A Buff to Support: Grenades (Full Version)

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Mr. Black OP -> A Buff to Support: Grenades (6/6/2012 19:03:53)

New Weapon Grenades:
Only 4 in the entire game, 2 Physical and 2 Energy, they are blockable/deflectable (not sure yet), give no stats, 3/4 (do not want them to be OP or UP so not sure) cool down, no enhancements, and gains power at the same rate of your auxiliary.
But have criticals only ignore 33% of defense.

The grenades damage are determined by your level. If you buy the Varium version then it is your level+1 to get your base damage, non-varium version is your level-1. (Slightly stronger)
But you have to be at least level 25 to purchase one.

So lets say you are using the non-varium grenade and your level 32, the grenade's base damage will be 31.




One Winged Angel1357 -> RE: A Buff to Support: Grenades (6/6/2012 19:50:38)

If they can fix whatever made grenades OP'd in the original testing Im all for them but robots are the recycled code from grenades

Here is the DN about the robots replacing grenades




Mr. Black OP -> RE: A Buff to Support: Grenades (6/6/2012 19:54:39)

Well it's kinda hard considering they never mentioned what made them OP to begin with. My idea is a move that can only be used once every 4 turns, gives no stats, and has as around as much power as a regular weapon your level.
But maybe make them dirt cheap or something because they said they were also never really useful.
quote:

Plus, in the future you may be able to place one of these guys to guard your house!

Something I noticed from the DNs.
Am I allowed to post all my suggestions in one thread or do I make a different one for every suggestion?




ND Mallet -> RE: A Buff to Support: Grenades (6/6/2012 20:03:47)

No. It's already pretty easy to avoid using Strike at all in a battle. Plus the fact that a non deflectable ranged weapon which improves as fast as auxes is probably going to be a problem especially when combined with Malf/Smoke and Rage/Crit.




Mr. Black OP -> RE: A Buff to Support: Grenades (6/9/2012 23:24:35)

^
Thanks for the feedback.
I edited it so it is deflectable/blockable and criticals would ignore less defense.

Criticals would ignore less defense in order to prevent luck from playing a big role in battle.

I do not think smoke/malf would be too important since primaries can strike EVERY turn, or you can use gun, aux, then a skill off your skill tree.

Why should a person have to use strike anyways? It just places too much emphasis on strength, dong this would help reward those who do not abuse strength.





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