Promaster
Member
|
Erm...this is an AE game. Why do you think Epicduel forums is part of the AE forums? Because the Epicduel Devs are part of the staff of the AE team. Players are bored of PvPing, hence the emphasize of PvE. No varium players are also benefiting from PvE too, even if they do not, that is why the Devs have increased the amount of exp they receive even if they lose the fight. Every class ARE able to compete with each other, only except the classes which are more dominant now are winning more. Every build is good, there are just those exceptional builds that are better. Skills are just skills used for any type of battle, not just for that specific battle mode. For example, Bloodlust can be for juggernaut too, considering how much damage the juggernaut can regen after hitting hard on the low leveled players who have low defenses. Nerfing the OP builds are not so simple. You have to think of the consequences as well. Will the nerf affect the entire class? Will the nerf cause the class to be totally useless? Will that buff make that certain class stronger than the rest? These are the typical questions every game developer has to ask themselves whenever they are planning to do it. You need time to come up with a long term solution, instead of just coming up with a short term solution. There are reasons why the ED team has hired several testers to test for the updates before the updates are actually implemented. However, only a small number of testers are not enough. There was a post that i saw once before. Something about whether having a group of testers fighting a specific number of battles during the testing phase or having the entire community fight as many battles as they can each day be more efficient in finding out the flaws of each nerf, buff, update or bug. Rushing into immediate actions to start nerfing just because an OP build was exploited recently might post serious consequences to the class as a whole, and not to just that build. Do remember that EpicDuel is still currently at the Gamma phase. Why do you think EpicDuel has not left that phase yet? It's because of the classes that are not balanced yet. You may not know it, however, the Devs are currently thinking of ways to balance out the game like us. Just because you dont know, doesn't mean they aren't doing their best. Nobody wants the game to remain like this, and talking about balancing the game while not giving specific suggestions on how they could be solved is no help at all. Apparently, you have not visited the general discussions much if you're still going on about the credit enhancement system. The Devs have already announced that they are coming up with a new enhancement system, so just be patient and see what's in store for us. If you ask me, enhancements are what caused the game to be worse instead of making it better. It just increases the gap between the varium and non varium players by too much. Yes, the passive skills are balanced, for balanced builds. However, they are OP with OP builds. See, that is how well the passive skills are adapting to the classes. They are just skills after all. It is the entire build that is the problem. Or rather, the stats that are the primary focus of the builds that is the problem. Like i previously mentioned, it is too difficult a task to balance this game now. The number of stat modifiers any varium player can have now is too outrageous that any single stat can be easily abused. The game, in my own personal view, would be to completely remove enhancements, maybe except from armor or primary weapons, such that it can reduce stat abusing, causing any stat abuse to completely render the other stats to be too low to be of use. And also, i was against the idea of having the evolved classes like tlm, BM and CH be released so quickly since the three base classes aren't exactly completely balanced themselves. Rushing into these sort of solutions has thus proven to be ineffective. Look at how players thought that evolved classes were actually good? Sure, it made the game more fun as there are now a larger variety of classes. But look at the forums now. Players are now talking about how cybers are weak, BMs are too OP and Tlm to be one of the bottom classes in the food chain. This could have been prevented if they had not rushed into releasing these classes, and planned before hand how the the major flaws could be fixed. And may i ask what do you mean by coming up with how many of each type of skill there should be for all classes? Seeing as how the game is right now, i'd say 2 passives and 1 stun is working out rather well.
|