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RE: =ED= Balance Discussion XI

 
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9/23/2012 19:04:26   
zippinbolts
Member

Did I say TM? *facepalm* I mean Tac. Merc. It quite frustrating to loose your tanking ability or burst against a tank.
AQ AQW  Post #: 451
9/23/2012 19:06:03   
Rayman
Banned


Wow, Soon When They Add 36 DMG Guns, We Will see Deadly Aim Giving a +11.
AQW Epic  Post #: 452
9/23/2012 19:07:03   
zippinbolts
Member

Is that a big issue?
AQ AQW  Post #: 453
9/23/2012 19:08:06   
rayniedays56
Member

Hey guys! :D


I just want to put in a few thoughts on the Mercenary class, now that I am one.


Hybrid Armor: Needs level scaling. Currently it is at +6+5 on ALL levels.

Double Strike: Cost is very effective for the damage. No changes.

Bunker Buster: Extremely powerful move. Coupled with the Infernal Interdictor, this is QUITE a devastating move. Currently well enough as it is. Maybe slower scaling on the lower levels, but let's not push it.

Blood Commander: No changes. Perfect the way it is. An extra benefit :)

Intimidate: People WANT changes for this, but the only changes I can see would be maybe 1-2 EP less in cost. Currently good enough for me :/

Berzerker: Currently no complaints. The cost is effective with the amount of damage done.

Maul: Maybe lowering the EP cost of this move would allow people to use it more. I was thinking maybe 1 EP less per level?

Artillery Strike: Perfect the way it is. Since it improves with Support, then this gives the mercs MANY ways to overcome the effects of NO debuffs that lower defenses. Think of this. A higher Artillery Strike means more support. More support gives more crits, start times, improves blood commander AND intimidate.

Surgical Strike: Not GREAT yet but getting there. Maybe lowering the cost of this ultimate by 2 EP per level (57 EP max) would make people value this skill more.

Adrenaline; The current buff on it was GREAT! I use a level 6 Adrenaline and I rage quite fast. Plus the support requirement adds for a bonus improvement to rage.

Atom Smasher: The only issue I see with this is the amount it does for the block chance and cost it has. Maybe making the conversions higher in the lower levels and smaller in the higher levels would help players use this more effectively.



AAAAND. Those are my thoughts :)



@Rayman


I believe the damage for DA is capped at +10








< Message edited by rayniedays56 -- 9/23/2012 19:10:24 >
AQ DF MQ AQW Epic  Post #: 454
9/23/2012 19:24:41   
iTz Ice
Member

@RaynieDay56

We still don't know if Deadly Aim (DA) caps at 10. Cause currently none of the % give enough for gaining a 10.1% Damage. How ever when they relase sidearms whit 36+ Damage, Deadly Aim at Max will give
28% More Damage Meaning that 36/100 = (0.36) (28) = 10.8
Which rounds to 11+ Damage.
Epic  Post #: 455
9/23/2012 19:29:29   
Rayman
Banned


rayne:
I Don't Think So. That's Cuz There's no High Dmg gun to get the +11 Bonus. The max is 35 dmg for gun so, 35 * 0,28 (28 from max DA) = 9.8=+10.
36 * 28= 1008=11 Or maybe it says 10,08 and is just +10.

< Message edited by Rayman -- 9/23/2012 19:32:37 >
AQW Epic  Post #: 456
9/23/2012 20:38:07   
King FrostLich
Member

When I was non varium, I had the Dread Cannon with +31 damage and set my deadly aim at level 8.(26%) I had +9 extra damage from gun and multiplying 31 with 0.26 gives 8.06 as the number.
Epic  Post #: 457
9/23/2012 20:41:08   
Rayman
Banned


^
Ok with that we Know that 36 dmg guns will have +11 bonus from Max DA.

_____________________________

AQW Epic  Post #: 458
9/23/2012 20:44:00   
DanniiBoiixD
Member

^ Unless, like raynie said, it caps at 10.
AQW Epic  Post #: 459
9/23/2012 20:49:52   
Stabilis
Member

No, it does not cap. It never did.
AQ Epic  Post #: 460
9/23/2012 20:54:46   
Rayman
Banned


Yeah, It Never DID. No One saw +11 ON DA because all the guns had 33 and below and now 35 and below and that's isnt enought to get the +11, but with 36 you get the change to get to +11.
AQW Epic  Post #: 461
9/24/2012 1:28:04   
Blaze The Aion Ender
Member

Now that I truly have tried TLM
I know... It's amazing
I love it, it used to be my least fav, I think it is my ultimate favourite now
I, for the very first time ever, beat Gassia
She has beaten me countless times, but I won
It was partially luck... Er... Partially because of lack of luck on their part, but I did it

It is an amazing class, I had lost once, and that guy had crit'd me 3 times out of nowhere
AQ DF MQ AQW Epic  Post #: 462
9/24/2012 2:46:14   
Midnightsoul
Member

I think the HP vs Defenses Balance still needs to be changed. I suggest having dex scale like tech since tech was buffed. As for offenses, they're still OP'ed in a sense. We need balance like pre-Delta when the three base classes were perfect equals...

Shadow Arts needs a change still. I say remove the stun chance and apply crit chance (10% max) to the gun and aux.

Assimilation>Static Charge so Cyber is exactly like BH, except with a passive armor...
JUST GET RID OF THE EMP FROM CH.

All stuns must have proportional dmg still..

TLM needs technician still...
DF AQW Epic  Post #: 463
9/24/2012 8:55:05   
Blaze The Aion Ender
Member

@Midnight

I just went tac merc, I don't think it needs technician, it couldn't hurt, but it's not necessary

As for your shadow arts idea, the critical chance is more powerful than stun chance, it would make it more annoying and OP than now
AQ DF MQ AQW Epic  Post #: 464
9/24/2012 9:29:32   
Wootz
Member

Too lazy to read the last two pages. What we discussing?
AQW Epic  Post #: 465
9/24/2012 13:12:03   
sha 2nd mage
Member

I just wanna say, that deflection should be put back to Support.
Its really unfair when every one is useing tank builds .

_____________________________


Epic  Post #: 466
9/24/2012 18:57:14   
zippinbolts
Member

Mercs are getting slapped in the face these days. We have no passive regen. That is HUGE. Everyone else has some.
AQ AQW  Post #: 467
9/24/2012 19:06:48   
Mother1
Member

Not to mention they have no way of countering debuffs others the rusted assault and assault bots which as I said before were nerfed because they were too useful. But they do have a skill that give them back health and it is called blood commander. I mean sure it is only for 4 turns, but it does give them back health.

Epic  Post #: 468
9/24/2012 19:09:47   
rayniedays56
Member

Hey Zippinbolts. Cybers have no passive regain

Also, mercs aren't getting "slapped" in the face these days. I use a Varium Bunker Buster Merc level 35 and I can go toe to toe with ANY build on ANY class.

Merc is more of a strategy based class. Not one that overly rely's on a debuff or passive regain.

If you need proof, here is my build

http://i1136.photobucket.com/albums/n496/rayniedays56/amber-4.jpg


@mother1. I use the Pyro Fly, so I also have no way to counter debuffs. However, I dont need to. :d



< Message edited by rayniedays56 -- 9/24/2012 19:10:39 >
AQ DF MQ AQW Epic  Post #: 469
9/24/2012 19:23:03   
DestruRaGe
Member

Devs when theres gonna be some balance updates?
I really would like to see those new Multi skills for evolved classes that you mentioned about long time ago.
It would be so cool to get new multis! Nowadays practically no one uses multi skills in 2vs2! I talk about high lvl players.
Evolved classes should have more different skills! Not only two!
You know new look, animations, maybe effects. Make gameplay more interesting and enjoyable!
Epic  Post #: 470
9/24/2012 19:23:11   
Mother1
Member

Rayniedays56 not everyone can get a pyro fly remember it is a varium player bot and unlike the infernal android doesn't follow the tread of being both credit and varium. So while this may work well for you, it doesn't work well for non variums.

Plus I find it really funny that they took the only way for mercs to protect themselves from malf away for Adrenaline. People complained it didn't do much for them, however it still offer much more protection then they have now. They could have easily taken double strike for it since it is nothing more then a weakened version of berzerker with one less strike.
Epic  Post #: 471
9/24/2012 19:29:42   
rayniedays56
Member

@ mother1

I feel that the Rusted Assault Bot offers more than the Infernal Android does. The only reason I am using the Pyro Fly is because it is the ONLY bot I have. However, I am obtaining the Assault Bot next week, so cheers to me :)



If anything, I feel the way that mercs COULD be buffed SLIGHTLY is to increase their Hybrid Armor.
Make it scale by level, kind of like this...


Levels: 1-9

(+5+5)


Levels: 10-19

(+6+5)


Levels: 20-29

(+6+6)

Levels: 30-39

(+7+6)

Levels: 40-49

(+7+7)
AQ DF MQ AQW Epic  Post #: 472
9/24/2012 19:57:45   
doomturtle
Member

No class is UP right now I've had success with ever class since the last balance change and I've seen great builds from every class. I suggest that you make plasma bolt be exactly the same as fire ball +1 damage for ever 4tech and 33 energy I think a support requirement also and nerf blood lust that would balance the classes
AQ DF MQ AQW Epic  Post #: 473
9/24/2012 20:03:07   
Mother1
Member

It was on that track rayniedays56. Remember when we level 35 was first introduced? When you got to level 35 you got an increase in your armor in the defense stat. However they decided to fix a bug that not only undid that, but nerfed the armor by one point in resist. Not only that, but it also undid any buffs to moves that were gained as well as nerfed them.

removing that bug in my opinion was the a nerf not only to merc's but tech mercs as well. Since it not only weakened toxic grenade, but also blood shield. I remember people saying all armors were weakened by this saying that they went to 11 instead of 12 like they used to be but remember this. The nerf to mineral and plasma armor happened when they took smoke from tech merc and made static do 29% raw damage. They also weakened the armors but I don't think some people took notice.
Epic  Post #: 474
9/24/2012 21:53:18   
ND Mallet
Legendary AK!!!


What if we took Intimidate and made it an active health version of Reroute? That way you still get the damage reduction but it affects ALL attacks rather than str based ones and probably would be easier to do than trying to implement a damage reduction for everything. It wouldn't lower strength anymore if this were to happen though.
AQ DF MQ AQW Epic  Post #: 475
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