RE: =ED= New DN 05/10/2011 (Full Version)

All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel General Discussion



Message


Xx. Christian .xX -> RE: =ED= New DN 05/10/2011 (10/6/2011 18:51:04)

any pictures the update is tomorrow




Wraith -> RE: =ED= New DN 05/10/2011 (10/6/2011 18:55:15)

^Give them time.

Hudelf is working hard.
Titan is programming changes (hopefully)
Balancers are nerfing FM, TLM, and (hopefully) buffing BM/CH.

Be positive, they work hard, yet you don't even say thank you? Lmao.




Wiseman -> RE: =ED= New DN 05/10/2011 (10/6/2011 19:10:20)

The reroute requirement should not hurt Tech Mage that much if you don't use reroute at MAX, people seem to think that if a skill isn't maxed out its useless, which is not the case at all. I've always used reroute at level 7, because that is the level that gives the most gain for the least points, there isn't just level 1 and level 10, there are 8 levels in the middle that work just fine.

Also players won't be able to heal nowhere near 68 health with a level 4-5 Field Medic, in fact they wont even be able to heal 68 with MAX, at least not until a much higher level.

I'm sorry if some players are upset, but we expected it and we aren't going to let it bother us. All I can say is adapt, and if you can't adapt get help from someone that can.




Xx. Christian .xX -> RE: =ED= New DN 05/10/2011 (10/6/2011 19:15:53)

^ u mean that even if im a support tlm with over 100+ sup you cant do 68 heal in lvl 2




Elf Priest JZaanu -> RE: =ED= New DN 05/10/2011 (10/6/2011 19:19:35)

Before anyone becomes too upset, one should see the update and see how they can adjust and still play. With the balance team, I think their focus is creating build balance for competing, and not, creating builds for convenient auto play.

Everything will always be a work in progress, and it is up to us to test these adjustments and respectfully express our views.

What makes this game fun, and at the same time, very frustrating, it is always adjusting. Try your best, and enjoy this step.




Wraith -> RE: =ED= New DN 05/10/2011 (10/6/2011 19:25:57)

@Wise isn't level 6 the best for Reroute?

25% for 6 points vs 26% for 7 points.

^Level 6 wins.




Stabilis -> RE: =ED= New DN 05/10/2011 (10/6/2011 19:29:21)

@Lord Sinastr,

If they still do silly rounding up in the energy gain then lv 7 reroute will give 1 energy for every 3 damage... but if they don't round up THAT much then I would agree since I always use level 6 reroute, that 25% is the most proficient.




Shao Kahn -> RE: =ED= New DN 05/10/2011 (10/6/2011 19:30:24)

I appreciate the tech mage buff of allowing plasma rain and bludgeon to be used with a sword. Are there any other plans for tech mage boost?




Laces -> RE: =ED= New DN 05/10/2011 (10/6/2011 19:30:58)

First of all, I think its unfair to bash Cindy, the mods, and the devs without seeing the effects of the balance changes. Wait and see and then if you need to "bash" the Devs because that helps them so much more. To all TLMs, you should have been expecting this. Your class is OP'ed. Don't give me that argument that "I payed blah blah blah." You pay for an advantage, not an OP class. I look forward to this update and hope to see the balance begin to return.




Wiseman -> RE: =ED= New DN 05/10/2011 (10/6/2011 19:31:41)

@Lord Sinastr:

Level 6 = 25%
Level 7 = 27%
Level 8 = 28%

I just checked. :P

@Shao Kahn:

We still have plans to make one more Mage skill usable with a sword, I don't know when that will happen though.

@Laces:

Indeed, though honestly the bashing doesn't bother me to much, as I said before, it was expected this time, and we already decided to move forward with the changes knowing that many players wont like them. Paying for Varium is never a good argument, because as stated in my post quoting the ToS, paying does not give anyone property rights to anything, in other words all of the data that is paid for still belongs to the company.

I hope to see the balance begin to return as well.

@Goldslayer1:

Your strength bounty argument does carry a small bit of weight, however a good energy drain can stop a strength bounty in their tracks, unlike a Tactical Mercenary. Also both Blood Lust and Shadow Arts have requirements already (so does deadly aim), so putting requirements on Hybrid and Reroute is just being consistent.




DeathGuard -> RE: =ED= New DN 05/10/2011 (10/6/2011 19:40:55)

Hope the update doesn't nerf Tech Mage, it is close to balance and if nerfed, it will ruin everything and any notice/news about Tech Mage having their skill tree changed? I have for it a long time[:(]




goldslayer1 -> RE: =ED= New DN 05/10/2011 (10/6/2011 19:44:42)

quote:

@Goldslayer1:

Your strength bounty argument does carry a small bit of weight, however a good energy drain can stop a strength bounty in his tracks, unlike a Tactical Mercenary. Also both Blood Lust and Shadow Arts have requirements already (so does deadly aim), so putting requirements on Hybrid and Reroute is just being consistent.

a good energy drain can stop any build. saying it would be screwed by energy drain doesn't carry much weight as u say because it can stop any type of build.
and anyone can use an energy booster to atleast be able to smokescreen
either way he still has str and strikes and that is good enough on its own.




Wraith -> RE: =ED= New DN 05/10/2011 (10/6/2011 19:45:26)

@Wiseman:

Huh...I haven't been a mage in a while, but I recall Reroute going by 1 after Level 6.

My bad.


I look forward to this update and the awesome new retrain revamp :D.

GOOD LUCK HUDELF




Shao Kahn -> RE: =ED= New DN 05/10/2011 (10/6/2011 19:46:19)

Wiseman, I wanted to have a strength tech mage build... you won't make the requirement for reroute support or anything will you? That'd ruin me. Bludgeon is the only skill boosted by strength.




Wootz -> RE: =ED= New DN 05/10/2011 (10/6/2011 19:47:11)

@Wiseman
Will this update ruin the field medic on STR CH.
Because 70% of the time I have to relly on looping Heal with Malfuncion and Static Charge, hoping to have enough EP for Massacre.
I mean, If it drops from 32 HP ( Field Medic at level 1 ), to lets say 25-27, That can mean a lose for me.
And now with the current FM I tend to get unlucky and lose.




DeathGuard -> RE: =ED= New DN 05/10/2011 (10/6/2011 19:52:44)

@1234speedy: All class will be nerfed with FM.
Also Wiseman what about Assimilation, it is a skill damage base plus energy drain, but they get more energy with the damage dealt. Assimilation should not give energy back but drain energy. Then what's is the point on using it?
Also a sup requirement for reroute will ruin it all, we already have a sup requirement but no dex requirement.




Wraith -> RE: =ED= New DN 05/10/2011 (10/6/2011 20:10:46)

IMO Mages aren't logically brawny or filled with strength, so yea a Support req is good. I imagine Arcane Mages fighting behind the lines of troops, casting spells witht he support of the troops aka a shield.

SO thus, a Support requirement makes sense.

For TLM...I'll just say a 666 Support requirement makes sense.Or a 666 DEX one.

We all know TLM's deserve a nerf.

So maybe thank the devs naow? Instead of whining like two year olds?

Live through it.

Tech Mages survived the HLTM nerf, and they didn't have Hybrid Armor.




Ashari -> RE: =ED= New DN 05/10/2011 (10/6/2011 20:11:40)

quote:

ORIGINAL: supermasivo

I forgot... If u nerf support build give the extra 20% ignore defense back again then...

There's simply no reason why Artillery Strike needs to have a 20% defense ignore. It already has an innate advantage over other multis in that it increases with an offensive stat (Support) rather than a defensive one which makes it much easy to use together with an auxiliary to deal big bursts of damage. This change is aimed at Support as a stat, rather than any Support build in specific.

quote:

ORIGINAL: supermasive

and true, WHY DONT U TAKE A LOOK TO SA (again) and blocking abuse? nobody complain about that anymore?

Looking over all of the other stats is actually something we plan on working on in the near future. There's still a lot of inequality between the different stats and one of the overall goals is to make all stats be equally effective while keeping their different effects.


As for the new requirements in this update, here they are to clear up any confusion:
- Reroute will now have a Tech requirement.
- Maul will now have a Tech requirement.
- Frenzy will now have a Support requirement.
- Hybrid Armor will now have a Dex requirement.

These are only some of the changes that'll be happening with this update, on top of the Field Medic Change and the Tactical Merc adjustments. We have a few more changes planned that probably won't make it into this release, in which case you'll be looking at a multi-part balancing act.




Wraith -> RE: =ED= New DN 05/10/2011 (10/6/2011 20:17:42)

quote:

As for the new requirements in this update, here they are to clear up any confusion:
- Reroute will now have a Tech requirement.
- Maul will now have a Tech requirement.
- Frenzy will now have a Support requirement.
- Hybrid Armor will now have a Dex requirement.


Okey dokey.

Frenzy deserves a Support Requirement, Tacticals are only class that can abuse STrength while ignoring Support if they use the Delta Maul-Machine Blaster-Eggzooka-Space Warrior/Bunny Borg/Tesla combo. Most of them have 21 base support.

Lmao to the Reroute requirement. Tech Mages need more TECH requirements :)

Maul needs a Tech Requirement? Well Eggzooka already has a Technology Requirement, nothing to cry about.

Hybrid shouldn't be much of an issue. After all, don't you big bad TLMs love Dexterity over Technology?

To summarize, a bit of a nerf, but the STR TLMs shouldn't cry, you won't be forced into 5 Focus.

Support TLMs should've seen this coming a long time ago.




Oh right, a skill rearrangement.

The awesome (as in awe-inspiring) connections (Particularly the Maul being Tier 2) in TLM skill tree is frightening. This was anticipated.

So yea...deal with it. No one forced you to switch to TLM.

TLMs need to feel what other classes had to deal with while they were pwning.





edwardvulture -> RE: =ED= New DN 05/10/2011 (10/6/2011 20:22:54)

Please don't tell me they call this a nerf. now strength tlms will be harder to kill with more tech. And what about the underpowered merc that gets shadowed by TLM's. It seems that TLM is just directly better than it and it doesn't have a fighting chance.




Wraith -> RE: =ED= New DN 05/10/2011 (10/6/2011 20:29:22)

^They lose STR for Tech, I call it a fair trade.




goldslayer1 -> RE: =ED= New DN 05/10/2011 (10/6/2011 20:33:24)

@lord
not really because now they can lower their str to str BH standard but have more tanking than str BH




Shao Kahn -> RE: =ED= New DN 05/10/2011 (10/6/2011 20:35:43)

Personally I think strength tech mage is better as you can have an energy primary and sidearm and if they try to switch their hybrid over you bludgeon them to death with your sword.




Wraith -> RE: =ED= New DN 05/10/2011 (10/6/2011 20:36:29)

@GoldSlayer1 True but before this they were better than STR BH.




AQWPlayer -> RE: =ED= New DN 05/10/2011 (10/6/2011 20:36:56)

@Shao Khan
However, Deadly Aim has a support requirement and reroute will soon have a technology requirement...that discourages TM strength builds.




Page: <<   < prev  3 4 [5] 6 7   next >   >>

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition
9.399414E-02