RE: Three Regimes of Power (Full Version)

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PivotalDisorder -> RE: Three Regimes of Power (7/2/2011 19:19:01)

@xxMirxxx: my character link below is for Mechanicus and was Toadborg before that. u mixed me with Jegaggin

as for heal looping. Ive seen the videos, ive read the topics, it looks horrible for anyone but the mage.
and it isnt coming back no matter how many times people ask.




Lectrix -> RE: Three Regimes of Power (7/2/2011 19:19:59)

No Class should ever be overpowered. Even if they've never dominated 1v1, Mercenaries have ruled in 2v2 for as long as I can remember (though this may soon change, due to Artillery Strike's recent Nerf). It's important for all Classes to be balanced, so that everyone has equal opportunity.




Mr. Black OP -> RE: Three Regimes of Power (7/2/2011 19:20:54)

well str bh will be awesome and fun for them, heal looping mages will have a challenge keeping up with damage so it will be fun for both of them :D




eragonshadeslayer67 -> RE: Three Regimes of Power (7/2/2011 19:23:41)

This thread is great and it should be placed in game!

@Jehannum-Heal looping never was overpowered to the extent of what other people say, good str BHs can take down heal loopers and mercs with the right build can win almost 90% over heal loopers (I won 98/100 with A LOT of heal looper fights). The only problem back then that I saw was that BHs were underpowered, even though str BHs can win over heal loopers it was about a 50% chance to win however back then robots were not introduced and 5 focus builds were unfunctional so Bhs were pretty underpowered




xxmirxx -> RE: Three Regimes of Power (7/2/2011 19:23:58)

quote:

as for heal looping. Ive seen the videos, ive read the topics, it looks horrible for anyone but the mage. and it isnt coming back no matter how many times people ask.

heres idea for now on if you hear loop don't say know but try out. Zman strength bh were easy to beat same with merc.




Nebula -> RE: Three Regimes of Power (7/2/2011 19:24:15)

Lectrix, Artillery's nerf won't change a thing. Artillery Strike is just far too good. It can't be weakened, Hybrid Armour let's Mercs put little into defense and pack it all in support and dominate with it. I don't see that changing anytime soon.




PivotalDisorder -> RE: Three Regimes of Power (7/2/2011 19:29:18)

It can be weakened with the new curse weapons technically.

the main issue ofc is that support also boosts crit chance so it usually crits on one of ur enemies




Nebula -> RE: Three Regimes of Power (7/2/2011 19:30:45)

That's only a 13% chance, and it's not as if everyone is running around with the Delta weps. Also, it takes away 20 support, that's, what, 4-5 damage? Yeah, such a game changing effect.




PivotalDisorder -> RE: Three Regimes of Power (7/2/2011 19:33:50)

I did say "technically" ^^ cause he said it cant be weakened which was a false statement




wario the great -> RE: Three Regimes of Power (7/2/2011 19:34:31)

great idea angels, it will be fair to all the classes since each has their oped builds but since op vs op = fair and it would make the game more fun and the builds would have more imagination. Who here likes doing 5-15 damage anyway =P




Nebula -> RE: Three Regimes of Power (7/2/2011 19:35:20)

I kinda meant on the level that the already feeble multis that mage and hunter have can.




Lectrix -> RE: Three Regimes of Power (7/2/2011 19:35:45)

What made Artillery Strike so overpowered was the fact that it ignored 10% of your Defense. Now that that's gone, it's considerably weaker, even with very large amounts of Support.

I've noticed a rise in the number of Strength Mercenaries, especially amount non-Varium Players. I've also noticed that most Varium Mercenaries/Tank Mercenaries are utilizing tank Builds. Ironically, Mercenaries/Tank Mercenaries have the best Skills to combat these tank Builds (e.g., Toxic Grenade, Bunker Buster, Surgical Strike, etc.). Cyber/Bounty Hunters and Tech/Blood Mages have fewer Defense/Resistance ignoring Skills; this is why Mercenaries/Tactical Mercenaries seem so powerful to other Classes.




Nebula -> RE: Three Regimes of Power (7/2/2011 19:38:26)

Em, no it didn't Lectrix. It was originally the 20% and the ability to spam support and have nothing in, str, dex and tech. Then when it got the requirement and it was lowered to 10% people still used it, I woner why? Even with the 10% gone it is still so much better than the other multis. It has much higher damage, it increases with the best stat in the game, it can't be devestatingly weakened by anything. That is why it is so overpowered, that is why there are so many mercs in 2v2, because it outclasses the other multis on so many levels.




PivotalDisorder -> RE: Three Regimes of Power (7/2/2011 19:40:01)

well its nice to see mods with a sensible outlook on the game.

one of the major arguments for mercs having defence ignoring skills was that they couldnt reduce defence or resistance
of their enemy, well now tac mercs can with smoke but cyber hunters can malf and use multi which has made them both
a lot closer in terms of balance. was a great move by the devs.




Nebula -> RE: Three Regimes of Power (7/2/2011 19:42:20)

Artillery still needs to be weakened more. Either that or the other multis need have their damaged buff to the same level as it.




Lectrix -> RE: Three Regimes of Power (7/2/2011 19:49:38)

The majority of Players that I see are still Mercenaries/Tank Mercenaries (which proves that Mercenaries/Tank Mercenaries have more power, or can more easily create powerful Builds). But I would like to point out that there are fewer Support Mercenaries since the Delta Evolution, probably because of Artillery Strike's Nerf -- though it is still a formidable Skill with many uses.




edwardvulture -> RE: Three Regimes of Power (7/2/2011 19:51:43)

@Lectrix O.o I never noticed that. It should be just for Tact mercs because they have smoke.




Nebula -> RE: Three Regimes of Power (7/2/2011 19:55:11)

Actually, its not even since Delta. It was more really since 2v1 that 5 focus Artillery became popular since it gives you such a wide range of attack, and is extremely helpful especially in 2v1.
But even if it got a little nerf ( which you are completely exaggerating about btw, its 10%, it's about 5 or 6 damage at max, not that much ) thanks to smokescreen it's a lot more powerful with that combination.

But Tank Mercs are pretty much the best way to go, Reroute made that pretty clear.




edwardvulture -> RE: Three Regimes of Power (7/2/2011 19:58:20)

^Its a huge nerf, Now I can't cut through tanks and is only efficient to use on rage.




Lectrix -> RE: Three Regimes of Power (7/2/2011 20:01:04)

@edwardvulture: It doesn't really make sense to have the same Skill have different effects depending on the Class that's using it. If that happened, it would probably be better to change the Skill completely (along with the Skill's name).

@Nebula: True, Smoke Screen --> Artillery Strike can be a devastating combination. But most Tactical Mercenaries seem to be favoring Toxic Grenade, or simply Hybrid Armor & Reroute with Surgical Strike.




Nebula -> RE: Three Regimes of Power (7/2/2011 20:02:01)

10% is not a huge nerf, 10% doesn't allow you to "cut through tanks." 10% is a small amount. You are exaggerating. 10% doesn't stop it being one of, if not the best attacks in 2v2 and 2v1.




PivotalDisorder -> RE: Three Regimes of Power (7/2/2011 20:02:10)

I agree with Edward, was a massive nerf, especially on crits. its now manageable unless your smoked
or you get hit with two, and even then you can sometimes recover from it.




edwardvulture -> RE: Three Regimes of Power (7/2/2011 20:05:03)

@Nebula Every bit of damage counts when you are fighting a 5 bonus tank merc.




Mr. Black OP -> RE: Three Regimes of Power (7/2/2011 20:05:59)

the enemy has 40 def the 10% makes it 4 more dmg... yup not much here




ur going to fail -> RE: Three Regimes of Power (7/2/2011 20:16:55)

nah its all just BS. we need to give crits, deflections, blocks less meaning (the small things first) u guys r wanting it all finished really fast.. only reason merc r a tiny bit OP in 2v2 is cuz of hybrid armor. i think hybrid armor should have to activated b4 put into effect. so like u click on hybrid armor when the round starting u automatic use strike then and hybrid armor starts working and is passive like b4.




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