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Simple Way to improve diversity

 
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3/10/2016 19:21:25   
The berserker killer
Member

 

Add depth to the skills. The way this would work is that a Left and Right arrow would be next to every offensive skill (that deals damage).

Depending on the skill, clicking the Left/Right arrow will change it's effects.

Meaning that every offensive attacking skill will have 2 versions.

<-> means "Can be changed to"
Example:
Stun Grenade <-> Plasma Grenade
Plasma Rain <-> Meteor Rain (Physical)
Artillery Strike <-> Laser Strike (Energy)
Bunker Buster <-> RailGun (Energy)

so on so forth. In case you cant follow along with whats happening here, moves that deal physical damage are now dealing energy damage and vice versa. The allotted skills that would be affected are:

-Stun Grenade
-Plasma Rain
-Artillery Strike
-Bunker Buster
- Overload (can easily be replaced with a P version similar to the Rockslide that the abyss spider does)
- Bludgeon (Call it Spirit Spear)
- Fire Scythe
-Plasma Bolt
- Multishot
-Fireball

Now this could affect defensive skills too, but that requires a bit more work.

For example:
- a tlm could choose between your average Field Commander now or a Field Commander that actively increases all stats by 30% for 4 turns.
- a merc can choose between either the 1v1 version of adrenaline rush (the strike version) or the castable version.

so on so forth.



AQ DF Epic  Post #: 1
3/10/2016 20:43:48   
Cyber Dream
Member

I've suggested something like this multiple times, but due to the small amount of players we have on the fourms, good ideas like this never gains any attention.
AQW Epic  Post #: 2
3/11/2016 11:33:05   
The berserker killer
Member

 

At least we tried
AQ DF Epic  Post #: 3
3/11/2016 14:33:28   
Scott Reese
Member

I like the idea, maybe not for all offensive skills but at least as a starting point. Might be a good way to balance out class weaknesses.
Epic  Post #: 4
3/12/2016 23:37:31   
Legendary Ash
Member

By making skills toggleable from physical and magical, this makes potentially unfavorable skills due to either its own design or as a result of build defenses useable and can be too much of an advantage against other weak classes.

This is an issue of balance that the Admins foresaw and have a reason to make non weapon dependent skills one type.
I don't expect this to ever to get up there due to its problematic nature.
AQ  Post #: 5
3/18/2016 12:10:16   
The berserker killer
Member

 

Well im not even gonna debate whether or not its gonna be helpful to the game. The communitys full of individuals who only see one side to things so sure, don't implement it Devs. I tried
AQ DF Epic  Post #: 6
3/19/2016 20:25:36   
Legendary Ash
Member

It seems to me you didn't even try to think of the consequences and implications of making skills having both physical and energy variants that can be accessed simultaneously in battle. It goes against the idea established by Biobeast primary weapons of a cost/penalty to dealing the opposite attack type.

This is a perfect play of Aesop's Fox and the Crow, cognitive dissonance being displayed when you say the community is one sided, which obviously is inclusive of the speaker.
AQ  Post #: 7
3/20/2016 3:27:39   
Scott Reese
Member

I'm not sure I understand why its an out and out bad idea. If Ash could give a specific example of a way it would throw off balance, it might easier illustrate the point. Even, then maybe the idea could be scaled back to just a single unique skill that works in a limited way. Or have caveats that don't allow it to work as both simultaneously.

Beats me, just seems like an idea worthy of a bit more discussion.
Epic  Post #: 8
3/20/2016 15:24:10   
The berserker killer
Member

 

Well I guess I can give it some further explaining since it was badly interpreted.

@Ash: Im not speaking about being able to change elements in the middle of the match hence the name change of certain skills. The name change implies that the skills can be changed upon retraining, not just in the middle of the match.

As far as thinking about the effect of this should it be implemented, I have thought about it but the difference between us is that I look at the bigger picture. Right now you're thinking that some classes would have a advantage over weaker classes. That's ALWAYS going to happen. But this can limit that from happening by expanding the possibilities. Well lets look at it this way:

Imagine the classes are: 1,2,3,4,5, and 6.

Now in the games current meta, 1 can beat 2 but have a hard time against 3,4,5,6. Or 2 can even beat 3, but have a hard time against 1,4,5,6 etc etc (I shouldn't have to go that much into detail, if you're an active player, about which classes have advantages over other classes). If you continue doing that though, and you can even factor in change of builds and what not, you will eventually reach a limit meaning that you will exhaust every possibility in no time. That's a fact.

The reason for many of these advantages in the games current meta is the limitation of certain moves of the opposite element. For example, look at a Cyber Hunter who possesses all Energy skills. Or look at a Tactical Merc who has all Physical skills except his ultimate skill. Or look at a mercenary who has all physical skills except his ultimate. So on, so forth.

Should this suggestion be implemented, the game wont be as simple as previously stated where "1 can beat 2 but have a hard time against 3,4,5,6".

Instead, that Cyber Hunter, who was at a complete physical disadvantage can afford to fall back on his Physical Stun Grenade or his Physical Multi. That Tactical Merc can fall back on his Energy Stun Grenade or his Energy based Poison Grenade. The mercenary can fall back on his energy Bunker Buster (Rail Gun) or his Energy Artillery Strike.

So now there will be hundreds of versions of 1,2,3,4,5, and 6 all differentiated by something other than their "build" (which there are insane limitations now since you not only have to factor in builds and class, but also elements of skills).

With this suggestion, matches wont be as simple as press this button, then this, then this. Sequences will be MEANINGLESS. You will actually be forced to think each and every match vs each and every opponent because if you fought a Support Mercenary with Physical Artillery Strike in your first match, the second Support Mercenary you come across might have Energy Artillery Strike.

I mean, the majority of individuals (experienced individuals) don't even look at builds in this game anymore. That's how predictable everything has become.

So there goes my explanation and clarification. You can only change element upon retraining. Once that element is changed, your skill will still keep its current scaling.


But hey, or we can continue nerfing everything until theres nothing left to nerf and this game starts to look like a cake with no icing/flavor. Cant say I didn't try.

< Message edited by The berserker killer -- 3/20/2016 15:45:28 >
AQ DF Epic  Post #: 9
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