Way to help Epicduel move forward (Full Version)

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Frostblitz -> Way to help Epicduel move forward (5/4/2013 14:56:32)

Ok, so this is what I see going on. Every time there is a good/successful build that is better than the others, it gets nerfed right away. We should really focus more on the buffing than the nerfing. Make some moves better so that new builds will appear and there will be more variety instead of everyone being a focus build or caster mage. Dont nerf every good build there is and start buffing the other classes and skills :)




Baron Dante -> RE: Way to help Epicduel move forward (5/4/2013 15:03:33)

That doesn't actually help. If there's one dominating build, it's much, MUCH easier to nerf that to the level of others than buff everything else in the game to make them on par with it.




Ranloth -> RE: Way to help Epicduel move forward (5/4/2013 15:28:36)

Buffing would cause higher damage and defence falling back again, thus health would also be too low, battles would be too quick and luck would have even bigger impact - shorter battles means that one Crit can change the tide of the battle as opposed to a long battle where one Crit may not be as harmful.

As above as well. Why buff majority of the stuff if you can nerf just one and sorta deal with luck at the same time? You're suggesting more work and bigger luck impact, and even more balance fixes since defence = useless and abuse would dominate. Lolnope.

That'd be going back, not forward.




Lycus -> RE: Way to help Epicduel move forward (5/5/2013 7:55:42)

First things first, all balance ideas are best to be kept for the Balance Section, so they are all kept in the same place and easily located! I would have moved it, however I will answer your suggestion right now.

Let us say that there is one class with a certain build that is over powered, we have the choice of two things, nerf that one class in an attempt to put it on par with the others, or buff all the others in an attempt to raise them to the same level. The first idea involves changing one class, it saves time for us to implement, it only puts that one class at risk if something does not work, so we can fix it easily and it means that only one class gets effected. The latter means that we have to spend time coming up with ideas for five classes (possibly), risking the balance of all five of those classes if anything goes wrong and meaning any issues that do arise, we have to go through most of them again, it also means almost everyone is effected. So the best option, in this situation tends to be to nerf that one class, even if people who are that class do not like not being over powered any longer.

The other issue is that as we buff all classes, it likely means that in some way, damage done by those classes will increase. Over time, if we continued to do this, health would become an issue since damage would be so high, some classes may do so much damage that a few hits and the other person is defeated, without much chance. This would then have be solved by redoing the health system, or nerfing the classes and overall it becomes super complicated. So the best option, is once again, just to nerf one class.




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