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Returning Field Medic's glory?

 
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4/10/2012 1:05:08   
King FrostLich
Member

Before field medic was first nerfed, tech mages used it as a great advantage by healing tremendously since it improves with support and has a 3 turn cooldown. It was too abusive so the devs introduced agility and added an extra turn cooldown to prevent players from healing too quickly and to prevent battles from being too long. Time passed by, support mercs rised but were soon outpowered by other classes. Next, Delta was introduced and new classes were introduced. Strength tact mercs were dominating because of smokescreen, double strike, maul spamming and were soon nerfed by replacing smoke with field commander and maul with stun grenade. At the same time, field medic was limited by removing support from improving it and decreased an amount of points. Those of high support were badly affected and resorted to power builds or tank builds.


As of today, there are too many power builds and cause battles to be shorter and less epic as it used to be. Field Medic was used to counter high damage but because of players' abuse, it turned into a suppressive skill that only counters a small amount of damage even if it means 30-40+ damage. No joke but it is the most useless skill in starting levels. Healing only 10 health while your other enemy hits 9-12 is a waste of turn. Increasing it by a skill point is also a waste of skills as a low level and resorts the low level players to also become power building players as they reach high levels. What are your thoughts then?


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Epic  Post #: 1
4/10/2012 1:13:52   
Elf Priest JZaanu
Constructive!


Passive defensive play is extremely difficult in today's climate. As mentioned, Strong field medic countered strong attacks. Since this element is no long viable, classes have retorted to max skill, single stat strength and focusing by utilizing class passives to carry a one dimensional attack.

Oddly enough, strong field medic can counter both high health and high attack builds with timing and opportune defense.

I think this should be reviewed and be updated as a tool.

Very good post.

< Message edited by JZaanu -- 4/10/2012 1:14:37 >
AQW Epic  Post #: 2
4/10/2012 1:20:30   
King FrostLich
Member

I believe only a Cyber Hunter or Tact. merc can pull it off but Cyber has an emp and Tact. merc has reroute that is limited to health. Not only that, cyber hunters can use static charge to regain their mana at small amounts but can be used to either do cheap shot or another emp. Tact mercs on the other hand need poison grenade or resort to support builds using their artillery strike and field medic. Field Commander is also used for a last resort kill to use both the primary and gun at a greater advantage of strength. Field Medic could have been nerfed by limiting its support progression at a certain point to stop it from being too powerful.
Epic  Post #: 3
4/10/2012 5:12:20   
drinde
Member

I believe the DEVs nerfed this skill due to the extremely high heals Mercenaries were able to pull off with 17 energy. What I always wonder was, why didn't they just increase the SUPP required to boost up heal, like +8 for +1 HP Point?
DF MQ Epic  Post #: 4
4/10/2012 5:26:06   
zion
Member

I don't understand why they needed to add a cool-down and take away any stat improvement... How about 5 turn cool-down (so its basically once a match) and goes back to improving with support? How about the three turn cool-down with no stat improvement?
-Noiz
AQ DF MQ AQW Epic  Post #: 5
4/10/2012 6:16:06   
drinde
Member

^
That makes for Heal-Looping.
DF MQ Epic  Post #: 6
4/10/2012 8:04:19   
PivotalDisorder
Member

all classes have Field Medic but some classes have far superior support builds available to them than others so it is basically unfair.

the "power builds" are Tech Mage caster build, Blood Mage str build right? well Plasma Bolt needs higher cost and a requirement and
Blood mages need Berzerker replacing with Assimilate and a lot of their "power" will be reduced and maybe we can go back to having
normal battles. oh and Cyber Hunter need EMP replacing, or EMP needs a nerf in general [I vote for the nerf personally]
Post #: 7
4/10/2012 8:10:15   
HellsCupid
Member

I do encourage this to happen, however I'd like to see it increase in effectiveness on another Stat. This stat IMO, should be Health. Sounds crazy right? But look, if we make it any of the 4 primary stats (Strength, Dexterity, Technology, Support) people will begin abusing that stat which

Field Medic increases with. You'd say, but they'd abuse Health then? Well I'm saying it's less likely that they'll do that due to the restrictions of Agility; and also if they are to spam HP, they are sacrificing their other stats. Another option IMO, could be Mana.
Epic  Post #: 8
4/10/2012 8:15:05   
SouL Prisoner
Member

Well, one of my Favorite skill, so, i would luv it, if it returns (after all , its the pillar of support build :D )

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AQ DF MQ AQW Epic  Post #: 9
4/10/2012 8:37:00   
Sipping Cider
Member

I definately agree that support needs some sort of buff currently. However, games already take sooooooo long against defensive tactical mercenaries and dex cyber hunters, it would be a horror to fight them if they could heal loop. So I am against buffing field medic in that way. Right now it is still a usefull skill if you invest levels into it (which should be the case with any skill) so I say it is good.

One thing I could see is support doing much more in determinig who goes first and the rage count. Say, every 2 support above your enemy increases your rage rat by 1% and every 2 support lower than your appoment decreases your rage rate by 1%.
Epic  Post #: 10
4/10/2012 10:04:00   
RageSoul
Member

It would be okay if the progression was like this :

+1 Health at 26 SUPP , then + 1 per 6 SUPP afterwards

BASE HEAL : 23 Health ( Level 1 ) ; 50 Health ( Level 10 )

EXAMPLE : Highest amount of SUPP possible for un-enhanced non-vars while maintaining moderate defenses : 72
= 17 - 21 Base Aux Damage

MATH : 72 - 26 = [ + 1 Health ] 46 / 6 = + 8 Health ( remainder 4 SUPP ) .
Level of FM : 3 ( 29 Base Heal )

8 Heal + 29 Base Heal = 37 HP restored .

@drinde
Nah , it's not Mercs , it was HLTM since their FM gives them enough HP to receive 17 Energy again .




< Message edited by Lord Aegis -- 4/10/2012 10:05:20 >
AQW Epic  Post #: 11
4/10/2012 10:08:54   
drinde
Member

Or maybe:

Field Medic:

Base (LV34): +32
Improve: +1 per 8 Support

MAX:

LV1: 32 +7
LV2: 36 +7

And so on. FM wouldn't heal so much, with the cap active.
DF MQ Epic  Post #: 12
4/10/2012 10:11:35   
RageSoul
Member

@drinde
The base heal is kinda high , but that works too .
AQW Epic  Post #: 13
4/10/2012 10:12:41   
Oba
Member

Yes, support need a buff, and this would be some kind of buff to it. And it will most likely decrease str abusers.
AQ DF AQW Epic  Post #: 14
4/10/2012 10:13:48   
King FrostLich
Member

quote:

Nah , it's not Mercs , it was HLTM since their FM gives them enough HP to receive 17 Energy again .


Actually, TLM can also do this since they have mineral armor which means they have a defensive stat unlike TM which has deadly aim used as an offensive move.
Epic  Post #: 15
4/10/2012 11:50:48   
Stabilis
Member

quote:

quote:

Nah , it's not Mercs , it was HLTM since their FM gives them enough HP to receive 17 Energy again .


Actually, TLM can also do this since they have mineral armor which means they have a defensive stat unlike TM which has deadly aim used as an offensive move.



*jumps into the convo*

What you are all talking about is reroute and health. Unfortunately more health means better rerouting. Support and health together permitted reroute to give what Aegis said, 17 energy, and Field Medic would give at least 3 times 17 (reroute at max is 30%)... so... as long as Support put medic over 55ish health, heal looping was possible.

Ironically, Field Medic is one of the few skills I would allow to improve by stats (Support specifically), I support this as soon as:

Critical Strike, First Turn, Stun Chance, Rage

Disappear from Support, making it weak enough to accept Field Medic back. That is my opinion anyway.

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AQ Epic  Post #: 16
4/10/2012 19:59:33   
HellsCupid
Member

It'd be great to have it back in it's original powers, BUT increase in power depending on another stat; but definitely not support. Field Medic improving on Health or Mana would make more sense because both those stats are what you can call "unspammable" or people like don't like to spam that stat as much.
Epic  Post #: 17
4/10/2012 21:48:44   
dont give up
Member

i agree with frost, heal counter big damage because i have a dex build mage and blood mage do fire bolt with 40+ whild my lvl 1 is only 33 at the support of 67+. like frost said at low lvl lvl1 heal do 10hp while the attackers do 9-12 it is waste of turn.
good post my frost bro
Post #: 18
4/11/2012 0:06:30   
My Goldfish Died
Member

Supported my friend. Bring back the support!


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Epic  Post #: 19
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