Possible Weapon Abilities (Full Version)

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LatinLover/Martini -> Possible Weapon Abilities (1/6/2013 1:10:36)

Weapon Abilities.

Time Lapse
15% chance of reducing the time to make an attack for 2 turns


Burn
12% chance of causing 5 damage every turn for 5 turns


Greed
8% chance of taking away one of the opponents skills on the skill tree for 3 turns


Daze
12% chance of confusing the opponent (Confusion is when the attack may or may not hit; 50/50 chance) for 3 turns


Shield Seal
13% chance of disabling the opponents shields/buffs (technician, reflex boost, energy shield, field commander, blood commander etc) for 3 turns


Tech Tripwire
10% chance of lowering the opponents tech by 15 points for 2 turns


Dex Delete
10% chance of lowering the opponents dexterity by 15 points for 2 turns


Silent Sweep
15% chance of disabling the opponents boosters for 3 turns

Just thought of em :)




Remorse -> RE: Possible Weapon Abilities (1/6/2013 1:25:13)

Some good ideas,


The chance %'s Are a bit too high in some.

And I dislike the idea reducing time in turns, that should always stay the same, due to some people have lagg in some cases give them as little as 5 seconds to choose an attack.

Burn seems too strong Id say make it last only 3 turns,
Greed is too similar to pyro fly, we dont need more of that type of special, unbalanced enough as it is.

Shield seal is like azreal, plus shields are underpowered enough as it is also, if anything specials need to buff shields since of the null effect azreal have given them.



My personal opinion is weapon specials should not have negative luck enforcing effects, damage is fine, positive luck is great such as the connectivity chance, but things like disable boosters will probably just add to the increasing amount battles are luck based these days.




Midnightsoul -> RE: Possible Weapon Abilities (1/6/2013 1:26:10)

Shield Seal is OP...




LatinLover/Martini -> RE: Possible Weapon Abilities (1/6/2013 1:32:22)

Is we lowered the % it wouldnt be as OP




Vypie -> RE: Possible Weapon Abilities (1/6/2013 2:03:11)

It would not be balanced.

It's always better for balance to have passives with higher chance to proc, but not so powerful.

I will give an extreme example to show my point:
Imagine a passive special which could delete half the enemy HP and EP. This is way too powerful. Would it become balanced if it had only 3% proc chance?
No, because if it happened, it would make too much difference, it would become the decisive factor in the battle.

You can't just nerf the proc chance%... If is too powerful and dependent on luck, Its not reliable, or a game changer when it happens.

I liked the idea of this one, mind if i modify it? :)
Greed
30% chance of taking away one of the opponents skills on the skill tree for 1 turn.

By nerfing the power and increasing the chance%, it is now a reliable skill which you can expect atleast once or twice during the battle, while not becoming a too determinant factor.






Crimson Eagle -> RE: Possible Weapon Abilities (1/6/2013 2:51:44)

@Vypie,

If that was to happen, then Greed would be useless and totally under powered. What if that particular move was in cool down? Wasted ability.

~Crimson Eagle!




theholyfighter -> RE: Possible Weapon Abilities (1/6/2013 4:55:44)

Greed can be adding one cooldown to all skills?




Vypie -> RE: Possible Weapon Abilities (1/6/2013 9:21:08)

@Mr. Clean XD
Cooldown? It's a passive ability!
The idea is that it has a chance to happen each time you attack your the enemy.




TRizZzCENTRINO -> RE: Possible Weapon Abilities (1/6/2013 10:17:06)

@above so if you get lucky, you can take 3 skills off your opponent, i think mr clean means that once you have taken a skill, you will get a cooldown for the special, once the skill is returned to your opponent, then you can resume the skill taking.




LatinLover/Martini -> RE: Possible Weapon Abilities (1/6/2013 10:39:45)

Noone has really commented on a certain skill just overall. Anything that you like or need changed?




Stabilis -> RE: Possible Weapon Abilities (1/6/2013 10:57:31)

As a whole the abilities are fine, but please try to not involve time-related effects in the abilities please. Yes, it can be argued that stunning is just as bad or even worse than losing time in a turn, but stunning is a direct choice that the player makes when they choose to use Maul, Plasma Grenade, Stun Grenade, etc. As a side-effect of an action (attacking), reducing time is on the same path as having double turns. A single turn is detrimental in EpicDuel, because how many turns do battles really last? 10, 5? Between 10 and 5 (but higher or lower in extreme cases of attack or defense). So 1 turn out of 5 is 20% of the battle, 1 turn out of 10 is 10% of the battle. Is losing 10% to 20% of the time in a standard battle not overpowered? I would say losing that much time in a battle places such a great burden on the victim that it would be overpowered. And this is only counting if 1 turn was lost, imagine 2 or more.

Other than that the remaining abilities are fine by me.




Vypie -> RE: Possible Weapon Abilities (1/6/2013 11:45:21)

@Trizz
3 skills? O.o
Well, when I modified the idea, you can notice it would only disable a skill during one single turn. At maximum, if very unlucky, you would have one random skill of yours disabled each turn.



About the Daze/confusion skill, I imagined a usable, active skill which would deal no damage, but would confuse the enemy for two turns, with 50/50 chance of enemy missing the attack.
If skills were used, they could miss, wasting the energy.
This would be a defensive ability, causing the opponent to become cautious not to waste energy, and slow the offensive.




Drianx -> RE: Possible Weapon Abilities (1/6/2013 15:20:22)

Lol I am amused on how people are paying attention to numbers instead of the ideas themselves.

Time Lapse - I wouldn't pay for it as I do not consider it as an actual advantage.
Burn - Supported
Greed - Supported
Daze - Supported
Shield Seal - Supported
Tech Tripwire - Not supported. That debuff should remain caused only by Malfunction. Reason? It is overkill in 2v2.
Dex Delete - Not supported. That debuff should remain caused only by Smoke Screen. Reason? It is overkill in 2v2.
Silent Sweep - Supported

I will add one:
Clumsyness- 3% chance that the opponent's move hits back. For 2v2 chance should be 1.5% for each opponent.
EXAMPLE:
- the opponent's attack hits himself instead of you. In 2v2 hits himself or his partner.
- the opponent debuffs himself instead of you. In 2v2 he debuffs himself or his partner.
- buffs you instead of himself. In 2v2 buffs you or your partner.




Lycan. -> RE: Possible Weapon Abilities (1/6/2013 17:11:39)

quote:

Burn
12% chance of causing 5 damage every turn for 5 turns

This is way to OP, for 5 turns at 12% chance? if it 12% chance it should last 3 turns at most.




Crimson Eagle -> RE: Possible Weapon Abilities (1/6/2013 17:25:22)

quote:

Burn
12% chance of causing 5 damage every turn for 5 turns.
That's a total of 25 damage!

What about:

Burn:
12% chance of causing 5 damage every turn for 3 turns. So a total of 15 damage.



OR

Burn:
12% chance of causing 3 damage every for turn for 5 turns. So a total of 15 damage.

I think that 25 damage is a bit too high. So 15 is perfect!



Another way to solve this:

Burn:

10% chance of causing 6 damage every turn for 3 turns. So a total of 18 damage. (It does 3 more damage, but has a %2 less chance of happening.)



As for the other suggestions, I think they're pretty good! Not too OP but at the same time, not too UP either!
Good job @LatinLover/Martini, I love this suggestion.

EDIT: Maybe lowering the % in some of the abilities. There's just a few that a little bit too high.

~Crimson Eagle!




LatinLover/Martini -> RE: Possible Weapon Abilities (1/6/2013 23:03:59)

I dont think it would be OP, also realize these %'s could be changed doesnt mean its going to be the exact % ;D




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