Home  | Login  | Register  | Help  | Play 

A Core for Lvl 40 Juggernaut

 
Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel Suggestions >> A Core for Lvl 40 Juggernaut
Forum Login
Message << Older Topic   Newer Topic >>
10/11/2014 17:35:01   
DeltaNoob123456789
Member

I understand how juggernaut isn't suppose to be easy. I believe juggernaut isn't suppose to be easy and not hard

I'm here to suggest this core that's only for lvl 40 juggernaut, but the core can be only used in juggernaut, plus you don't need to buy the core

Here's how the core works
•It gives you 30% more Hp and Energy
•It gives you 10 stats on Strength, Dexterity, Technology, and Support
•It gives you +50 Defence and +50 Resistance
•It gives you 5% More damage on your strongest attack(based on primary or sidearm,robot, and aux)
•You get 5% bonus more on Defence and Resistance

If you have a better idea feel free to post it.


< Message edited by DeltaNoob123456789 -- 10/11/2014 17:58:11 >
Post #: 1
10/11/2014 18:13:17   
Variation
Member
 

That could help somewhat. Sadly though the problem isn't with stats/damage, at least not at rank 60+(minus energy which is the core problem). The issue is that literally all of your energy can be drained before you even have a second turn. Even if this was implemented juggernauts would still be victims of the mass energy control that two opponents can exert over them (even if the juggernaut has 30% more energy your opponents can still eat it very quickly, but it would help somewhat). Luckily I was well aware of the problems with juggernaut at level 40 which is why my current main is still 70 - 0 (not a juggernaut battle on him done in a very long time).

I will bring this up even though passives aren't returning. When we had passives ConQrR did about 900 - 100 in juggernaut (before level 40, but the energy control problem still lurked then) he could pull off juggernaut victories those days because energy wasn't so important when we had passives. Now no matter what it comes down to you will need energy. Even with all of the buffs you suggested for juggernauts in EpicDuel's current state it simply wouldn't be enough. I will say that the extra health/energy concept isn't a bad idea at all. The energy portion is a very good way to partially address energy control (you have more so it's harder for them to steal it all), and the extra health would add some endurance.

I believe the health and energy portion of your idea could actually be a decent fix to level 40 juggernaut, but the numbers would need to be adjusted. I believe the extra health should be around 20% of your maximum health. For the energy however, a 75%-100% increase sounds fair. That may seem high, but I have my reasoning. At level 40 in juggernaut you're facing against opponents who often invest heavily into energy drainers. Players must remember that the players you face in juggernaut are actually players who intend to get a 2v2 match, and I will tell you as an extremely good 2v2 player that energy draining moves are essential. Your tactics in 2v2 become so much better if you have access to a decent energy draining move, and most of the opponents you'll get in juggernaut at level 40 are well aware of that. That is my logic for an energy % increase that seems drastic, but when you apply the reasoning of double energy drains you'll see that's not a guaranteed win. Mercenaries with Static Smash, and Cyber Hunters with EMP will still pose a serious threat to you even with that 75%-100% increase in energy, but you at least stand a better chance against them. Dexterity Tech Mages will still be able to endure long fights and spam the living crap out of Assimilation. While the health/energy portion of your suggestion that I tweaked isn't perfect, it would be a significant help. Juggernauts wouldn't be able to get those 100% ratios that we got a long time ago, but they would at least stand a chance. That's all many level 40 players who want to play juggernaut want. A chance to actually enjoy a strategic battle and not a complete annihilation. I understand their frustration with such a broken battle mode and I hope one day they can play it and actually enjoy themselves.

EDIT: I didn't conjure this information from anywhere. I've played juggernaut on my alts at all levels, one of them happens to be rank 50+ which is the account that I drew most of my conclusions about level 40 juggernaut from. I've studied this mode for a very long time, playing on my alts and of course comparing the data to my current main when I used to play juggernaut on him. There have been so much changes in EpicDuel that have had a negative impact on juggernaut. The removal of enhancements had a very harsh impact on juggernaut, however when passives were removed(I know they won't comeback) that pretty much destroyed whatever was left of juggernaut at high levels. The mode is completely reliant on energy now, and from my experiences on my rank 50+ alt it's next to impossible to win with practically no energy for the entire fight. When you need energy for a life saving heal, you probably won't even have it. That's why I expanded to your idea of adding extra health/energy to the juggernaut. That could very well resurrect the mode at level 40, as it partially addresses the core problem of juggernaut which is energy control. If energy control is addressed even partially it could have a significant effect on the betterment of juggernaut at level 40.

As for caps it would be fair for no further boosts at more than 800 energy.

< Message edited by Variation -- 10/12/2014 9:25:31 >
Post #: 2
10/11/2014 20:31:04   
Mother1
Member

Even with this core it wouldn't solve the issues with Juggernaut. As it stands now for high level jugs at least the problem is energy control. Thanks to the passive to active change and cores costing energy the game has become energy mandated.

All you need to do is drain the Jugg's energy and boom they are a punching bag. This isn't a problem for real low level jugs due to energy drainers not being as strong or the opponents they fight being piss weak.

But I have to ask what about high level jugs who aren't level 40? the mode would still be broken for those players due to the same problems happening.
Epic  Post #: 3
10/12/2014 9:49:03   
Variation
Member
 

^That's true. The suggestion can be implemented for those players as well (tweaked though). I know at levels 30-35 juggernaut is still a very possible mode. However, at level 36+ it starts to become very difficult. At those levels you aren't mainly getting inexperienced players. So a tweaked version of the idea is to to get a % of extra energy/health as you level up in juggernaut. Their energy increases by 15%(starts at 30% at level 36, so the level 36 won't still be in a super tight spot (will increase after level 37)) (for 75%) for each level after and including level 36. As for the extra health it can increase by 4% after and including level 36.

For instance,

level 36 - 30% extra energy, 4% extra health

level 37 - 30% extra energy, 8% extra health

level 38 - 45% extra energy, 12% extra health

level 39 - 60% extra energy, 16% extra health

level 40 - 75% extra energy, 20% extra health

Those are the details of the tweaked suggestion to help with the players you mentioned. Level 40s would get the most benefit with the suggestion mainly because they need it the most. I've explained why it caps at 75% in my first post.

EDIT: Also this shouldn't be a core, but manually coded into the juggernaut battle mode. The developers can certainly do that because there are no engine limitations to them changing the user variables server-side. They can do the calculations and apply the change/send the update as soon as the juggernaut enters the room (which of course, he's the first one in).

< Message edited by Variation -- 10/12/2014 11:32:08 >
Post #: 4
10/12/2014 18:16:32   
DeltaNoob123456789
Member

How about if hp worked like this increasing 5% per level(lvl 36-lvl 40):
•Level 36 - 5% more hp
•Level 37 - 10% more hp
•Level 38 - 15% More hp
•Level 39 - 20% more hp
•Level 40 - 25% more hp

And for energy it could work something like this:
Current Energy*2=Energy that you will have in Juggernaut
Post #: 5
10/16/2014 14:18:15   
The berserker killer
Member

 

I don't play Jugg much, mainly because of the long time I have to wait to find a match, but I love this idea and Variations right. By 2nd turn there is the possibility of you having absolutely no energy left/
AQ DF Epic  Post #: 6
Page:   [1]
All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel Suggestions >> A Core for Lvl 40 Juggernaut
Jump to:



Advertisement




Icon Legend
New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts




Forum Content Copyright © 2018 Artix Entertainment, LLC.

"AdventureQuest", "DragonFable", "MechQuest", "EpicDuel", "BattleOn.com", "AdventureQuest Worlds", "Artix Entertainment"
and all game character names are either trademarks or registered trademarks of Artix Entertainment, LLC. All rights are reserved.
PRIVACY POLICY


Forum Software © ASPPlayground.NET Advanced Edition