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Bring passives back in a different way!

 
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7/3/2015 20:49:37   
Stonehawk
Member

What if passives come back without removing the actives that came up when they were removed? Not sure how exactly, but I can tell some examples:

1- Nerf all the skills that came to replace the passives (or not), and add the passives in a weaker version than it used to be. The passives could be permanent on each class, not requiring skill points, only getting a bit stronger as you level up.

Example:
Mineral armor (passive) at your lvl 1 increases only +1 defense, at lvl 40 it increases +20 defense.
Blood lust (passive) at your lvl 1 gives 1% lifesteal, at lvl 40 gives 10% lifesteal.


2- A new "passive skill-tree" where you can use points on any passives you want, no matter what class you are.
Example: If you have 40 points on lvl 40, for example, you can put 20 on blood lust and 20 on reroute, but their effect is a lot lower than it used to be when passives existed before.
(yes, it means any class can have any of the effects of the old passives, but they would be weaker, just a little help in battle, to make it not 100% predictable and boring)


What do you guys think? Any new suggestions are welcome too.


AQ DF MQ AQW Epic  Post #: 1
7/4/2015 9:51:50   
nowras
Member

yea supported but the part when u said bh can use reroute and blood lust is not supported each class must have it's own passives and u should only have 12 points on level 40

so bm is going to have blood lust and deadly aim they can choose to make 10 blood lust and 2 deadly aim not more and yea they should be weaker than what they used to be
AQW Epic  Post #: 2
7/5/2015 21:53:16   
DELTA BEING
Member

maybe perhaps release some of the passives in the form of cores?
Epic  Post #: 3
7/6/2015 13:50:10   
Oswald Cobblepot
Member

Well, I agree with you, but its hard to the devs hear us and do it because they have other ideas for the game.
AQW Epic  Post #: 4
7/6/2015 23:23:41   
shadow.bane
Member

My suggestion is simple : CORES

Give armors 2 extra passives cores slot ! and bring back every old passive existed in ed in a form of cores but weaker, example :

Bloodlust : add 12 - 15 % of the damage dealt to health.
Rerout : add 05 - 07 % of the damage taken to energy.
Deadly-aim : add 2 - 3 % of the main gun damage as extra damage to sidearm.
Shadow arts : add 3 - 4 % block and stun chance
Hybrid armor : add 5 - 10 extra defense and resistance during battle
mineral armor: add 10 - 15 extra defense during battle
plasma armor: add 10 - 15 exrra defense during battle
adrinaline rush: add 2 - 3 % rage gain during battle

Note : % and extra armors given can be change to the devs desire .

wish u like !


< Message edited by shadow.bane -- 7/6/2015 23:24:57 >


_____________________________

Bane Hallow The Last Shadow Fiend.
AQW Epic  Post #: 5
7/7/2015 9:29:01   
nowras
Member

@bane
i think these cores should be given to u for free . every mutating armor must have them (locked)

when ur merc u get hybird armor and adrinaline rush

when ur tlm u get reroute and mineral armor

when ur tm u get reroute and deadly aim

when ur bm u get blood lust and deadly aim

when ur ch u get shadow arts and plasma armor

when ur bh u get blood lust and shadow arts


ofcourse shadow arts adrenaline rush and plasma/hybird/mineral armor should get a name change

and here's an adjustment to what u said (devs can change the numbers)


Bloodlust : add 15% of the damage dealt to health.
Rerout : add 20% of the damage taken to energy.
Deadly-aim : add 5% of the main gun damage as extra damage to sidearm.
Shadow arts : add 7% block and stun chance
Hybrid armor : add 20 extra defense and resistance during battle
mineral armor: add 40 extra defense during battle
plasma armor: add 40 exrra defense during battle
adrinaline rush: add 7% rage gain during battle


AQW Epic  Post #: 6
7/7/2015 11:10:25   
shadow.bane
Member

^ bro the reason for the low % i gave and lower armore is to be plausible not at this much rate man this is to much ! imagine tlm and tm with reroute and battery and frenzy/assim ? wow not happening ! and that's why it shouldn't be locked it should be unlocked ...

Signature removed. Please only use it once per page. ~Mecha

< Message edited by Mecha Mario -- 7/7/2015 17:19:26 >
AQW Epic  Post #: 7
7/7/2015 16:48:29   
nowras
Member

Imagine bh with blood lust and shadow arts imagine ch with plasma armor and SA imagine dex mage with bm and tm man all classes are going to be buffed the numbers are equal this will give classes their uniqnesses again
AQW Epic  Post #: 8
7/7/2015 17:49:12   
shadow.bane
Member

^ bro i can imagine all right and balanced , except for tlm and tm for having (reroute, battery backup, frenzy/assimilation) will make them more op than any other class ... infinite energy = loop healing and spamming skills undefeatable . if it was going to happen i suggest to remove assimilation from TM and give him another skill that don't involve energy and for TLM to return frenzy an hp gaining skill only as before ! otherwise they be invincible .
AQW Epic  Post #: 9
7/7/2015 20:57:46   
Stonehawk
Member

@shadow.bane

quote:

Nerf all the skills that came to replace the passives (or not), and add the passives in a weaker version than it used to be. The passives could be permanent on each class, not requiring skill points, only getting a bit stronger as you level up.


Battery won't be as strong as it is now, so it won't be that way. Only requires some testing to nerf battery and the other skills properly in order to add the passives back, which are nerfed too, if compared to the way they used to be. Even for juggernaut mode it would be a good start, in my opinion, because if we go there now, it's 2 draining skills VS 1 draining skill, which ends up by the juggernaut having no energy most of the time. If passives come back in the way I suggested, even if it is weaker, it will be possible to have a little boost to help in the rest of the battle even after the energy ends.
AQ DF MQ AQW Epic  Post #: 10
7/7/2015 22:46:46   
nowras
Member

true @stonehawk
AQW Epic  Post #: 11
7/8/2015 8:32:30   
shadow.bane
Member

@stonehawk if u haven't noticed i made a total different suggestion not based on urs .
AQW Epic  Post #: 12
7/9/2015 18:38:22   
Stonehawk
Member

@shadow.bane

Sorry... Now I see your suggestion, and I like it, except that it won't bring uniqueness of the classes back, since every class will be able to have any of those passives. Imagine a BM with reroute, getting energy continuously with parasite and reroute while they still have mark of blood, or a Tech Mage with blood lust.... I think it would bring us more balance problems.

My last comment was about my 1st suggestion, which is similar to nowras suggestion, but mine scales with the players' leveling up, as you can see below:
quote:


1- Nerf all the skills that came to replace the passives (or not), and add the passives in a weaker version than it used to be. The passives could be permanent on each class, not requiring skill points, only getting a bit stronger as you level up.

Example:
Mineral armor (passive) at your lvl 1 increases only +1 defense, at lvl 40 it increases +20 defense.
Blood lust (passive) at your lvl 1 gives 1% lifesteal, at lvl 40 gives 10% lifesteal.


The passives won't be in an armor, but in the class. It means classes won't mean only different skill-tree and appearance but also different passives.
AQ DF MQ AQW Epic  Post #: 13
7/11/2015 12:47:30   
RaXZerGamingZ
Member

for me this sounds genius , before with passives it was kinda unfair because tech mage and tactikal merc were the only ones with reroute so they could use attacks more often / again , the only way for the other classes to get energy was with energy boosters but even then the energy got stolen , my suggestion is that to the skill tree bloodlust and reroute get added , and that they are available on every class , so nomatter you're class you still get mana back aswel as hp wich is fair for everyone , the other thing they could do is remove blocks , deflects and stuns . neither way i support this idea

EDIT: i also support the idea for them to be in cores like @shadow bane . but still they gotta add them back in a fair way

Posts merged, please don't double post. ~WhiteTiger

< Message edited by WhiteTiger -- 7/13/2015 0:32:21 >
Post #: 14
7/11/2015 15:17:10   
shadow.bane
Member

^ fair way exactly that's why i don't want tlm or tm to have reroute battery and frenzy/assimilation .
AQW Epic  Post #: 15
7/11/2015 18:12:27   
RaXZerGamingZ
Member

yeah the assimilation was very unfair , if someone used an energy booster you could just steal it , they were energy machines
Post #: 16
7/11/2015 18:29:56   
Mother1
Member

@ Raxzergamingz

Back when energy boosters existed Assimilation at max only took 11 energy not to mention back then their wasn't an energy crisis like there is now either.

That was what made TM unique back then seeing as they had the best energy regaining properties but at the same time had the worst energy control (Heck they still have the worst energy control since assimilation drains far less than any of the drainers and has the steepest scaling.)
Epic  Post #: 17
7/12/2015 9:46:58   
RaXZerGamingZ
Member

@Mother1

11 is still something , if the person used the energy booster , and the tech mage took 11 and gained a bit then the user would only have 14 left and would have to use another booster and would maybe die the next turn because assimilation also does damage
Post #: 18
7/12/2015 10:49:47   
Mother1
Member

@ Raxzergaminz

My point was TM for everyone screaming how unfair it was for them to have two ways to get back energy still had it's drawbacks just like every class did back then unlike how where thanks to complaints the classes are become more mash potato like inside of being french fries. Back them TM has other area were they were OP such as Plasma bolt. Plus that meta wasn't overly dependent on energy as the game is now.
Epic  Post #: 19
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