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My Thoughts and SOLUTIONS To Energy Manipulation

 
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2/22/2015 15:25:53   
Midnightsoul
Member

To anyone who does not know me:
I used to be an active forum member and ED player who started in Beta. I still play this game, but not as often. I have played all classes before and am willing to post my idea for energy since it is obvious that energy is a rather significant problem in this game.

ALL THE DUMB (literally), BUT CLEAR, EXAMPLES ARE ON THE BOTTOM.







What makes it hard to be a TLM, TM, and CH:

The scenario: Other classes can instantly steal the majority (or all) of your remaining energy and then use that energy for themselves.
The problem: This makes the energy regeneration moves of TLM, TM, and CH pointless and puts TLM, TM, and CH at a significant disadvantage when they use these moves, especially when they have to sacrifice a turn to use them.
The solution: Every time the user regains energy, the energy replenishing move should offer 1 turn of "energy protection". This means that only 50% of energy draining will affect the user for 1 turn (it does not have to be 50%, btw).
HOWEVER....this proposition presents another problem. It allows the user to abuse the energy (a support TLM can enjoy the energy protection and use another "Artillery Strike" since the opponent cannot steal enough energy). To fix this problem, the user of the energy regeneration move can only use 50% of the replenished energy plus the remaining energy (we will call this "unstable energy") for 1 turn only. After 1 turn, both the opponent can steal and the user use as much energy they potentially can again.

THIS APPLIES TO ALL CLASSES.

Also, if the BH, BM, and Merc use their energy-stealing moves, BH, BM, and Merc will only regenerate half the amount they usually would during their opponent's "energy protection" effect. This applies to TM's "Assimilation" and all other energy-manipulating moves as well.









What makes it hard to be a BH, BM, and Merc:

The scenario: Since their net amount of energy regeneration is negative, their will eventually be no more energy to use for strategic use. This is especially the case if these 3 classes go against each other.
The problem: This is unfair since the battle goes down to who deals more damage or has the most remaining health left, which means there is little room for strategy (making the game less realistic). Players do not have a chance to play the game as fairly as they desire.
The solution: EVERYONE gets a passive regeneration of health and energy every turn. This means every turn, each person will gain about +20 health/energy (yes, a very small amount). It is best this feature does not become percent-based and, instead, be level-based. This is to give everyone a chance to be strategic with energy use and make the game more realistic since everyone naturally recovers with time.

I would suggest buffing all energy-draining moves just a little bit since there will be energy protection and passive regeneration.












EXAMPLES


Energy Protection:

-a TM uses "Battery Backup" and receives: 9001 energy, 1 turn of "energy protection", and 1 turn of "unstable energy"
-a BH uses "Static Grenade" that can steal 9001 energy, but uses on the TM with "energy protection"; instead, the BH only drains 4501 energy and gains 2251 energy

If the BH used "Static Grenade" after the TM's "energy protection", the BH would have drained 9001 energy and gained 4501 energy.



Unstable Energy

-a TM uses "Battery Backup" and receives: 9001 energy, 1 turn of "energy protection", and 1 turn of "unstable energy"
-a BH does NOT use "Static Grenade" and decides to use "Strike" instead, but does not kill the TM
-the TM had 2999 energy, but now has 12000 energy after "Battery Backup"
-while "Unstable Energy" is active, the TM tries to turn into a "Super Saiyan", which costs 12000 energy; the TM does not have enough STABLE and USEABLE energy at the moment
This is how much energy the TM can use while "Unstable Energy" is active:

(remaining energy from previous turn) + (energy replenished/2) = useable energy

(2999 energy from previous turn) + (9001 energy from "Battery Backup" / 2) = 2999 + 4501 = 7500 energy able to used during "Unstable Energy"

Please keep in my mind that this equation can be changed for better balance in case the useable energy is too high or too low.



Passive Regeneration

TM (HP: 9001, EP: 9001)
BH (HP: 9001, EP: 9001)

-TM uses "Kamehameha Plasma Bolt" on the BH and deals 501 damage
-the BH now has 4500 HP
-now that it is the BH's turn, the BH takes a breath to recover and gets a fabulous 20 HP, now having 4520 HP

In conclusion, it can be seen that "Passive Regeneration" occurs after the player receives damage.



HAPPY BALANCING EVERYONE

< Message edited by Midnightsoul -- 2/22/2015 15:35:23 >
DF AQW Epic  Post #: 1
2/23/2015 5:35:06   
shadow.bane
Member

NO !
AQW Epic  Post #: 2
2/23/2015 20:42:35   
  Exploding Penguin
Moderator


The most obvious, easiest, and simplest solution is honestly just bring back passives.
Epic  Post #: 3
2/24/2015 22:42:52   
ChaosSamurai
Member

The biggest flaw I saw was the regeneration of energy based on level. Because it would just tactically put a lower leveled player at even more of a disadvantage against a higher leveled player, thus severely but subtly affecting their chance of winning.
If people lose frequently against ANYONE that is higher leveled, it takes appeal out of playing, and gets people to leave the game. Same old song and dance as ever.

I liked passives to a small degree, however, that would really just eliminate the use for Tactical and non-tactical mercenaries in this game since all they have is weak armor as a passive or an adrenaline [rage] boost. Whoop de doo. Not like the hunters and mages who can heal THEIR HP or THEIR ENERGY. You know, the key components of winning a fight.

"But higher armor passive is sooo helpful"....Yeah right, especially when 90% of builds have moves they revolve on that negate 10-30% of the defences anyway. "But having passive rage is soooo helpful"....Not really, unless I'm using a maxed Support character, and it actually shortened my rage meter to where I only need 70%, there is no real applicable use for it, especially if they are going to nerf the STR builds like was previously mentioned in another post.
AQW Epic  Post #: 4
2/25/2015 3:05:36   
Midnightsoul
Member

^You are right. That is flawed. Perhaps the lower level should regenerate a little bit more than than the higher level?
DF AQW Epic  Post #: 5
2/25/2015 18:40:20   
ChaosSamurai
Member

Precisely. The problem would be finding a formula in which is would be balanced and would make up for the practicality between a level 36 and 40 with the same skill allocation in said skill. It would be a tough work around, and perhaps would be abused by all Cyber Hunters whom do the Malfunction + Massacre, but it would be interesting to play with until the solution were found.
AQW Epic  Post #: 6
2/26/2015 20:49:09   
Tehmages
Member

@shadow.bane

Be prepared to explain yourself why "NO !".
AQW Epic  Post #: 7
2/27/2015 1:14:27   
kittycat
Member

A potential suggestion for EP/HP passive regeneration would be a uniform amount of EP/HP for all levels, or regeneration according to health and energy invested.
AQ MQ  Post #: 8
2/27/2015 13:42:42   
Remorse
Member

I think the biggest problem with the current energy system, is that the decision to drain or regain in almost all scenarios is very clear, and such we get boring game-play since players are more or less gonna be doing these moves when they are off cool down/ when they are available.

Now your idea would slightly offer a cost to those draining a player who regained the turn before, and such they may have to consider waiting a turn before draining to not be effected by this "protection". However I think this whole system is clunky/messy and needlessly confusing.

What they need to add is clear costs for all moves involved so that decision making has to factor both the cost and the opportunity cost for using other skills, and the cooldown.

One such costing system could be as I have suggested before called Stamina Points: http://forums2.battleon.com/f/tm.asp?m=21784831

Note that my solution hits two birds with one stone by making the energy system more interesting and providing a different cost to skill cores freeing up energy constraints.

< Message edited by Remorse -- 2/27/2015 13:48:12 >
Epic  Post #: 9
3/11/2015 11:18:00   
Midnightsoul
Member

^Yeah, I like your idea more. That should be implemented. It saddens me that these good suggestions dissapear and get ignored eventually.
DF AQW Epic  Post #: 10
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