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Tactical Mercs: 4 Round Technican

 
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12/13/2011 6:42:53   
Technical Time
Member

Lately ive been fighting Tac mercs alot, but there is one thing ive been notecing, their Technichan lasts for 4 rounds which is really unfair.
Post #: 1
12/13/2011 7:18:52   
Thylek Shran
Member

The devs should know about this well known bug but nothing has happened so far.

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v.35.3 (2016-01-23) ~ beam.to/shran
DF Epic  Post #: 2
12/13/2011 7:53:36   
Arcanis
Member

Cause they are so weak they need any advantage possible
AQ MQ AQW Epic  Post #: 3
12/13/2011 10:04:08   
Technical Time
Member

Tac mercs arent weak, its the most powerful class in the game, how do you mean?
Post #: 4
12/13/2011 10:12:55   
Prakash 007
Member

^ its sarcasm
Epic  Post #: 5
12/13/2011 10:26:27   
Remorse
Member

Did you know that 4 classes have technician,

Buy nerfing it for one class abusing it,

Your essetialy nerfing 4 classes when you only wnat to nerf one,

If balance changes are made they have to be sure that they are not hurting uninteded classes.
Epic  Post #: 6
12/13/2011 10:28:49   
8x
Member

quote:

Lately ive been fighting Tac mercs alot, but there is one thing ive been notecing, their Technichan lasts for 4 rounds which is really unfair.
I am pretty sure that technichan from other classes and all other power up skills last 4 rounds, so I guess it is fair.

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Epic  Post #: 7
12/13/2011 11:25:00   
Technical Time
Member

Hybrid armour, Smokescreen and 4 round technichan, now thats unfair.
Post #: 8
12/13/2011 14:09:15   
IsaiahtheMage
Member

Um no it is not unfair. Because if Tac Mercs technian last 4 rounds then it does the same for every other class. And if you nerf it for us then you nerf it for everybody. Now that would be unfair.

< Message edited by IsaiahtheMage -- 12/13/2011 14:10:26 >
AQW Epic  Post #: 9
12/13/2011 14:20:36   
Technical Time
Member

Im a tech mage, and my technician lasts for 3 rounds
Post #: 10
12/13/2011 14:38:46   
8x
Member

^Do you count the round when you activate it?
Epic  Post #: 11
12/13/2011 14:45:53   
supermasivo
Member

And bloodshield? last more than 4 turns... nobody complain couse its a merc skill LOL
Epic  Post #: 12
12/13/2011 14:46:19   
Elf Priest JZaanu
Constructive!


With any balance changes, there will be a loop opening with any class or build that can be exploited.

It really doesn't matter if anything happens to tactical mercs, simply because, as long as there is no penalty for class changing and dealing with our current enhancement system, most players will seek the path of least resistance (easy victors) by class changing and manipulating the enhancements for loop hole builds.

As long as the game chooses not to deal with class change or enhancements, the balance team will be tied with only minor trial and error adjustments.

Balance it nothing more then a teeter-totter of freedoms and limitations within a given competitive community.


Unless you have better ideas for certain restrictions for class-change and enhancements, once this class is altered, another class will be exploited. And this thread will be revisited once again, as it has in the past.

AQW Epic  Post #: 13
12/13/2011 15:01:51   
Lord Nub
Member

Technician, reflex boost, and Field Commander is suppose to last 4 rounds. Easiest way to remember is that you will get 3 attacks while buffed out of these and your opponent will attack 4 times while your buffed. All buffs and debuffs are suppose to end on your opponents turn to keep from looping the same buff/debuff this way your opponent gets a shot at you without the buff or debuff.

Sometimes though it will act a fool and add a 5th turn or be decreased a turn allowing you to loop it. The team should know about the issue considering it's been reported multiple times in the past. I guess it's one of those things that's over their heads atm.

< Message edited by Lord Nub -- 12/13/2011 15:02:13 >
AQ AQW Epic  Post #: 14
12/13/2011 16:20:15   
DeathGuard
Member

Well, I report it months ago, remember Lord Nub? It is unfair, for me it only lasts 3 turns, and for them 4 turns, sometimes even 5 turns , they won't do nothing about it until TLM became so uped they will fix that and give advantage to other class, lets open our eyes, next oped class is TM or CH, or even better both. You will see it in a couple of months.
Malfunction has a bug too, Lord Nub record it because it only last 3 turns.
AQ DF AQW Epic  Post #: 15
12/13/2011 16:47:04   
Lord Nub
Member

^ Malfunction, Defense Matrix, and Energy Shield are suppose to last 3 turns. It's when it lasted 2 turns I recorded. I made 3 vids I believe awhile back with other buff/debuffs bugging out also.

They all do it but I haven't recognized it lately. It use to be almost every match which is why I recorded. My guess is since it was during the server issue days with all the lag, that it had something to do with that. It probably wasn't registering properly.
AQ AQW Epic  Post #: 16
12/13/2011 17:15:35   
FrostHS
Banned


I'm not surprised.
AQW Epic  Post #: 17
12/13/2011 19:39:30   
Ashari
Inconceivable!


The stat buffs (Technician, Reflex Boost and Field Commander) are all supposed to last 4 rounds. That's not a bug.

In a normal battle, the turn order would look something like this. The duration starts after you cast it.
                      |        Round 1        |     Round 2    |    Round 3     |    Round 4     |
Your Turn (Cast Buff) - Opponent's Turn - You - Opponent - You - Opponent - You - Opponent - You - (Buff Expired) Opponent
Shields (Defense Matrix and Energy Shield) are intended to last only 3 turns since they provide a much bigger boost to defense. Blood Shield last 5 turns since its boost is less in comparison. If you have these buffs lasting more or less, please report it since that's clearly a bug. Including a turn order (like above) would be extremely helpful in finding the problem. Stuns can sometimes throw off the duration of buffs & debuffs.

Since the rest of this boils down to a balance discussion, you can continue this in the Balance Thread. Locking up.

< Message edited by Ashari -- 12/13/2011 19:41:19 >
AQ DF MQ AQW Epic  Post #: 18
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