RE: No skipping turns anymore? (Full Version)

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Remorse -> RE: No skipping turns anymore? (2/5/2013 10:53:01)

^'Problem is at low levels (when abusing issues occur) most dont have robots, or auxs or even side arms.

And even if they did have sidearms that can still be the same as a strike since its improves with STR.

But it was a good thought vypie.

I can tell we aren't far off a fool proof easy solution.




J.U.S.T.I.C.E. -> RE: No skipping turns anymore? (2/5/2013 12:12:16)

Remorse hmmmm, maybe the devs can design it whilst Titan does the code for new weapons and Rabby the Rabblefroth designs this idea?




Vypie -> RE: No skipping turns anymore? (2/5/2013 12:49:39)

@remorse

hum, that is right.
I've thought about something else:

[Late Strike]:
A Strike unleashed when timer runs out. This attack scales with level, and can deal energy or physical damage (50/50)


This way all classes and builds benefit equally.
I can see one problem, though.
A player could have such low STR(or other stat) that using [Late strike] would be more effective than striking, or using a weapon. This would make players wait on purpose, and would grant then unfair power.

Maybe in those cases, the damage calculation should be equal to the lowest weapon damage the player has. (strike/gun/aux/etc)
If a player had a build with very little support, and the AUX damage would be lower than the [Late Strike], then it would be as low as the aux damage. (or gun, or strike, or robot, etc. the one with less power.)




Sesura -> RE: No skipping turns anymore? (2/7/2013 9:58:04)

Wow. While I was reading your ideas I was mouth-opened! Really good ideas in the house! Thank you for your ideas guys! I hope this suggestion would lead on to something and when implemented, balance would be the 1st thing to be done. :)
After Omega issues about the release I hope this would be discussed by players if this would really help.




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