RE: =ED= Balance Discussion IX (Full Version)

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The Game -> RE: =ED= Balance Discussion IX (6/24/2012 3:19:12)

This shouldn't require repeating, but recent posts here have convinced me otherwise. The topic of this thread is not your fellow posters; rather, it is balance discussion. If you have to make a post where another forum member is the subject of discussion rather than discuss the content of their post, you are off-topic in a best case situation or are trolling and flaming in a worst case situation. Please stop or warnings will be handed out.




Zeoth -> RE: =ED= Balance Discussion IX (6/24/2012 3:55:09)

No warning oh dear I'm amazed. Not that I'm appreciative. Anyways Hun I hope you realize massacre will never be made block able. Otherwish SuperCharge and Surgical = deflect able to even things out at least. But their ultimates. Quit complaining about it. Also weapons aren't he problem. Stats are. The way skills scale with stats needs to be changed. Thn things might be easier




liy010 -> RE: =ED= Balance Discussion IX (6/24/2012 8:10:03)

quote:

Blood Mages need a skill that boosts tech to counter act malfunction so they could use Plasma Cannon but does not improve DEX, you will see more variety of Blood Mage builds if this happens.


It's called an Assault Bot. Besides, you have Energy Shield...Just use E Shield and wait 3 turns before using a Plasma Cannon...




Silver Sky Magician -> RE: =ED= Balance Discussion IX (6/24/2012 10:58:46)

quote:

Blood Mages need a skill that boosts tech to counter act malfunction so they could use Plasma Cannon but does not improve DEX, you will see more variety of Blood Mage builds if this happens.


Mercenaries need a skill that boosts tech to counter act malfunction so they could use Bunker Buster and Surgical Strike.

Tech Mages need a skill that boosts dex to counter act smokescreen so they could use Overload and Plasma Rain. And Technician.

Tactical Mercs need a skill that boosts dex to counter act smokescreen so they could use Stun Grenade, and a skill that boosts tech to counter act malfunction so they could use Surgical Strike.

Bounty Hunters need a skill that boosts tech to counter act malfunction so they could use Smokescreen and EMP.

Cyber Hunters need a skill that boosts dex to counter act smokescreen so they could use Multi Shot, and a skill that boosts tech to counter act malfunction so they could use Plasma Grenade and EMP.

You will definitely see a greater variety of builds if this happens.




Hun Kingq -> RE: =ED= Balance Discussion IX (6/24/2012 11:07:14)

liy010, That is not a good enough solution for
one, Energy shield does not increase tech but only resistance,
two, while the Blood Mage is waiting for the malfunction to wear off to use Plasma Cannon, the Hunter classes Emp that player over and over again, so there goes your waiting suggestion,
three, not all Blood Mages have the energy bot.

Why not make a tech improving skill that either improves with tech or with support that way when the use of Reflex boost, since it is quite clear a temporary skill has become a permanent part of the Blood mage skill tree, it would not boost the new technician and the excuse of the combo reflex boost/technician making them overpowered would be gone.

You want to see less strength Blood Mages then that class needs better skill alternatives then what they have.




Calogero -> RE: =ED= Balance Discussion IX (6/24/2012 12:58:56)

I prefere Energy Shield over Technician any day of the week... ;)

STR build isn't the only build out there for BloodMages, If you look at Today's Jugg board
You can see, Me using a 5 Focus BloodMage am perfectly able to survive without Technician
or a Buffed up Delta Armor or whatever

If try to Fix something that isn't Broken




liy010 -> RE: =ED= Balance Discussion IX (6/24/2012 13:23:29)

@Hun who doesn't have an Assault Bot?
Just buy it for 14,000 Credits from Junker...It's special is the same as the regular one.
Oh, it's called an Energy Booster.




Sh4d0wMast3r -> RE: =ED= Balance Discussion IX (6/24/2012 14:20:12)

How about they fix block? I'm getting frustrated with these ppl with 30 dex blocking my Static Charge every single Jugg battle, and ppl with 18 support critting me all the time, thats just wrong and it isn't supposed to be like that.




Calogero -> RE: =ED= Balance Discussion IX (6/24/2012 16:00:02)

I just ignored everything after ' Use 5 focus build without a bot '

The POINT of a 5 Focus Build is to use a Bot

quote:

In the Game other Blood Mages wishes they had a tech boost so they could have a skill that would give power even if malfunctioned.


I'm good with Energy Shield, No Need to have Technician, Energy Shield is better




King Helios -> RE: =ED= Balance Discussion IX (6/24/2012 17:25:56)

Hun, I have 65 Base Damage on Overload, Max, with 111/116 Dexterity,

Same thing for Multi (at Level 9).




Death Jr -> RE: =ED= Balance Discussion IX (6/24/2012 18:39:37)

What if we made "ultimate" skill cool downs longer such as five perhaps and make firebolt plasmabolt and overlord deflect able. This way people with unique builds can have a chance. Also I think we really need to make support more useful again.




Stabilis -> RE: =ED= Balance Discussion IX (6/24/2012 19:59:10)

quote:

And make firebolt plasmabolt and overlord deflect able.


For me this is sternly inadvisable because this move in no consistent way actually reduces the power. Huh? What I am saying is that this "nerf" is only in effect in luck events like you mentioned Fireball being deflected. If you said to drop the damage progression or base damage of a skill like Fireball, then I would be more keen to support you (because that is consistent and a cure rather than a painkiller).




Ranloth -> RE: =ED= Balance Discussion IX (6/24/2012 20:05:28)

Drop base values, make progression slower (either 1 damage per 5 Tech or make it decayable like stats are maybe). There are ways around it, deflectable will obviously lower power of Casters and Str BMs but that's in favour of Hun since he doesn't use them skills.
Just like making Ultimates blockable, Massacre to be specific, why? Only because BHs or CHs may be out of hand doesn't mean you gotta push to the extremes since you propose change affecting one class and make it unfair when compared to other classes which is serious lack of knowledge about balance or not knowing what balance means.

@above
quote:

We would be more keen to support you

Corrected that for you. ;)




Zeoth -> RE: =ED= Balance Discussion IX (6/24/2012 20:30:08)

Well I heard this idea awhile ago, I can't remember who said it but, why don't we just have base stat points affect skills and enhancements out of the picture?




Stabilis -> RE: =ED= Balance Discussion IX (6/24/2012 20:48:41)

quote:

We would be more keen to support you-


I suppose I share the opinion of the common person. 'O'

*I used another emoticon, full or blue moon?*

I have been thinking... what if EMP skills are actually a hindrance rather than an assistance? We have as many skill points as we do levels, and some skills may as well in fact cost energy. EMP skills threaten skills that use energy, demoting the use of skills that use energy (because of the fear of meeting EMP skills in battle) and may cause these skills that use energy to be unusable in battle. Energy is fundamental, skill points are fundamental. Maybe... EMP skills are WHY players often lack energy. Maybe EMP skills are WHY players rely on their Strength stat because of the fear that said skills will ruin the rest of their skills. Maybe EMP skills are terrorizing the whole EpicDuel community from speccing the energy stat!

EMP skills belong to 5 of 6 classes, so because of the statistical likelihood of meeting a player with said skills being high, players are afraid to use skills that cost energy and spec their energy stat!

I come to the conclusion to abolish the following skills: EMP Grenade, Atom Smasher, and Assimilation. This creates 1 new skill slot for 5 classes to implement another skill. We should implement more skills to create more counters, more counters means more battle variety, more variety means more opportunity for strategy. And more strategy means less necessity for having luck. This game has potential to be a great STRATEGY game, I will not lie about that!




Hun Kingq -> RE: =ED= Balance Discussion IX (6/24/2012 21:35:33)

Duel Domination, yes that is your potential damage but in battle what is your actual damage do you think getting 18 and 20 with Plasma rain will help you win the battle in 2vs2. During my high tech Plasma Cannon experiment with plasma Cannon ignoring resistance and 25% critical strike I should have been constantly been getting high damage and when a tech mage put technician on me I got lower damage than when it was not on me, couple matches after players seen the low damage, with my extremely high tech, from Plasma Cannon they laughed and stated it should have did more damage. When a tech mage used level 9 Plasma Rain that player got 5 damage on me and 8 on my partner that was at rage with critical damage and with me being malfunctioned.

Trans, read again what I wrote, something similar to technician that improves with another stat then DEX so that the neither the new skill or Reflex boost improves one another that way staff can’t use that excuse again to take away a skill. Plasma Rain maybe the same potential damage but I look at the actual damage that would help win the match and if the skill is low damage then that does not meet the definition to a class to be high damage class.

Trans, do the calculation at 23% for Blood Lust if a Blood Mage is getting 45 or less damage or gets block as happens a lot health regain does not mean anything if you have no energy, can’t heal while the other player can get energy over and over again malfunctioning you three times in one match if the battle lasts awhile or they can EMP you 3 or 4 times in one match. My recent experimental build has no multi you seen one of my many builds because someone decided to post a screen shot but did not realize I change builds again and again and again. I even experimented with health the lowest I can get and won 7 out of 10 matches they seen my low health and thought I was an easy kill but lack blocking with high dex except one match. I have never wrote the Blood mage is under powered that they need stats at extreme amounts to get real damage unless the opponent has low resistance or defense, sometimes that is not enough, on many players keep their defense/resistance low? Not many or non at all. So because the Blood Mage has no skill to lower defense or resistance the Blood mage has to rely upon stats and enhancements to get any real damage. Now you are saying I am God, you’re a very funny person, no one made you come here you came on your own accord.

Have everyone forgot how weak fireball was in the beginning even at super high strength that I brought to the staff attention and took them months to finally make it stronger. If you have problems with fireball increase you dex and wear physical Armor.

For some reason players with high strength and lower support is going first and here I thought support is the stat that decides who goes first is anyone willing to do that test.

Maybe after the war the staff will get closer to balancing out skills and classes.




D.v.D. -> RE: =ED= Balance Discussion IX (6/24/2012 22:39:07)

quote:

During my high tech Plasma Cannon experiment with plasma Cannon ignoring resistance and 25% critical strike I should have been constantly been getting high damage and when a tech mage put technician on me I got lower damage than when it was not on me, couple matches after players seen the low damage, with my extremely high tech, from Plasma Cannon they laughed and stated it should have did more damage. When a tech mage used level 9 Plasma Rain that player got 5 damage on me and 8 on my partner that was at rage with critical damage and with me being malfunctioned.

Picture, a picture is worth a thousand words




Stabilis -> RE: =ED= Balance Discussion IX (6/24/2012 23:38:06)

quote:

5 damage on me and 8 on my partner that was at rage with critical damage and with me being malfunctioned.


Is just noticed, how is this compatible when neither damage is over 13?




ND Mallet -> RE: =ED= Balance Discussion IX (6/24/2012 23:54:38)

@hun To clarify what Void is saying is that he means that Criticals give an instant +10 damage minimum no matter what, even if the defense ignore doesn't give you +10.




kittycat -> RE: =ED= Balance Discussion IX (6/25/2012 1:07:23)

The solution would be interchanging between defenses and temporary stat buffers to resolve the dispute among stat debuffs.






Calogero -> RE: =ED= Balance Discussion IX (6/25/2012 6:50:44)

Hun...

I am still waiting as in why I can't count a Robot in my 5 Focus BM....

Also, You keep on giving numbers but don't even give us solide proof...
for all we know you are just making up numbers ;)




Silver Sky Magician -> RE: =ED= Balance Discussion IX (6/25/2012 7:34:19)

Oh yes, Hun Kingq, on the subject, what do you think of the balance recommendations that I posted earlier on this page?

quote:

Mercenaries need a skill that boosts tech to counter act malfunction so they could use Bunker Buster and Surgical Strike.

Tech Mages need a skill that boosts dex to counter act smokescreen so they could use Overload and Plasma Rain. And Technician.

Tactical Mercs need a skill that boosts dex to counter act smokescreen so they could use Stun Grenade, and a skill that boosts tech to counter act malfunction so they could use Surgical Strike.

Bounty Hunters need a skill that boosts tech to counter act malfunction so they could use Smokescreen and EMP.

Cyber Hunters need a skill that boosts dex to counter act smokescreen so they could use Multi Shot, and a skill that boosts tech to counter act malfunction so they could use Plasma Grenade and EMP.

You will definitely see a greater variety of builds if this happens.




King Helios -> RE: =ED= Balance Discussion IX (6/25/2012 7:40:52)

quote:

but in battle what is your actual damage


Foe has 21-26 +5 -2 Resistance = 24-29 RES.

1v1.

I have 64 Base Damage with Overload/Multi (after Smokescreen/Assault Botted)

I do 38 on Overload, 40 on Multi.

Resistance used for Overload = 26

Resistance used for Multi = 24

I am doing the right amount of damage.





5rr5 -> RE: =ED= Balance Discussion IX (6/25/2012 10:07:48)

A lvl 34 varium player will almost rage quit, when their partner is a non varium lvl 29, and fights against two 34 varium players!




Luna_moonraider -> RE: =ED= Balance Discussion IX (6/25/2012 10:10:18)

@ above

it is no longer lvl 29 it is now lvl 30. they changed it a while back. yeah but still it makes no difference wat so ever 2v2 has been and always will be unbalanced.

@ below

nope they are not happy at all there is something called as juggernauts bugging them XD




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