Boosters (Full Version)

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shockfoot -> Boosters (2/10/2013 14:04:48)

I think that since we have the armor ability "generator" to gain health and energy based on their opponents' defenses, boosters shouldn't be in battling. For juggernaut, the armor ability can add the defenses of the 2 opponents, and in turn, gain however much they will, which would be fair since, if fighting lower level opponents due to the recent update, gaining not too much health or energy, which will be fair. Boosters should only be allowed for npc's/bosses. Being able to heal, heal two more times with boosters, and heal again from the armor ability, there will be 1 or 2 more turns left to heal again, which is kind of overdoing it. I think the fact that Epicduel does not have boosters available is great. It makes the game less of a bummer when you forget to equip your own, and speeds up a battle when facing an opponent with a tank build. any opinions?




legion of souls -> RE: Boosters (2/10/2013 15:02:17)

So you are saying that you must have the generator ability to play jugg?

No way, boosters actually added strategy to fights and adds some twists




Oba -> RE: Boosters (2/10/2013 15:11:17)

quote:

No way, boosters actually added strategy to fights and adds some twists


Nope. I am actually glad that they are temporarily disabled, because boosters are something that really pisses me off and so they have for all this time. Make them available in boss battles and against NPCs, but not against other players.




Mother1 -> RE: Boosters (2/10/2013 15:57:32)

@ oba

I fought a few bosses and to be honest some of them you don't even need boosters for. As for jug fights in delta you really didn't need them most of the time because your opponents could barely scratch you without luck. However now with jugs until they get things back in balance I say they are needed in jug fights. Especially if you are going against those OP builds in pairs.




ValkyrieKnight -> RE: Boosters (2/10/2013 17:50:37)

Once they nerf down strength and strength based skills, or even malfunction & smoke I can totally see the 5 focus tanks coming back. If they bring back boosters it'll be so easy for tanks to abuse 2 health boosters, generator, and their normal healing to Robot their opponents away.




SouL Prisoner -> RE: Boosters (2/10/2013 22:35:50)

Four words " we Need BOOSTERS back"

And I am 110% sure the one who jugg has no prob with this .. and players who don't play juggs has no rights to decide for them.

If solo and team does not want boosters, fine ... Make boosters only for jugg ... If u equip boosters and try to solo or team, it should say "boosters only allowed for jugg mode" prob solved ..




ED Prince of Shadows -> RE: Boosters (2/10/2013 22:44:59)

While I don't play jugg at all, I have heard that it is nearly unplayable without boosters. However, with the other game modes, five focus tanks would literally be able to have seven or so healing skills in a row (for TLM only-- field medic, frenzy, booster, booster, generator, field medic, frenzy). They could literally survive anything if they have high def/res and then finish us off with crazy damage from IA.




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