Energy control (Full Version)

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Front45 -> Energy control (6/25/2015 3:25:51)

Hi all. i wanna say once. every class need energy to play.

Tactical Mercenary has energy backup and atom smasher.

Tech Mage has energy backup and assimilation.

Cyber Hunter has emp grenade and static charge.

Bounty Hunter has only static grenade only one skill for energy.

Mercenary has only static smash.

Blood Mage has also energy parasite.


Why 3 classes have 2 skills for energy and other 3 classes have only 1 skill




Mother1 -> RE: Energy control (6/25/2015 3:35:30)

Answer because

Bounty hunter
Blood mage
and Mercenary

Have 2 moves in one.

Their moves both drain and gain energy where as Cyber hunter, Tactical Merc and Tech mage have them apart.

Well TM has 2 energy gainers (since Assimilation give and takes energy) But the point is the other three don't need them because their moves energy control moves are duel purpose. So it is basically like having an energy drainer and gainer in one.




The berserker killer -> RE: Energy control (6/25/2015 7:53:07)

Use a Gen. All classes will have 2 sources of energy (minimum). Youre welcome




Front45 -> RE: Energy control (6/25/2015 8:11:17)

Also i forgot Tactical Mercenary's Frenzy skill which gives u energy.

There are 3 poor classes and 3 power classes. need work on Blood Mage, Bounty Hunter and Mercenary




SS -> RE: Energy control (6/26/2015 11:12:54)

I agree, energy is unbalanced, this used to be countered by using strength for damage (strike needs no energy, so you could at least use that when you're empty and it gave you a shot to win) but doesn't work any more, for obvious reasons (see last unbalance update).




Dual Thrusters -> RE: Energy control (6/26/2015 14:58:25)

This is because BM, BH, and Merc have potent energy drains- giving them EP and burning the opponent's EP at the same time. Cyber and Tlm need to give up energy to burn the opponent's energy.

The only exception is Tech Mage's Assimilation, but they get away with it since they have so many damage skills.




King Bling -> RE: Energy control (6/26/2015 18:01:03)

bm merc have burst moves so they have an energy draw back, you remove it and it gets op




Illuminist -> RE: Energy control (6/26/2015 19:52:35)

Bunker is hardly used @Bling




kittycat -> RE: Energy control (6/27/2015 2:02:23)

My overall experience with Energy Parasite, Battery Backup, Frenzy, and Atom Smasher has been quite distinct.

Energy Parasite is definitely weak in its control. After its reduction in duration, the opponents can activate their EP-generating potential (Battery Backup or Generator) without additional loss of energy after 2 turns. BMs do garner more energy in less turns, but the old version is preferable because there can be a higher chance of recovery in the event that an EP drainer hits. To address the energy draining concern over three turns, I believe the minimum energy garnered should be raised to 50-100 EP per turn while maintaining its 2-turn duration.

Battery Backup is essentially free EP but using it at the right time is contingent on whether the EP-draining moves are in cooldown or can no longer be used. The amount is feasible, but I wonder if it is possible to do it based on % of one's energy pool? The only controlling factor of this move is others' EP-draining mechanisms, so no need to address.

Frenzy, I believe the % can be reduced by 5%, but unblockable.

Atom Smasher is useful, but the only concern is that it cannot be on par with EMP, so perhaps reverting it from % of damage to a set amount may be helpful.




SS -> RE: Energy control (6/27/2015 8:55:39)

Energy parasite has been weak since its beginning, since it has a delayed effect, giving the "victim" a chance to react before the energy drain is completed. Changing it to 2 turns shortened the period in which the victim can react and improved a little bit the energy drain feature, but keeping the cooldown at 3 created a hybridization monster of a skill, and not in a good or strong way. Overall I would say the BM has the weakest energy drain/generating skill set of all classes, which is weird for a "mage" (especially considering the other mage has 2 energy skills at once, both generating), but hey, names are just a convention in this game.




Exploding Penguin -> RE: Energy control (6/27/2015 14:05:38)

Sometimes it's more convenient to have both a drain and a heal in the same skill so both can happen in one turn.





nowras -> RE: Energy control (6/27/2015 14:36:32)

Parasite is good tbh but the requirements are alot 42 support at max level? why!!?!!!




Lord Machaar -> RE: Energy control (6/27/2015 20:28:27)

^Because strenght BMs back then pretty much were ruling the game, but anyways, I think requirements (stats, weapons..) should be reviewed, as some draining/gaining skills are way too overpowered now compared to others. Mercs for instance have the worst energy-wise move, compared to some other moves like assimilation, which if used with a strenght build, it can drain the same energy drained by static smash, which is a bit absurd, as TMs already have a stable energy source, so at the end of the day, TMs will always have more energy than Mercs, as if for example TMs use battery back up, mercs will usually use static smasher, that, at its best, can drain 300 energy, and gives back almost 250, now assimilation can drain up to 290 energy, and brings back 145, leaving mercs with 0 energy. This can happen to all classes but to mercs in a much worse way.




King Bling -> RE: Energy control (6/28/2015 3:25:18)

Machaar your really sad.




Lord Machaar -> RE: Energy control (6/28/2015 13:52:07)

Haha not really, I'm just saying that before all, mercs should be buffed because static smash is way too weak compared to some other skills. Reasons are explained above.




The berserker killer -> RE: Energy control (6/28/2015 19:36:29)

Really really sad




Illuminist -> RE: Energy control (6/28/2015 20:41:46)

Really really really sad




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