just not right that this Infernal Axe has unlimited uses. It should only have two uses. That all it needs, really. So please think about this.


It should have increased heat cost per use. That way it cannot be used every turn. Perhaps double or even triple the heat cost per use.

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 Post subject: Re: Infernal Axe & Lightning Hammer
PostPosted: Tue Aug 30, 2016 12:49 am 
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12JamAnime wrote:
ticklemericky wrote:
12JamAnime wrote:
The Infernal Axe & Lightning Hammer should only be given two uses. You just have no chance of winning when an opponent have one of these, especially the Infernal Axe. Your chances of winning are very slim against the Infernal Axe, especially when combined with Lava Spray Mark I. It is just not right that this Infernal Axe has unlimited uses. It should only have two uses. That all it needs, really. So please think about this.


It should have increased heat cost per use. That way it cannot be used every turn. Perhaps double or even triple the heat cost per use.



Heat cost per use, serious, don't make me laugh. It's only 22 Heat generation. That's nothing. That's close to Hell Force heat generation which is 16. And, with the heat damage it does to it's opponents, crazy.


Hence why doubling it or tripling would be fair. I would like it to follow the Evil flame's heat usage model. Since that drone does not use energy and axe does not use energy, i figured something like 65 heat usage and dealing 70 heat damage at best. Change the max heat drain to no more than -5.

So the difference in heat is just 5 where as conventional heat weapons have a greater heat difference.

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 Post subject: Re: Infernal Axe & Lightning Hammer
PostPosted: Wed Aug 31, 2016 8:14 am 
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Infernal Axe and Lightning Hammer are, indeed, both unbelievably unfair items. But what we should be asking is, why were these items given such ridiculous stats in the first place? Simply because this is following the trend I predicted.

Older overpowered Mythical gets nerfed, so then new overpowered Mythical gets released. Everyone is practically forced to buy it in order to have any fun. This cycle can continue forever. We create, we take, we render useless, repeat.

But anyway, I honestly don't think putting complaints like this in these forums is productive use of your time. When have these complaints ever been implemented as suggested?

The fact is that the developers simply don't care at all about their free to players. They just proved this twice with these items. And have constantly proven this time and time again, cough, SuperNova's -110, GodMode, etc.

In the spirit of the post though, Ill give a solution. For Infernal Axe, 64 heat damage, and 40 heat generated. Lightning Hammer, 64 energy damage, 40 energy consumption.

Thus finds a medium between Jam and Reiko :)

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 Post subject: Re: Infernal Axe & Lightning Hammer
PostPosted: Wed Aug 31, 2016 5:52 pm 
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The Flare avenger and the thunder avenger can counter lavaspray and coldfire but there are a great melee weapons to use on offensive due to having 2 range with the fire and despite that, im also going to add to counter the infernal axe AND lightning hammer to disable them for the entire battle.

these both lightning hammer and the infernal axe needs a nerf to add 1 uses and decrease the resistance drain by 2.

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 Post subject: Re: Infernal Axe & Lightning Hammer
PostPosted: Wed Aug 31, 2016 6:14 pm 
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The inferno axe is THE most op item in the game right now, and probably ever.
Barely any heat generated, no energy required and 70 HEAT DAMAGE?!
Wtf were the developers thinking.
This is especially insane against energy builds, which struggle to even keep 600 health and 80 cooling. Honestly you guys need to nerf this.


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