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

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Stabilis -> RE: =ED= Balance Discussion XI (9/24/2012 22:15:53)

^

Which class is this for? Mercenary or Blood Mage?

Also, is this considered a passive skill- if so, a passive skill may need removal due to the 3 passive skills advantages?




ND Mallet -> RE: =ED= Balance Discussion XI (9/24/2012 22:20:20)

@void I said active health version of Reroute so it's probably not a passive. It will probably be Merc only since BMs have Bloodlust to further prolong their life already.




zippinbolts -> RE: =ED= Balance Discussion XI (9/24/2012 22:28:04)

CH might as well not need a passive.. Their mana regen is monstrous.




Stabilis -> RE: =ED= Balance Discussion XI (9/24/2012 22:49:11)

@ND,

The idea does not sound too bad at all- minimum and maximum energy costs and damage-to-health values? Does this last 3 or 4 or 5 or more turns? No need for stat requirements, I will not bother you for those.

As this is a damage-based skill, health exploits should be considered. From my experience there are no skills that synergize with this "blood reroute", however noting that low agility triggers lower defences as a result increasing incoming damage while the skill reduces damage while not affecting rage. So this may potentially infer a rage advantage, but not too severe.




zippinbolts -> RE: =ED= Balance Discussion XI (9/24/2012 22:55:11)

What does active reroute mean? Like blood commander for EP? Or like Heart Beat from BH?




Stabilis -> RE: =ED= Balance Discussion XI (9/24/2012 23:01:42)

^

He is suggesting Reroute that gives a percentage of damage to health back for a number of turns. Works like Technician.




Mother1 -> RE: =ED= Balance Discussion XI (9/24/2012 23:39:09)

Sounds like a weakened version of bloodlust but still it does sound interesting.




Darkwing -> RE: =ED= Balance Discussion XI (9/25/2012 7:10:22)

so it's blood commander but you don't get bonus strength. why not buff/change blood commander instead?




zippinbolts -> RE: =ED= Balance Discussion XI (9/25/2012 8:47:28)

Because Blood Commander still is useful.




Stabilis -> RE: =ED= Balance Discussion XI (9/25/2012 8:58:16)

^^^
^^
^

I think ND means when YOU take damage, some of that damage is given BACK to YOU. Not Bloodlust.




Mr. Black OP -> RE: =ED= Balance Discussion XI (9/25/2012 10:07:27)

quote:

CH might as well not need a passive.. Their mana regen is monstrous.

Yes, my huge regain of 5 energy every 3 turns at max sure is monstrous.




theholyfighter -> RE: =ED= Balance Discussion XI (9/25/2012 10:33:36)

quote:

CH might as well not need a passive.. Their mana regen is monstrous.

Wow, I get 3 energy every Static ! Normally get 10 energy on rage-static! Hmm Monstrous?




Darkwing -> RE: =ED= Balance Discussion XI (9/25/2012 10:50:44)

^ maybe he doesn't know SC got a nerf




zippinbolts -> RE: =ED= Balance Discussion XI (9/25/2012 16:32:06)

All of the CHs I played against got 10-14 EP back on non raged SC hits. Maybe build differences?




King Helios -> RE: =ED= Balance Discussion XI (9/25/2012 16:36:53)

May I ask, what is your Resistance? A static would have to do 34 for 10 EP, and 48 for 14.




zippinbolts -> RE: =ED= Balance Discussion XI (9/25/2012 16:38:05)

21-26 is my res.




Renzan -> RE: =ED= Balance Discussion XI (9/25/2012 16:49:03)

^

That would explain why, it also depends on the strength of the CH. Kinda regret switching to CH since it's so UP now. :(




The Astral Fury -> RE: =ED= Balance Discussion XI (9/25/2012 16:50:40)

CH are UP? I'm playing one and can beat level 35 varuims while I'm only level 31 and alot of them are either dex BH with max shadow arts or 140 caster tech mage which takes a little more effort.




Ranloth -> RE: =ED= Balance Discussion XI (9/25/2012 16:50:46)

CH is UP.. Right. And where is MERCENARY Class then? Is it stronger than CHs now? Base Energy doesn't take that much to train. Losing 2 Def/Res/damage is usually 16-20 Energy so do that instead of having to rely on SC for your build to work. TMs/TLMs have Reroute yet they train Energy. What sorcery is this? They have Reroute so surely training Energy is.. not good?




The Astral Fury -> RE: =ED= Balance Discussion XI (9/25/2012 16:57:19)

Is BM still kinda OP? And is TM OP also?




Ranloth -> RE: =ED= Balance Discussion XI (9/25/2012 17:07:05)

If BM is OP then it'd only be Strength one and for TMs it'd be Caster only (Tech abuse). Just slow down Strength progression by 1 at all ranges and it'll fix majority of issues with Strength abusing for all classes + for Caster TMs just make Tech/4 instead of Tech/3 for damage + 33 EP cost as opposed to 29. Simples.




rayniedays56 -> RE: =ED= Balance Discussion XI (9/25/2012 17:42:37)

TM's:

Casters with huge EP and HP and Resistance of 32-39=OP


STR BM's: Able deal massive damage with a gun which DA amplifies and cooldowns every 2 turns while ALSO giving back enourmous HP=OP


The rest are eh.



Not to be rude Trans...but...I know a LOT of TLM's and TM's who use their BASE EP and do the same exact thing Cybers did...



MERCS are ALMOST alright. Maybe one more small buff would help.


CYBERS are becoming massively UP now. With no guaranteed HP or EP regen, they are open to destruction. Only working builds are: Strength Abuse (21-26+35 with massacre) OR tanks (34-41 defense and 26-32+10 res)
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Correct me if I am wrong please? Cause all I have seen are these in the past few days with BM's and BH's dominating the charts.



No flaming intended, just pointing out some issues.

Maybe the Devs should have reworked ALL EP and HP regens before picking on one class.


just saying

(I feel that TM's, BM's, BH's, and TLM's are gonna flame me now :/)




Mother1 -> RE: =ED= Balance Discussion XI (9/25/2012 18:02:02)

Rayniedays56 I am a TM but I won't flame you. I can agree with you on some of that stuff especially with some TM and TLM never training their energy. However, before static was made the way it is now, the vast majority of CH I seen never or barely trained their energy especially before static was made the way it is now. Every turn it was removed from cool down all you had to do was use it get x amount of damage and boom depending on what energy you had left you could loop your healing, malfs, etc.

While trans didn't mention those TM and TLM who do this, there were far less of them doing that then Cyber hunters. I am not going to lie I have seen some CH train their energy even with static like this heck whenever I switched to Cyber hunter I always trained my energy but as stated before the vast majority of CH didn't and as stated by cindy some time ago abused heal loops. Plus if I remember correctly Rabble's last report stated CH were doing great in 1 vs 1 and really well in 2 vs 2. I mean if CH were so under powered don't you think the staff would be buffing them like they are doing Mercs?

Also as for static it is more you just got to know when to use it instead of using it everytime it pops up. That how it always was before the nerf, Malf, static (insert move here) (Insert move here) static one again until the duel was over unless someone EMP or energy drained you then it would be Static (insert move) Insert move) Static and so forth. Now most people use it with rage since it doesn't have the same impact as before or just don't use it at all because they it doesn't work like it used to but the nerf to CH doesn't make the class itself under powered. Otherwise Rabble would have found some way to buff the class or undo the nerf to static.




Renzan -> RE: =ED= Balance Discussion XI (9/25/2012 18:29:11)

They could increase the SC's percentage a bit. Me putting Max points into Static Charge only gives me 3 EP for every 10 damage I do which seems a bit small to me.




doomturtle -> RE: =ED= Balance Discussion XI (9/25/2012 18:36:46)

Ok so people say these 3 classes are up... Cyber merc and Tlm if I remember correctly in the past 2 weeks I've been all these classes and won a mojority of my battles with multiple builds. Even with strength Tlm and support cyber. No class is up at this time. Strength blood mage, smoke mass bh and caster tm are good but there builds are easily countered. Take away their energy or raise your defence or resistance with a skill and heal its not that difficult. Use strategy instead of straight damage every turn




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