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RE: =ED= May 8th, 2015 - Patch Notes - 1.6.45 (Balance)

 
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5/9/2015 18:44:54   
.Lord Ginger.
Member

BM can do the same, fire up the IA. And the Static on CH is 3 turn cooldown so now it can heal every 6 turns instead of only giving the BH energy.
AQW Epic  Post #: 26
5/10/2015 0:22:30   
dfo99
Member
 

mother1, can you show some links of threads where the players ask for switch str for dex sidearm scale? i never see any.
Post #: 27
5/10/2015 3:01:18   
Rayman
Banned


There are tons of threads with suggestions to change the gun from str to Dex or to Support, the ones who suggested it the most are Remorse Less and GoldSlayer1, Finding it will take time since there are over 200 pages of suggestions.

Also it was suggested alot back when we had the Balance Discussion Threads years ago.
AQW Epic  Post #: 28
5/10/2015 6:32:12   
Darkwing
Member

Support builds have bazooka. I can only imagine support mercs/TLM with both gun,bazooka, multi, crits,first turn? They would rule 2vs2, even more if it's a team of this type.

Post #: 29
5/10/2015 13:17:29   
Rayman
Banned


I didn't mean that they suggested a gun that improves with support, it was something about making the gun scale with both Str and Support at the same time.
AQW Epic  Post #: 30
5/10/2015 14:37:19   
iTz Ice
Member

I don't get why Lucky Strike from Celtic Cleaver got buffed, while Mark of Azrael remained the same instead of getting a +1% buff.
Epic  Post #: 31
5/10/2015 15:06:26   
Mother1
Member

@ iTz ice

quote:

Was simply overlooked, apologies for that. Mark of Azael will be looked into next time!


This was quoted by Mecha Mario one of the tester from another thread.
Epic  Post #: 32
5/10/2015 20:24:57   
  Exploding Penguin
Moderator


As stated before, fix it to say May 8th instead of April 8th for the topic.

Caster skills have garbage damage scaling, +20 energy cost for +20 damage.

Just keep shoving deflectable attacks down a dex TM's throat and get lots of technology. They can't do anything to you because their energy costs are too high to deal good damage. You don't even need to reliably hit every single energy drain on them. The fights can go on for a while but they are very, very manageable.
Epic  Post #: 33
5/10/2015 23:02:18   
RageSoul
Member

quote:

DEX's scaling: 0.6 Dex for +1 damage below 55 Dex -> 0.8 Dex for +1 damage at 55 Dex, until -> 1 Dex for +1 damage at 85 Dex and above.
STR's scaling: 0.5 Str for +1 damage below 55 Str -> 0.65 Str for +1 damage at 55 Str, until -> 0.85 Str for +1 damage at 85 Str and above.


Thanks for the clarification , it looked similar since my DEX wasn't around more then 60 .

Oh BTW , isn't the date of the patch supposed to be May instead of April?

Fixed date. ~WhiteTiger

< Message edited by WhiteTiger -- 5/11/2015 1:05:04 >
AQW Epic  Post #: 34
5/11/2015 0:14:35   
One Winged Angel1357
Member


@Rage someone messed up the thread title when they posted it here. GD title is correct though
AQ DF AQW Epic  Post #: 35
5/12/2015 13:07:17   
priest_hidan
Member

this was a terrible change in balance. lets see whtat Dex does now. It enhances side arms, blocks, defense, certain skills. that's all of it... strength is almost obsolete now. technology is the second best... and support would suck as well if it did not have the aux damage and certain skills. dex needs to be nerfed as soon as possible. sometimes i wonder how much thought the devs put into it before buffing the dex... people have 180+ dex on average.
AQW Epic  Post #: 36
5/13/2015 2:30:46   
DanniiBoiixD
Member

Did this guy really just say people have 180+ dex on average? I need whatever you are smoking.
AQW Epic  Post #: 37
5/13/2015 2:40:13   
Mother1
Member

@ DanniiboiixD

I been doing 1 vs 1 for the past few days to finish that 600 mission and when the balance update came there have been a lot of high dex abuse builds. While many of them don't have that much I have seen some dex builds that have 180 and more dex.
Epic  Post #: 38
5/14/2015 23:43:10   
.Lord Ginger.
Member

I still remember when people talked about insane IA damage and @ranloth said it wasn't really powered up. Well... 125%»120% is pretty funny @Ranloth
AQW Epic  Post #: 39
5/14/2015 23:49:58   
Ranloth
Banned


Had it not been for Strength and Gun change, the IA nerf wouldn't happen in the first place (since I personally requested it). This is the reason why it was nerfed.

In the same way Support builds are now stronger, because other sources of damage have been nerfed thus giving Support an indirect buff. It's called chain reaction, and nerfing IA was to prevent it from happening.

< Message edited by Ranloth -- 5/14/2015 23:50:34 >
AQ Epic  Post #: 40
5/15/2015 16:37:48   
Alphaeus
Member
 

I am sooooooo Happy with this patch. (and not just because I have a Dex TM with Dage's Haunted Boomstick as a sidearm....though i love that multi gun now more than ever :). While the changes are relatively slight, they have had a major effect on the game, one that is quite a good start to getting back to the Old ED. I know, I know, they say some things will never be the same. But still.

Okay, here is my only concern about what they said they might do with the Underdog....... JUGGERNAUT. I have da 80% win ratio for jugg, which is pretty good. The thing is, Jugg is based on already balancing lvls. Here's the way a typical battle will look (with lvl diff comps):
You are eLvL x. Your two opponets are each eLvL (x minus 6-10). You are, therefore, facing a total eLvL of 2(x minus 6-10), which is going to be a good deal higher than x unless you are lvl 20-22.

Therefore, I strongly oppose Underdog in Jugg. Really, it should be the Jugg who gets the boost, but since that prob wont happen (tho i would be happy if it did), I think it should not happen at all. Jugg would be impossible with extra boosts for your opponents.

Just a Thought.
Post #: 41
5/15/2015 17:55:33   
Ranloth
Banned


When Underdog is implemented into Juggernaut, it will be the Jugg getting the boost - not the other two players.
AQ Epic  Post #: 42
5/15/2015 18:43:08   
Mother1
Member

@ Ranloth

I hope you and the team get it right because at the lower levels Jugs aren't haven't trouble like at the higher levels. The last thing lower level juggernaut who are already getting good wins need is a boost against some players who can't even defend themselves due to lack of decent builds.
Epic  Post #: 43
5/16/2015 2:20:31   
Ranloth
Banned


Suggestion of increasing the level requirement to enter Juggernaut Mode (as the Jugg) has been noted down, so once we expand Underdog to 2v2 (which should share the same buffs as the one in 1v1), we can review Juggernaut and see what will be done there - since it'll have its own "Underdog"; level differences are different, Jugg would get the boost and not the other two players, etc.

I'd much rather see it increase to L30, and possibly price lowered down (for the Card) to compensate, because the pool would get smaller. Those under that level would get to keep the card, but probably not enter the Mode until L30. It's much easier to balance over the span of 10 levels (and higher levels are often more stable) than over 20 levels, and taking into account factors like: 1) level differences, 2) player knowledge, 3) cores (which are more common at around L25+, than at ~L20), 4) build trends (since some are better at lower level than higher), etc.
AQ Epic  Post #: 44
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