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My Advices About Real Balance

 
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7/5/2015 15:21:15   
Front45
Member


Hello everyone. As i said every class need energy for play. Tech Mages and Tactical Mercenaries have the best skills for energy (Tech mage have energy backup and assimilation) (Tactical Mercenary have Frenzy, Atom smasher and Energy backup)

that's why these 2 classes are the best of 6.

There are my advices:

1. Cyber hunter. Change static charge to get fixed 300-323 energy with 4 cooldown (maybe 300 because cyber hunter has also emp grenade. energy skill)

Also for tank build change plasma stun grenade improve with dexterity instead of technology. or change multi shot improves with technology instead of dexterity. these 2 skills must be improves with same thing. i prefer change multi shot to improve with technology. as emp grenade is also improves with tech

2. mercenary. merc have also the worst skill for energy receiving. is must be steal 323-350 energy and back 250 with 4 cooldown (because merc have only 1 skill for energy). if enemy don't have enough energy for steal, u must back 250 energy as free and steal how much energy enemy has)

3. bounty hunter. bh's energy receiving skill also is bad because u are stealing 300 energy and get back 195. steal energy is good. but receiving percentage is only 65% its bad. there must be 75%. early was 90% and it almost was op skill but now there is need 75% back instead of 65% back energy. steal must be same as now are with 45 support 300 energy steal, but u must receive more energy than now are. 4 cooldown

4. and main. blood mages energy skill. also its weak than tct merc's or than tech mage's energy skills. need also buff this energy parasite. i prefer just look this. there must be fixed energy steal and back. on first turn steal good will be 200 energy and back 150. and second turn 150 steal and back 100. (if enemy don't have enough energy for steal, u must back again 150 and 100 energy for free for 2 turns and steal how much energy enemy has) but cooldown 4. or that variant. 3 turns receiving. 150 energy steal 150 back. 100 energy steal 100 back. 50 energy steal 50 back. also 4 cooldown here (also here same. if enemy has not enough energy for 3 turns back energy as free 150 100 and 50 and steal how much energy enemy has)

suggest me if u support my advices. the thing is right that need other 4 classes buff or nerf tech mages and tactical mercenaries

Also i dont understand these things:

1. force azrael's anguish gun must be warm-up 1 (because 2 vs 2 it is 100% OP gun when u using it on first turn, and in 2 vs 2 almost all have this gun. its terrible for look cause all same)

2. tech mage's stun/multi must be cooldown 3 instead of 2 (because there are coming so soon these hard skills)

3. tct mercenaries poison grenade must be cooldown 4 instead of 3 (also because that soon coming this skill for use)

4. Why on Frenzy skill u receiving energy? because now tct merc have 3 energy skills. this is not right. delete energy getting on Frenzy skill (as deleted energy receiving on Reflex Boost skill)

There are need Big Changes in game. believe me

< Message edited by Front45 -- 7/5/2015 16:07:49 >
Post #: 1
7/5/2015 15:25:26   
nowras
Member

Supported ur going to buff all classes without a nerf so yea...
AQW Epic  Post #: 2
7/5/2015 15:28:23   
Front45
Member


nowras
thanks. there are 2 solutions here. nerf tech mage and tct merc. or buff other 4 classes. i think better will be buff because these 2 best classes are so good. don't touch them but get more power on energy skills for other classes. because dont forget, these 3 bosses (legendary titan, zedmyr and m4tr1x) u can defeat only with tct merc and only with tech mage. this thing tells everything

why 4 classes cant defeat them bosses? because they are weak than TM or TLM

need weak up. and go for work. its time already. everyone want balance. everyone. everyone want that these 6 classes must have 50%-50% chance for fight each other. and 6 of all classes must defeat these 3 hard bosses. now they can't

< Message edited by Front45 -- 7/5/2015 15:50:11 >
Post #: 3
7/5/2015 15:52:35   
Greed Redemption
Member

Supported.
Epic  Post #: 4
7/6/2015 1:52:12   
  Exploding Penguin
Moderator


Almost half of these are basically near direct reverts to changes that were made in the past year. Changes that people really liked when they came out because they added new flavor and possibilities to certain classes. For this reason I can't really support it. Also it will probably not happen because I don't think there's ever been a point where the staff has directly reverted a change before.

TLM poison grenade used to have like a 1 turn CD. It really doesn't need to be lengthened even more, just get some more HP.
Stun skills are just completely BS in this game because it's a turn-based strategy MMO and completely random turn skips that will singlehandedly win games in certain situations just shouldn't exist. Stun mechanics themselves need to be changed to preserve the desired nature of the game.

I think you are equating energy flow skills to a class's strength. This isn't the case. There are benefits to having more and having less skills related to controlling energy flow.

The one thing I can say that I definitely support is the one turn warmup on Azrael's Will. But I don't play much 2v2 at all so I can't speak too much from experience.
Epic  Post #: 5
7/6/2015 18:48:22   
Elite Tuga
Member

Sounds interesting, Dev's could give it a similar shot, +1 for class diversity to resurrect Epic Duel!

_____________________________

Epic  Post #: 6
7/6/2015 18:52:58   
Lord Machaar
Member

@Front45
TLM class has already a bad energy control skill moves, so no I don't think frezny should be nerfed nor poison grenade. Taking frenzy for example, this move is blockable, can't be used with all classes, and with if you are using it with 5 focus, it will bring you back 50 - 100 energy, that will usually be drained, and on top of that, it is pretty useless against builds with high dex. So nope, I think frenzy should receive a buff since it received an indirect nerf when strenght was nerfed.

< Message edited by Lord Machaar -- 7/6/2015 18:55:16 >
MQ Epic  Post #: 7
7/6/2015 19:18:52   
overdead
Member

Not supporting the longer static cooldown of cyber. It's the only fighting chance of cyber against other hard hitters (e.g. str tm or supp tlm). The emp grenade of cyber also depends on energy. Take away the energy source of cyber and you got yourself a weak version of BH.

Supporting the increase in mana gain of BH. 70% is fine.

Not supporting parasite buff. The mana drain is very situational and the recent changes to it (two turns instead of three) makes it drain and gain more (per turn) in the fastest time. I'd even put it right next to battery as best energy source. Heck, i'd be willing to trade cyber's static for it.

< Message edited by overdead -- 7/6/2015 19:28:11 >
AQ AQW Epic  Post #: 8
7/7/2015 16:07:23   
DELTA BEING
Member

not supporting the fixed energy gain and longer cool down for static charge. It's just going to turn it into a less potent version of energy battery.
Epic  Post #: 9
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