Variation
Member
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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 >
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