A very easy-to-code way to improve juggernaut (Full Version)

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nowras -> A very easy-to-code way to improve juggernaut (8/17/2015 1:16:32)

This Improvement will only be given to level 40 players. Why only level 40? cuz if we give it to level 33+ players they are going to be super over powered in juggernaut so it's only for level 40s.

How does it work? simply u get something like UnderDog mode next to the passives u have it's name will be Legendary Juggernaut Mode.

Legendary Juggernaut Mode

How are turns being played in juggernaut nowadays? they are being played like this: Player 1 then juggernaut then player 2 then player 1 then juggernaut and so on.

How should they become when u get the LJM Passive? It should become like this: Player with highest support (lets consider him player 1) then juggernaut then player 2 then juggernaut then player 1 then juggernaut and so on.

in this way the juggernaut is going to play 1 more extra turn now in 1 round.




Foulman -> RE: A very easy-to-code way to improve juggernaut (8/17/2015 4:34:29)

Above level 35. It's insane at that level, especially if there's two support or dex builds waiting to pound you to bits.




Stonehawk -> RE: A very easy-to-code way to improve juggernaut (8/22/2015 15:58:40)

No, this is not that good idea to make the juggernaut play more often than each of the 2 players fighting against the juggernaut, they will be extremely OP and unbeatable for sure. And no, it doesn't seem easy to code. Instead, we should compare NPC boss battles with juggernaut. Legendary Juggernaut Mode IS a good idea, but I think it would be better to make the juggernauts' stats higher, for example double health and energy, but keep the turns the way it is. THIS seems easier to code. And a lot more balanced. We all know Juggernauts rarely can keep energy up.

I would even suggest a 5 or 10% reroute but passives won't be back in any circunstances so I think double health and energy for the juggernauts above lvl 35 are a good start to make them have a chance to win again.




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