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Epicduel is like a game of chess

 
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1/27/2016 12:26:26   
J.U.S.T.I.C.E
Banned

 

What's you guys' verdict on this? And why?

Just wondering, are there any original players still out there (other than me) ?

Ps. Forgot Youtube password so no more vids, sorry guise<3

Pss. My old Forums account got banned (Y)

< Message edited by J.U.S.T.I.C.E -- 1/27/2016 13:05:41 >
Post #: 1
1/27/2016 12:44:11   
The berserker killer
Member

 

Im a pretty old player. Started playing in way early beta but never really got too intense into it back then as a kid.

To be quite honest, ED used to be a game of chess. It absolutely was which is why now I can pretty much predict every single move that will happen next or 2/3/4/even 5 rounds down the line. Like it was absolutely perfect. And they weren't predictable because "the game wasn't complex'. They were predictable simply because of my experience gained by playing in nearly EVERY battle situation.

I mean it got to the point where in 2v2 I could jug 40s when I had a lvl 35/36 partner. Now though? It's not a game of chess. It's just predictable because it's so damn simple and that's more embarrassing than anything. So, to answer your question, EpicDuel is no longer a game of chess whose depth goes beyond simple forward/sideways moves. Epicduel is now a game of tic tack toe.
AQ DF Epic  Post #: 2
1/27/2016 13:00:41   
Xendran
Member

Removal of passives and homogenizing of energy management really killed basically all of the complexity.
Each class is now essentially a reskin of the other classes with minor differences in ways that barely impact gameplay.

Currently the only difference between classes is how they choose to mitigate damage, and even that is super limited down to Plasma/Mineral Armour, Shadow Arts, and Mark of Blood.
It's not even really a choice. You either use those unique defences, or you use your buffs. You simply pick the one that is better for your stat layout, which is a really obvious answer. not really a decision to be made.

Passives is the absolute biggest one. They have the potential to completely change how your build works, and to deal with them feeling "mandatory" they should have just added more so its an actual decision that changes the way you play your build.

Blood Mage, to go along with reroute could have a totally opposite passive like "Blood Magic" that converts your mana to life, and causes you to cast from your HP pool instead (Dont take this as a literal 1:1 conversion or complain about balance, this is simply a concept as an example of how depth could have been added). This straight up doesn't work with reroute since you have no mana, and it's a totally different style of play.

Each class having a bunch of passives, some which do not work with each other well, or at all, would be the best way to bring back diversity and builds feeling different.

< Message edited by Xendran -- 1/27/2016 13:10:03 >
AQ DF Epic  Post #: 3
1/27/2016 14:53:28   
Satafou
Member

As xendran has stated, "removal of passives and homogenizing of energy management really killed basically all of the complexity." is what stripped the comparison of Epicduel to chess, this game is more like checkers now.

< Message edited by Satafou -- 1/27/2016 14:54:51 >
Post #: 4
5/13/2018 20:56:55   
sydneibrao
Member
 

There's no more strategies. A support merc uses only 2 skills to win, aux and multi. A cyber tank uses emp and piston to win. And even if you use strategies, you're almost killing ur opponent, you play your android's overload, and .......... deflect !!!!!
You can't make strategies when you can't even hit your opponent, that's a common problem due the rank system. In the rank system you simply FIGHT TO GET WEAKER !!!!
Post #: 5
5/16/2018 12:21:09   
8x
Member

was like a game of chess*
Epic  Post #: 6
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