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return multi's to their normal state

 
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2/4/2013 9:00:44   
Mother1
Member

It is as the topic says. let's bring multi damage back to 100%. From my knowledge the reason multi's were nerfed where because people complained they were too powerful however we all know this was due to extra stats from weapons and enhancements.

Now that those are going I see no reason why we can't buff multi's back to what they were. It would have add a bit more diversity with builds and bring back old builds that used to be used before they where destroyed due to this nerf.

Moved from ED Suggestions to ED Balance. ~Mecha

< Message edited by Mecha Mario -- 2/4/2013 11:45:48 >
Epic  Post #: 1
2/4/2013 9:44:37   
theholyfighter
Member

Sure.
AQW Epic  Post #: 2
2/4/2013 9:52:48   
Remorse
Member

I support,
After I make sure its fine in omega.

Epic  Post #: 3
2/4/2013 9:53:19   
Sir Xander
Member

Those builds were way OP to begin with, and now that they are not you want them to be again?
AQ DF MQ AQW Epic  Post #: 4
2/4/2013 9:55:52   
willendorf
Member

They won't be OP without all the enhancements. I support.
AQW Epic  Post #: 5
2/4/2013 14:43:01   
ND Mallet
Legendary AK!!!


The problem still remains that being able to deal 100% damage on two targets for only slightly above half the cost of using the same skill twice on both targets is OPd and going to be preferred over many other skills. The fact that it attacks two people and only one person gets to go next turn means that one of those people will be left unhealed or undefended. If it goes back to 100% then it needs more energy cost to it. The skills were not nerfed because they were too powerful, they were nerfed because pretty much every 2vs2 build used them, something that the staff doesn't want(they didn't design half the skill tree of a class with the thought "Let's put this here for point dumping, not like anyone will use it anyways.")
AQ DF MQ AQW Epic  Post #: 6
2/4/2013 15:13:17   
Stabilis
Member

What about a portioned reduction after damage calculations on 2 targets?

"using the same 0.85 modifier"...

Difference:

Current: [damage * 0.85 - defence]

Proposed: [damage - defence] * 0.85

Current EX: 50 * 0.85 - 25 = 18 "round"

Proposed EX: [50 - 25] * 0.85 = 22 "round"

And of course, the modifier can be changed to whatever value suits balance best. This change is a buff as opposed to a nerf.
AQ Epic  Post #: 7
2/4/2013 15:31:52   
Mother1
Member

@ ND mallet

But you saw what happened the moment they nerfed multi's correct. Before the nerf I saw loads of multi builds being used, but now you are lucky to see even one past the low levels. This nerf to multi's killed them, and the only multi I see is the spreadfire one which IMO is sad. So it if they increased the energy cost a bit for the sake of bring by diversity I am all for it.
Epic  Post #: 8
2/4/2013 15:52:09   
Lycan.
Member

They should definitely buff multi, i mean it's such a useless skill now like mother said.
Also the energy cost should not go up since it will be 1 skill point per 1 energy in Omega.
Epic  Post #: 9
2/4/2013 16:19:00   
Ranloth
Banned


@Mother1
This proves that Multi is NOT necessary to play 2v2. They aren't as common but builds aren't as restricted to each battle mode. I wouldn't like to be restricted to one battle mode due to my skills.
Spreadfire you say? Only because there are 2 Varium weapons that have it doesn't mean they won't be a bit more common in the future, perhaps available for everyone.

You don't mind higher EP cost if damage is 100%. But did you consider non-EP regen classes? Of course they have other skills that may give them an advantage (due to lack of EP regen) but not everyone can do well with high EP cost. Yes, skill cores may be the way to go but that isn't good enough. Some people prefer EP efficiency at cost of lower damage, some may judge that based on skills, and some prefer higher damage at cost of higher EP cost. You gotta account for everyone, all classes and all skills.

@Lycan.
And what about it? Base EP will also be going up so this could average it out. Skill cores may also enable non-EP regaining classes to get some Energy back. Skills will also be adjusted to make it all balanced, not talking about Multis here.
AQ Epic  Post #: 10
2/4/2013 18:22:12   
ED Prince of Shadows
Member

Sure, let mercs dominate 2v2 again!
AQW Epic  Post #: 11
2/4/2013 20:54:44   
VanitySixx
Member

Not Supported.

For one, Why should the Extra Damaged Multi come back when people will be weaker in Omega than they were in Delta. The damage will be just like the Mercenary Multi Damage in Beta, and us older players should know how that felt without Enhancements lol!
AQW Epic  Post #: 12
2/4/2013 21:17:58   
King FrostLich
Member

This was one of the unnecessary nerfs the devs made and therefore, should be replaced back to normal. Supported.
Epic  Post #: 13
2/4/2013 21:24:39   
  Exploding Penguin
Moderator


Well, atleast make sure that the glitch where the multi attacks do 100% to one of the two targets and 85% to the other is fixed first.

Once Omega comes, I think it would be a good idea, but I still feel 100% would be too potent. Making it a solid 90%-95% would be good, though. Of course, energy cost would have to go up by 2-4 then when attacking multiple opponents.
Epic  Post #: 14
2/4/2013 22:47:45   
theholyfighter
Member

I like Depress Void's idea as well.
AQW Epic  Post #: 15
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