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7/2/2011 18:05:52   
Vendetta~
Member

smoke screen and artillery strike will be replaced by reflex boost and stun grenade

< Message edited by Vendetta~ -- 7/2/2011 18:06:05 >
DF  Post #: 26
7/2/2011 18:10:25   
Tiago X
Member

Vendetta, you don't need to spread rumors to get attention here ( :
DF MQ AQW Epic  Post #: 27
7/2/2011 18:18:45   
Mr. Black OP
Member

@tiago
sure i have high dex already and with smoke i think i could live with a 45% block rate then a 52% and with hybrid i could have less support so more tech which increase my block rate through smoke and that increase my dmg
pleasure doing business with u
Epic  Post #: 28
7/2/2011 22:08:51   
IsaiahtheMage
Member

Ashari I hope what your saying isn't true. Think about all the Mercs who rely on Hybrid Armor for defence. It is their(our) only passive and defence. Same for Tac Mercs we all only have one defensive passive. We need it.
AQW Epic  Post #: 29
7/2/2011 22:26:48   
Yo son
Member

I would rather have hybird removed from mercs, replace it with DA for tac mercs, and make it start at energy for mercs, or 2 turn cool down.
Post #: 30
7/2/2011 22:28:05   
charwelly
Member

Nerf nerf nerf nerf thats all i hear now
AQW Epic  Post #: 31
7/2/2011 22:42:47   
IsaiahtheMage
Member

^I know right.
AQW Epic  Post #: 32
7/2/2011 22:48:37   
Luna_moonraider
Member

Nerf nerf nerf is that all i hear when will i hear buff or something nice. hybrid is not the problem the problem is technician. the should replace technician with blood shield.
AQW Epic  Post #: 33
7/2/2011 22:53:45   
edwardvulture
Member

No more nerfs to original mercs. Go get the tact mercs.
AQ DF MQ  Post #: 34
7/2/2011 23:19:36   
Bunshichi
Member

Yo son aren't you a mage your trying to make a nerf suggestion that benefits mages -.-
MQ AQW Epic  Post #: 35
7/3/2011 1:12:18   
aramcho213
Member

I'm a Tactical Merc :P.
Post #: 36
7/3/2011 1:16:29   
goldslayer1
Member

Nerfing hybrid wont solve anything.
in fact it will make mercs UP like mages were right after heal loop was nerfed.
AQW Epic  Post #: 37
7/3/2011 2:04:12   
Nehal007
Member

Wtf merc n tact me4rc really need it othrwise nuthing will b left wid them....
Post #: 38
7/3/2011 4:17:53   
Arath
Member

I have an idea to balance Tactical mercenary.
How about changing hybrid armor to something similar to the reduce debuff effect of the assault bot.
Only that it is a passive skill. Maybe at max it could be at a range around 40% effect.
I feel that the hybrid armor should stay for mercenary because it is the only passive skill.
Tactical mercenary is more versatile to have 2 passive skills and thus could be change.

< Message edited by Arath -- 7/3/2011 4:19:18 >
Post #: 39
7/3/2011 8:25:26   
ZirakogluED
Member

quote:

so we only hav 1 passive? wtf

Cyber Hunters only have 1 passive so stop the moaning x.x
~Z
AQ DF MQ AQW Epic  Post #: 40
7/3/2011 10:32:15   
Wiseman
Member

This is just a rumor, at this time a hybrid nerf hasn't even been considered, and nothing has been confirmed.

Out of all the current hybrid armor suggestions I've seen, my favorites are: Having it start on energy for Tact Mercs, and giving it a support requirement. I also doubt that the skill will be removed from the Tactical Mercenary class, and I know it wont be added to the Blood Mage class, as that would make BM far to overpowered when combined with Bloodlust and Deadly Aim. IF hybrid was removed from Tact Mercs I personally believe that it wont be added to any other class, it would most likely become regular mercenary only. I actually have no idea what will happen to hybrid armor (maybe nothing will happen to it), however I don't believe the actual defense/resistance levels will be changed.

NOTE: This is just my opinion, at this time nothing has been decided, I'm just pointing out the most likely possibilities.
AQ DF MQ AQW Epic  Post #: 41
7/3/2011 11:12:15   
Calogero
Member

if ANYTHING needs to be fixed on Tact merc, it would be Poison Grenade... That ship is Overpowered and we all know it

_____________________________

Having a Signature is too mainstream
AQ DF MQ AQW Epic  Post #: 42
7/3/2011 11:25:37   
Arath
Member

Having hybrid armor on energy at start just gives str-abuse mercenary one less reason to put their stat on tech
Post #: 43
7/3/2011 11:31:37   
Tiago X
Member

^That.
As for poison grenade, how about raising it's energy cost?
DF MQ AQW Epic  Post #: 44
7/3/2011 11:31:44   
Wiseman
Member

Tactical Mercenary strength builds aren't as fast as regular Mercenary strength builds, which means they naturally need a bit more resistance to survive longer. As long as they don't change the hybrid on the regular Mercenary this shouldn't be an issue. As far as the armor types go, the resistance armors are favored at this time, because of hybrid starting on defense, however if there was two separate types of hybrid then the defense/resistance armor types would also balance out. One type of armor is not supposed to be favored over another type, this is essentially a balance issue that wasn't really solvable until now. More armor types means more diversity and strategy in battles, and in my opinion that's a good change, not a bad one.
AQ DF MQ AQW Epic  Post #: 45
7/3/2011 12:01:36   
Arath
Member

how about making hybrid armor a max lvl 6 skill and have it 6 each on defense and resistance
or have something like a percentage calculation for both of it same as deadly aim somewhere between 15% - 20% at max

< Message edited by Arath -- 7/3/2011 12:11:11 >
Post #: 46
7/3/2011 14:41:52   
DeathSpawn
Banned


Uh oh this just in...Apparently Tac Mercs only get 3 skills period....Tech boost, Atom smasher, and reroute. Good luck guys :D
AQW Epic  Post #: 47
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