Returning Passives with Lower EP. (Full Version)

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racing.lo.mas -> Returning Passives with Lower EP. (1/25/2016 11:41:25)

I didnt meant to make passive back.
I just suggested to reduce the energy from the skills that were passives to something low. The first I thought was 10 energy and increase 10 per level.
They will still working like actives:
You have to waste a turn using them and they works for some turns.

But I guess they should have a low cost. For example, without blood lust, bh cant run in a massacre build. But with this suggestion, a bh will be able to use this build. Mark of blood wont need much energy, so they will be able to focus in using massacre, and maybe smoke.
Mercenary wont have a problem using bunker or Surgical.

But I never suggested to make passives back.

Changed title to clarify thread purpose. ~Battle Elf




The berserker killer -> RE: Passive. (1/25/2016 12:35:37)

I understand what you're saying here. Basically decrease the cost of Mark of blood, Hybrid armor (mineral and plasma), and Firescythe (which I think was the change for deadly aim). I don't know what to say about supporting this because certain classes would be insanely powerful.....however every class would get an insane buff at the same time.

I mean, based off of your scaling, lvl 10 mark of blood would cost 100 energy, lvl 10 hybrid would cost 100 energy, and lvl 10 firescythe would cost 100 energy and lvl 10 plasma and mineral armors would also be 100 energy. That can affect balance in a HUGE way as it allows spammable shields, 32% hp regain, and 40% defense ignore for a cheap price. It could very well be good for the game, spicing things up.

It seems like a big change that could only be understood and decided as good or bad from a testers point of view in a dev server, but im not a tester. I would love to test this out though. We would have a lot more energy to do a lot more stuff with




racing.lo.mas -> RE: Returning Passives with Lower EP. (1/26/2016 1:23:16)

Thats exactly what I meant.
But they wont be so op, because they should be nerfed. And the nerf just will make them work as they did before.
For example hybrid armor at max lvl gave +6 defense and resistance. So it would give +60 to defense and resistance (or maybe a bit more).
Hybrid armor, Mineral Armor and Plasma Armor werent made to be used when someone used a debuff in you. They were made to give a little bonus of defense.
So if you change this, a player will use this skills at the begging of the fight, getting the advantage that these skills gave before.
Also with a nerf for those skills, indirectly, we will be giving a buff to debuff that have been weak for a long time.

Maybe you can change the skills to last all the fight, so when you activate them, you dont have to care about using them again:
Fire Scythe can be replaced with a skill that gives you more damage in your gun (like aim assist).
Energy Parasite can drain energy all the fight but with a low %.
Battery Backup can back to the old Reroute.
Mark of Blood instead of striking, just waste 1 turn, activating the skill for you.
Shadow Arts instead of ignoring defense, it can give an extra bonus of luck with blocks and stuns (as before). And maybe you can add a low chance of deflection too.
And for mercenary, you will need to find a good version of Adrenaline Rush, because it has never been so good.

The main idea is to make the skills more cheap, so some builds can come back (or even let players create new builds) and the energy wont be so necesary in the game.
Making the skills like they were before is just an idea that came to me. I think it's ok, because the skills will be like before and the reason of changing them to active wont be destroy.
They made those skills actives because players "werent doing something to get the benefit of them". With this suggestion players will be doing something to deserve the skill: Wasting a turn and energy.




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