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What can We Do for the Support Stat?

 
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4/30/2012 21:16:53   
Stabilis
Member

Hello forum. If you have not noticed, we know that we have greater balance when 1 out of 4 players are expected to use Strength and 1 out of 4 players are expected to use Support. From what I can tell I can see 7 or 8 out of 10 players using Strength and maybe 1 out of 25 players are using Support.

What do you think we can do for the Support stat?

Brainstorm some ideas. Make sure it even just looks constructive, and do discuss. Please do not be negative to the idea's of others even if they are extreme. The staff are well-informed enough not to use game-breaking implementations so there is no need for anyone to point out the faults and foolishness of others. If you follow that guideline than I thank you personally.

Thanks for your time.

_____________________________

AQ Epic  Post #: 1
4/30/2012 21:25:18   
Mr. Black OP
Member

Have heal improve with support but to prevent abuse have a max for each level.
Have support always going first.
Make support improve aux damage by 1 for 3 support and 4 support (alternates).
Epic  Post #: 2
4/30/2012 21:28:40   
PivotalDisorder
Member

remove 1 turn cooldown off Aux :) can't hurt to try it.
Post #: 3
4/30/2012 21:34:58   
Stabilis
Member

quote:

Have heal improve with support but to prevent abuse have a max for each level.


There are only a few skills I would have improve by a stat, but the only stat that can do this WOULD be Support surprisingly, because I do find it to be a "helping-hand" kind of stat. Field Medic IS in fact one of the few skills I would have improve by Support and including Reflex Boost, Technician, Field Commander, Defense Matrix, Energy Shield, Field Medic. I just think Support would be the one and only stat to give such skills power.

So yes, I do agree with you about Field Medic Zman, Support could very well improve it. The issue that everyone knows about when talking Field Medic is looping a heal. If we can improve Field Medic by any amount at all, it brings the skill closer to being able loop because of Reroute. If we could do something about Reroute and Field Medic, maybe not allowing them both to be on the same skill tree, I would be 100% behind you.
AQ Epic  Post #: 4
4/30/2012 22:00:08   
PivotalDisorder
Member

been over that issue many times.

all classes have field medic, but a varying quality of support builds. picking a single stat to boost that skill is unfair to some classes, and it was apparent ingame.

forget Field Medic :) we gotta find new ways to fix support.
Post #: 5
4/30/2012 22:13:18   
Stabilis
Member

One of my own suggestions would be another weapon for Support, at either the same cooldown or +/- 1. And yes it would be a ranged weapon.
AQ Epic  Post #: 6
4/30/2012 22:32:15   
drinde
Member

Why should we forget Medic? They should've just increased required Support to improve the skill to like 5-7 support, instead of demolishing the whole improvement skill.

Also, they could reduce Auxiliaries' cooldown by 1. Why not? After all, Support only improves that one weapon.
DF MQ Epic  Post #: 7
4/30/2012 22:37:28   
Midnightsoul
Member

personally, I think it's cooldown should be put down to 2 turns...but it needs a 1 turn warmup since it us stronger than a gun...
DF AQW Epic  Post #: 8
4/30/2012 22:39:43   
drinde
Member

Meh. It's stronger than a gun, so what? The STR Abusers get to do damage with BOTH primary and sidearm each turn, but Support is only based on a single weapon, and it has a cooldown.
DF MQ Epic  Post #: 9
4/30/2012 22:47:55   
ND Mallet
Legendary AK!!!


You do realize more weapons=more credits/varium spent on getting full gear right?
AQ DF MQ AQW Epic  Post #: 10
4/30/2012 23:08:19   
PivotalDisorder
Member

@drinde: support does not ONLY boost that one weapon, if it did, their would of been no reason to remove support from Field Medic.
Post #: 11
4/30/2012 23:09:08   
Stabilis
Member

@ND,

Yes sir, but we have have added new equipment thrice in the past, Sidearms, Auxiliaries, and Robots in that chronological order. Unless some founder comes over here and makes an essay about Sidearms being the wrong move for EpicDuel, I see few reasons why not? More flexibility for Support and if paid by varium, more funding from EpicDuel.

It could be stretch today though, our playerbase has sextupled (that's just an assumption but I just wanted to say that).

Something we could do is in fact lower Auxiliary's cooldown as mentioned by other players and remove that bandaid mechanic known as "auxiliary handicap" that gives Auxiliaries a bonus +5 damage boost.
AQ Epic  Post #: 12
4/30/2012 23:11:42   
PivotalDisorder
Member

whoa calm down depressed. don't wanna turn aux into another gun :) sometimes a small change is better than numerous changes.
Post #: 13
4/30/2012 23:12:15   
drinde
Member

I would be all for a new weapon type, but a certain scheme called Enhancements keeps pulling me back.
DF MQ Epic  Post #: 14
4/30/2012 23:15:14   
PivotalDisorder
Member

what about an Aux attack that hits both targets? could be 1 time use only, like a special for AUX.
Post #: 15
4/30/2012 23:17:45   
Stabilis
Member

^

Lol you think I'm excited? I'm quite depressed BORED right now.

I am currently playing ED with an OP build though that no one else is using.

< Message edited by Depressed Void -- 4/30/2012 23:18:23 >
AQ Epic  Post #: 16
4/30/2012 23:52:12   
Mr. Black OP
Member

Not sure if it will help:
Lock-On
1: 8%
2: 11%
3: 13%
4: 15%
5: 17%
6: 19%
7: 20%
8: 21%
9: 22%
10: 23%
Passive
Basically a DA for an auxiliary, not sure for what class though.
Epic  Post #: 17
4/30/2012 23:56:54   
ND Mallet
Legendary AK!!!


@zman No, even lowered %s would be OPd because of the high damage of auxes as it is now. Your level 1 numbers would give me +4 on a 39 damage aux.

@void And make them pretty much another gun weapon? The point of all these weapon types is to have diversity in build attacks. Diversity is a big part in ED structure. Classes will have different types of skills, classes will have different starting stats, gear will be different stats/reqs/specials/attack type(like blockable or not, high damage or low). Take note because I doubt the Balance Team will consider fixes to things that destroy diversity in the process.
AQ DF MQ AQW Epic  Post #: 18
5/1/2012 2:55:37   
Hun Kingq
Member

Nothing will be done or needed to be with support and only reason that is because the very classes that has a multi that improves with that skill do not use that skill they either have just a bunker buster build or a tank poison so if the skill that support and can't be debuffed unless cursed is not used, why should they do anything with that stat?
Epic  Post #: 19
5/1/2012 2:58:21   
Ranloth
Banned


Look out guys, another argument as of why BMs are UP and Mercs and TLMs are too strong.

It needs to be buffed because it's useless after deflection was taken away. Why should you have Dex-improving skills if only ONE class can debuff them? I call for a nerf to Dex! Like hell no.. >_>
Give Support better boosts with Rage - it should have much more effect on Rage; lowering enemy's Rage regen by much more than now and a bit more regen with high Support than it is now.
AQ Epic  Post #: 20
5/1/2012 3:22:55   
Promaster
Member

Simple. Make FM increase by 1 for every 10 support. :)
AQW Epic  Post #: 21
5/1/2012 3:23:56   
PivotalDisorder
Member

@Hun Kingq: the reason Artillery Strike isn't used as much is because support is not as good a stat as dex.
all that extra defence is far superior to anything support has to offer, so that means support needs a buff.

it is irrelevant what builds do or don't use it.
Post #: 22
5/1/2012 3:48:46   
The Game
Pegasus Overlord


There is an existing =ED= Balance Discussion thread, so let's use that instead of circumventing it.

~Locked
AQ  Post #: 23
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