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RE: =ED= Tech Mage Balance Thread

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4/28/2019 11:44:48   
.Lord Ginger.

The only thing keeping this class alive is malfunction. There should be some other skill buffs.
AQW Epic  Post #: 26
5/23/2019 14:35:54   
.Lord Ginger.

Malfunction and Defense matrix are way too strong. Especially at level 1 for support builds

< Message edited by .Lord Ginger. -- 5/23/2019 14:36:05 >
AQW Epic  Post #: 27
6/28/2019 19:12:47   

Hate to say it but this update just about killed Dex Tech mage. Even with Plasma rain working with dex again, the fact of the matter is now once again all dex moves require energy to use, and even with the assimilation buff just about all classes (if not all of them) can destroy a TM's energy making this build worthless. At least with the sidearms it could somewhat function seeing as sidearms didn't cost energy.
Epic  Post #: 28
6/28/2019 20:52:33   

Now that guns scale with strength again and Dex mages are even worse off, Assimilation needs to scale with Dex to counter the energy control problem.
AQ DF AQW Epic  Post #: 29
6/28/2019 22:11:59   
.Lord Ginger.

I like how they have a malfunction working for them, Maybe an assimilate change could be beneficial, would really hurt the strength builds so could be a decent counter, but maybe a bit too strong, I guess it wouldn't have to scale that much, just enough for it to work.

< Message edited by .Lord Ginger. -- 6/28/2019 22:20:56 >
AQW Epic  Post #: 30
6/28/2019 22:35:44   

Str TM has everything. Bludgeon, Deadly Aim, Assimilation and low enough defenses to make full use of Reroute, while Dex no longer has a way to fight back without any energy.

Edit: Malf is only Support for CH

< Message edited by Foulman -- 6/28/2019 22:40:07 >
AQ DF AQW Epic  Post #: 31
6/28/2019 22:36:53   
.Lord Ginger.

Malf is dex, currently.

Dex mage does work quite well in 2v2, not going to lie about that one, has malf, overload, and rain.

Yes, you are correct, dex mage has nothing when it has 0 energy, maybe they can use an energy skill or something like a energy boost on armor, but I do think strength guns were a wise choice, strength is alive and I do like that.

Dex is not much more dead than it was before, and I've actually seen more dex than I ever have in these recent updates, to be honest. I've seen a dex TM and dex BH, I never see dex BH anymore.

Maybe dex does need to give something, I know machaon gave a suggestion about what to do with dex.


Weird idea, but maybe if gun goes to strength, some of the extra effects of support (like crit and rage) could go to dex to help buff it, and then support could give a universal damage increase since that seems fitting for support as a stat. Not sure if people would be up to it though since it might be really weird at first.

Could always be something

< Message edited by .Lord Ginger. -- 6/28/2019 22:59:08 >
AQW Epic  Post #: 32
6/28/2019 23:39:02   

There are dex builds in 2vs2 ( Tech mage) . Someones using high energy , so they can use both skills. So its not bad after all. Now, i dont know if is good for 1vs1, but for 2vs2 its is, and if we buff only by 1vs1, it will break in 2vs2. We can not force that.
AQW Epic  Post #: 33
5/25/2020 8:07:45   

Issue solved.

< Message edited by Katakuri -- 5/26/2020 7:15:24 >
Epic  Post #: 34
5/26/2020 6:58:17   
.Lord Ginger.

[Deemed not necessary anymore]

< Message edited by .Lord Ginger. -- 5/26/2020 7:15:11 >
AQW Epic  Post #: 35
6/15/2020 9:42:51   

I will suggest now some changes to buff TM, the skills that must be fixed are Malf and Reroute.

First of all, malf, it must go back to support. Right now malf is only worth it for dex builds: If you have any other build, you must spend points in dex to increase malf without getting other benefit than some defense and increasing overload and multy (but those are only strong if you spam dex). When malf increase with support, you can spend some extra points on support, and those are totaly worth it because you are also increasing your chance for first turn, auxiliar damage, and matrix defense. For tech, focus and dex builds spending some points in support can be worth it for what I said before, and it would also have more sence to lose some defense and skill damage for a stronger debuff. Also strength + support could be back to game (read reroute changes before saying it will be op)

First I have to explain something, reroute is better for high health builds. 900 hp will give you a total of 288 energy while 1600 hp will give you up to 512 energy (considering you don't heal). Also it's better if you have less defense, the lower it is the more energy you will get in 1 turn. That's the reason why reroute is so good for Strength-Support builds, and so bad for other builds. So the changes to rereoute must help tanks builds and penalize weaker builds (builds without tech or dex). So now that I have explained that, I will continue with the changes.

-It has to scale with tech.
TM has really good tech/dex skills, but they are way expensive, without a good energy control, these skills are practically useless. Generally; Dex, tech and focus have low HP and high defense, getting the worst utility of reroute. However, they also have something else in common: they have a good ammoun of tech. Reroute increasing with tech would give another help for those builds that require a high ammount of energy.

-Dex requirements:
This won't be definitely a problem for dex, tech or focus build. The main reason of this change is to prevent Strength-Support to abuse reroute and almost have 'infinity' energy. Also would prevent people of spamming tech since it would increase plasma, supercharge and reroute.

< Message edited by racing.lo.mas -- 6/15/2020 9:43:27 >
Epic  Post #: 36
6/15/2020 17:14:35   

Change a passive skill is harder than change an active skill. I see your point about reroute. I think same like you. Strengh support with malf improving with support, it could be a big problem when reroute benefits them a lot. Strengh dex build is already good, if we aply the change in malf, then it could be a headache.
AQW Epic  Post #: 37
6/17/2020 8:05:08   

If malf improves with support, it would help a bit focus builds. Also with the dex restriction to reroute, Strength-Support won't be that good. If you recuest 42 dex for max it would be a pain for support/strength builds. Let's say someone finds the way to get a build with 1600 hp, max reroute and a decent ammount of strength-support, this build won't have any tech, having reroute in it's weakest form. If you make reroute have for example 16% of energy convertion at level max, those builds won't be getting a lot of energy.
Then to help more defensive builds like full tech or dex, you make reroute increase for example: 1% every 3,5 tech when you are below 75 tech (40+35, an ammount of tech that a dex build might have) and then increase 1% every 6 tech when you surpass 75 tech. In this way, a dex build with 75 tech would have 37% reroute. Someone with 135 tech for example, would have 16% (base) + 21% (% you gain when you reach 75 tech) + 10% (percent you gain for extra tech after you surpass 75 tech) = total of 47%.
Any way, if you don't like the idea of turning malf into support, it doesn't matter. I see malf working better as support, but that could wait, the main change for TM must be the reroute buff. Even if malf stays as dex, the reroute buff could be enough to help tech, dex and also focus builds.

I understand how hard can be to balance passives, but that's the testers' work. Here I can only give my suggestions and a base where testers could work. Then they will see if those ideas are worth it or not, and which numbers would be the correct.
Epic  Post #: 38
6/17/2020 16:47:35   

I will ask if it is possible reroute improves with tech.
AQW Epic  Post #: 39
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