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Rebalancing of all classes

 
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12/3/2012 20:56:35   
  Exploding Penguin
Moderator


I'm attempting to address pretty much all of the unbalanced things in the 6 classes and try to suggest fixes for them (Some skill changes may overlap, but I have a logical reason next to why each skill will change. The reason depends on the class, so I may address skill nerfs/buffs multiple times):

Bounty Hunter:
-Reduce Blood lust by 1-2% of its max value (Massacre, and unblockable skill which can be combined with blood lust pretty much guarantees massive damage as well as healing a large sum of HP at the same time. It is also by far one of the best passives, as it doesn't make you tanky so the opponent gains more rage, while healing HP which can be approximated to about the same amount or more of what passive armors protect you by)
-Shadow Arts: Change the support requirement to a higher amount of technology. (This is mainly because higher dex+shadow arts can really make BHs annoying when fighting against them with other strength builds, as well as just slightly overpowered. With technology, dex + shadow arts can't be abused without reducing strength, HP, or energy. Plus, the current support requirement isn't too much of a drag as massacre already requires quite a hefty amount of support. Going first is also a big thing with strength BHs, so support has more benefits to the build type itself)

Tech Mage:
-Refix the scaling of plasma bolt. Change the base energy cost to 13 instead of 11. Increase the tech needed for +1 more damage by 1 point, and make the first 5 levels of plasma bolt increase by 3 instead of 2 damage, then go back to +2 per level afterwards. (This is because super-tech abuse casters can use a level 7 plasma or level 8 plasma and still deal 70 initial damage, before subtracting resistance.)
-Increase the base overload damage by 2. (Dex builds on TMs are really underpowered right now, because both plasma rain and overload scale slowly with dexterity).
-Increase energy cost of Matrix and Technician by 1 each. (Focus builds are having way too easy of a time totally rebuffing debuffs placed on themselves with low-energy costing skills that scale pretty well. Plus, caster builds will be less flexible with slightly higher energy costs.)
-Increase reroute's last 3 levels (8, 9, 10) to +2% per level instead of +1%. (An entire skill point devoted to a single energy point (1% of 94-140 HP) seems a bit of a waste, plus, reroute is already not as effective a passive compared to some other ones, especially since if you don't go first you suffer reroute penalties of no energy gain).

Mercenary:
-Increase blood commander life steal by 2% (This is because of the entire turn taken to use blood commander. Even though it's a 4-turn buff, strength scales slowly so it's less beneficial than one might think. The lifesteal is a great addition for tank builds, but it's nearly not enough. Dealing 40+ damage still gives me 6-7 HP at max blood commander...)
-Increase the last 3 levels of adrenaline's rage gain boost to 2% instead of 1%. (This is obviously because an entire skill point in a passive skill gives only 1% more rage? It's pretty much one of the worst passives in the game, if not the worst)
-Change the dexterity requirement to technology on hybrid armor. (Why is there even a dex requirement to begin with? There are no skills on merc that improve with dex, so it's a humongous setback to have dexterity requirements).
-Have artillery strike penetrate 15% defenses. (Even though it increases with support, which seems like a deadly combination, you'd need a heck of a lot of support before reaching decent damage. And support builds don't really last long in 2v2...even with intimidate).

CH:
-Increase plasma grenade base damage by 3. (It's a really bad stun which costs a lot of energy and barely deals any damage. Plus, improving with tech is a problem because of plasma armor and the result of too much resistance and not enough defense).
-Increase static charge's energy return by 4% (It barely gives any energy back now, and you only gain 9-10 on rage with focus builds. Without rage, and against tanks, static charge becomes almost useless unless you're a strength build)

BM:
-Reduce blood lust by 1-2% (The fact that BMs are defensive characters with intimidate, 2 strong defensive buffs, AND blood lust is a bit too much... plus they can deal hefty damage without fear of being deflected if they're a focus build with technology and deadly aim. This super-defensive playing can really stack to a slightly overpowered form of recovering good HP while barely receiving any damage).

TLM:
-Increase poison back to 13 (Poison costs a lot of energy for a skill which typically deals 39 damage total (3 + 12 + 12 + 12), and this is totally unbeneficial to many builds which could actually use poison).
-Change the stun back to maul (Stun grenade is an essentially useless skill. It's only somewhat effective with BH because of shadow arts and smokescreen, plus a dexterity buff too.)
-Increase frenzy cost to 10, while reducing HP drained by 2%. (Focus builds and juggs which have 98% win records and stuff can easily get out of tough situations with a few boosters and a rage frenzy)
Epic  Post #: 1
12/3/2012 22:12:36   
xyzman
Member

Nice suggestions.
BH: supported. The change of SA will also help CHs too as their Passive armor has a tech requirement.
Tm: though im a TM, i wont support the reroute buff as it should be on par with BL. If u increase the % regain of reroute then BL should be buffed too.
Merc: their multi attack should be the same with other classes'. So not supported.
CH: supported. IMO since its release the CHs were meant to be the reflection of BHs ( malf/smoke, Technician/RB, P shield/E shield,...) so how about making static charge a passive with low percent but works with any atk? ( to be on par with blood lust, which after 4 turns regen the BHs with a high amount of Hp).
BM: supported
TLM: actually they nerfed poison grenade so i doubt they will buff it. Moreover, it's already better the Bh and CH's poison skill ( unblockable and deals higher DoT), so not supported.
AQW Epic  Post #: 2
12/3/2012 22:15:00   
Mother1
Member

@ xyzman

Toxic gernade wasn't nerfed on purpose. Titan fix an old bug caused moves to scale higher then normal and as a result it got nerfed along with a few other moves.
Epic  Post #: 3
12/3/2012 22:40:49   
xyzman
Member

@mother1: but they didnt rebuff it to the original dam so i think it s on purpose.
AQW Epic  Post #: 4
12/3/2012 23:19:21   
  Exploding Penguin
Moderator


@Mother1: It was initially 13 damage, and never got changed from that, until it was deliberately nerfed to 12 damage.

@xyzman: I actually went through energy-damage conversions with attacks and field medic on TMs, and overall reroute isn't as effective as blood lust in the long run. Poison grenade intentionally deals minimal damage, while poison can be stacked with debuffs and strength, as well as blood lust in some cases.
Epic  Post #: 5
12/3/2012 23:23:43   
Metallico
Member

i support what you say about cyber hunters, they should have back technician and passive SC, also maul for tactical mercs????? they are one of the strongest classes in the game, they can do healing loop more like 5 times in the battle so i think they are ok..

I suggest a new shield for merc, hybrid shield, because ch and tlm have something for buff and tank better it makes em defenseless against a debuff like smoke or malfunction is not really fair for them, don`t remove adrenaline just give a extra skill... and maybe buff double strike, is pretty weak...

Or maybe personal shield from alpha xD

About artillary strike i think all the multi skills should have 15% def/ress ignore, it would not be fair for the other multi skills

About grenades tlm should have plasma grenade and ch should have normal stun grenade
Epic  Post #: 6
12/3/2012 23:27:51   
Mother1
Member

@ exploding penguin

When you leveled up to level 35 for the first time during the infernal war toxic gernade went up to 14 damage. Hybrid armor gained an extra point for the physical resistance, and a few other moves got buffed as well. When they fixed the bug, these buffs became nerfs, and moves that didn't get buffed (such as blood shield) got nerfed by a point as well after the move balancing bug was fixed.
Epic  Post #: 7
12/3/2012 23:31:18   
  Exploding Penguin
Moderator


@Metallico: I agree there should be a defensive buff, but I can't think of taking out an offensive skill without people complaining. Maul wouldn't actually be much improvement for focus TLMs, and no, they are not strong at all, not without boosters. Becuase maul costs 12 energy, can be blocked, and has a low stun chance, it'd be hard to abuse on focus TLM, and it would promote more strength TLMs than anything else. Passive Static would be really neat, I'd love to see something like that. If CH had normal stun grenade, it'd become even more useless as it's physical and malfunction is a resistance-reducing debuff. Note that a focus build static charge at level 7-max typically gives less than 10 energy (around 7) unless on rage, and 12 energy on max reroute is equivalent to 40 HP worth of damage...definitely not worth it on focus TLMs.

I'm thinking of possibly reducing the energy removal of atom smasher by another 8% or so, because it can be easily abused with TLM; one of the only reasons why the class stands firmly as being a good focus build class. 6 energy only and totally messing up pretty much anyone's build for a skill is pretty nasty on a tank.
Epic  Post #: 8
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