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If boosters were to return...

 
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3/13/2013 12:16:25   
Cyberbeast10
Member

I think they should return as a permanent item. Instead of having to buy Boosters, players will gain 2 permanent "Booster" slots to apply either Health or Energy Boosters into. It really is a nuisance to have to restock and the only thing it has done was divide players because, since you had to pay, boosters weren't "part of your build".

There really is no point in making us pay for them as it causes balance issues because a build can be overpowered using boosters (Heal loop) and the only justification is "it cost him credits". For Omega where it is trying to give everyone a fair chance at winning, this is an issue -albeit a bit small- that needs to be addressed.

...and of course, having to pay for them is annoying.
AQW Epic  Post #: 1
3/13/2013 12:27:44   
Mother1
Member

not supported in the least. Boosters should not return to the game. We are doing just fine without them and we do have the generator core which works like a booster only better.
Epic  Post #: 2
3/13/2013 13:02:44   
Cyberbeast10
Member

Mother1, please note the "If" of the topic tittle. The "If" states that this thread is being discussed under the pretense that Boosters would return. If you ignored the tittle and read the topic only, the sentence: "I think they should return as a permanent item." would mean I suggest Boosters return. However, the topic tittle indicates the information of the first post is being spoken under the pretense that "Boosters" would return. Combining the ideas of the tittle and the post clearly indicates that this idea is my belief of how the issue of "Boosters" should be handled if they decided to return; not a direct suggestion asking for their return, which I would not really like to see.

Therefore, you're not "not supporting" this idea since you're simply stating your "nonsupport" for the return of "Boosters" and not specifically stating your negative feelings towards my idea of making "Boosters" permanent -under the pretense they return-.

On another note, I do agree with you that we do not require "Boosters" at the moment and we even have the generator core to replace it. If anything, Boosters were only a thorn at our side for creating an imbalance between players and players with Credit Fees. As such, I created this idea that -under the pretense they return- they should be permanent additions to players of all kinds for added customization without creating imbalances again.

Thank you for your post.

< Message edited by Cyberbeast10 -- 3/13/2013 13:03:39 >
AQW Epic  Post #: 3
3/13/2013 13:12:07   
DeathiZClarity
Banned


Oh snap... things just got Cereal

Off to alpha testing AQ3d!
Post #: 4
3/13/2013 13:47:14   
Blitzex/Sr. Zeph
Banned


quote:

We are doing just fine without them and we do have the generator core which works like a booster only better

Actually it doesnt, since you first need to put the armor changes in either resistance or defence to get the actual amount back that a booster gives.

Let me give you the positives and negatives of this situation:

Positives without:
Makes the heal-looper builds less OP.

Negatives without:
Jugg mode = Destroyed
EMP/Atom/Assimilate = OP skills
Boss battles = Way too hard

Now with boosters
Positives with:
Jugg mode = Balanced
EMP/Atom/Assimilate = Perfectly fine skills
Boss battles = Normal

Negatives with:
Heal-loop builds become OP again

So AKA, boosters need to return
Epic  Post #: 5
3/13/2013 13:50:17   
alt stink
Member

if booster come back, the heal skill should be nerfed? or fighting vs a heal loop will never end
Post #: 6
3/13/2013 14:21:50   
Renegade Reaper
Member

if boosters came back, the generator core would have to be eliminated and heal nerfed. jugg mode is decent without boosters,
however, one more level difference for level caps only would help. juggernaut is great if you're a lower level jugg. if boosters
came back, perhaps heal couldnt be used in succession with a heal booster, before OR after. perhaps you would have to wait
one or two turns to heal after a heal booster. with boosters, we would see a rise in IA users once again, and no one wants that.
they are just a stall build.
bosses are definitely harder without boosters, but then again, they ARE bosses. they are supposed to be hard. i havent tried
admin 11 in omega yet, and im not really looking forward to trying, but he IS supposed to be the hardest boss.
should the devs choose to let boosters come back, i would suggest that they be free, because in omega, there are so many
credit costs. boosters would be a major drain on credits IMO.
without boosters, emp grenade and atom smasher are kind of OP to be sure. taking into account the lack of a way to regain
energy, these skills should be weakened accordingly. i am a cyber hunter, and my emp grenade is a MAJOR build-killer.

I am trying to state my own opinion clearly and constructively. My opinion is that we do NOT need boosters anymore. If you
cant make the generator core work to fit your needs, you could always find another game to play. All you need to do is
figure out how it works with your current class.
AQ DF MQ AQW Epic  Post #: 7
3/13/2013 14:44:00   
DeathiZClarity
Banned


quote:

if booster come back, the heal skill should be nerfed? or fighting vs a heal loop will never end


Uhm, NO. Not everyone uses boosters.
Just becuase SOME people use boosters doesn't mean everyone should get a medic field nerf. That is not the answer.
Post #: 8
3/13/2013 14:53:13   
ND Mallet
Legendary AK!!!


@death That's like saying we shouldn't have nerfed Fireball because not every BM used it or we shouldn't have nerfed strength mercs because not everyone used that build. If it's OPd, whether only one person uses it or 100% of people use it, it will be fixed.

As to that, I don't support Boosters being a permanent item that you no longer need to buy after the first time. Not even for a high credit/varium cost should you get a lifetime of boosters.
AQ DF MQ AQW Epic  Post #: 9
3/13/2013 15:16:30   
DeathiZClarity
Banned


You buy boosters, you dont buy skills.
Post #: 10
3/13/2013 15:20:57   
Ranloth
Banned


What's your point? Combo would end up too strong and Heal is universal as well, just like Boosters. Only because you don't use something whilst some do + it's broken (too strong/OP), that doesn't mean it shouldn't be nerfed because some people abuse it rather than all.
AQ Epic  Post #: 11
3/13/2013 15:23:34   
DeathiZClarity
Banned


^ Ok, so lets go ahead and nerf swords they're too OP for mercs.
I mean, just becuase its not OP for other classes doesn't mean it should stay like it is, lets go ahead and nerf to the same stats and damage as maces, daggers, and staffs.

sounds fair.

< Message edited by DeathiZClarity -- 3/13/2013 15:24:42 >
Post #: 12
3/13/2013 15:35:06   
Ranloth
Banned


You're missing out the whole point. <_< If Swords are OP for Mercs then it cannot be Strike because it's universal for everyone, which means it comes down to skills that rely on Strike (DS, Maul, Zerker, etc.), therefore skills will be looked at. If I use Massacre and abuse it a lot + it's OP, should it be nerfed because only I use it? Yes, because it's broken and there's potential for abuse for everyone.

Players can play without boosters as it is since there's Generator. Boosters were in favour of TLMs more due to their tankiness + IA, but should you nerf the class and the robot because one class abuses it? Nope. Can players play without boosters? Yep. Can TLMs abuse as well as before (when boosters were in-game)? Nope. Look, problem is gone.
AQ Epic  Post #: 13
3/13/2013 15:41:58   
DeathiZClarity
Banned


^ What is your decision?

Cuase I dont want boosters, I was just telling that one person Nerfing medic field wouldnt be the solution.

And btw, I ment the fact that swords give more stats, and only 2 of merc's skills require a mace.
So if we bring boosters back and nerf heal, then we should also nerf Swords to the same damage and stats as all other primaries. Heal -> Universal Swords -> Universal

As you said earlier:
quote:

What's your point? Combo would end up too strong and Heal is universal as well, just like Boosters.


And now your saying:
quote:

If Swords are OP for Mercs then it cannot be Strike because it's universal for everyone
Post #: 14
3/13/2013 15:46:19   
Ranloth
Banned


Heal and Swords are universal and so are Boosters, therefore it would be either Boosters or Heal getting nerfed if powerful combo was made rather than say Health. Likewise with Swords, skills would be looked at rather than the item. You're comparing skills to a weapon.

And I was against boosters since they were removed, don't even care if they are gone.
AQ Epic  Post #: 15
3/13/2013 15:49:33   
DeathiZClarity
Banned


Nerfing heal is just like nerfing strike.. becuase both are universal, unlike berserker, doublestrike, bunker, ect.

I say we just leave boosters out of the game, or have them disabled for 1vs1, 2vs2, and juggernaut. Cuase I'm doing fine in juggernaut, i dont see why everyone is complaining about it.
Post #: 16
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