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Mercenaries nerfed to the ground.

 
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4/2/2013 20:03:53   
cool preston
Member

Any ideas to bump mercenaries more on the playing field with the other classes?

MQ  Post #: 1
4/2/2013 20:27:03   
Dual Thrusters
Member

a deadly aim for auxes? not a good idea....

Since mercs are all about damage how about their melee skills have a 20% chance to connect?

Adrenaline should improve with dex, same with Hybrid armor

atom smasher removes 100% of weapons damage at level 10
MQ AQW Epic  Post #: 2
4/2/2013 20:39:25   
sleddyboy3
Member

^No, just no. Probably the worst idea I've heard in a really long time. Adrenaline and Hybrid armor improve with dex? The goal is to make merc more competitive (they are a little weaker, not too much), not completely overpower them.
AQ DF MQ Epic  Post #: 3
4/2/2013 20:46:39   
Kd
Member

sorry noobernaut im going to go with no on all of those with a caveat to that- i agree that many of the mercs skills are "strike based" and due to shadow arts and blocks in general something should be done about that. There are cores such as that on the celtic cleaver to improve this hit chance but those are just for normal strikes, correct? Also atom smasher i agree should be improved. The mages have the ability to regain energy with no energy cost and the hunters have a grenade that is a guaranteed hit that has no base (improves with tech). These are 2 big issues with the mercenary class at the moment from my point of view.
Epic  Post #: 4
4/2/2013 20:59:32   
cool preston
Member

Here's a rundown of the skills that are good for mercs

Hybrid armor- Whos idea was it for it to require support. Fix it.

Here's my suggestion. Allow it to combine ded and res together for plus 11 on either res or def. but can only be used once per battle.

Bunker Buster- Very weak atm at level 5 the 2 dmg increments stop and seitch to 1 dmg till lvl 10. Basically a 5 dmg. Difference for 5 skill points

Maul- Make this attack Unblockable and make it ignore only 10% of defense.

Atom Smasher- Allow it to steal energy but its still blockable.

Berzerker-It needed the nerf but perhaps adjust it to where it doesn't cost so much. It costs more energy than any other skill in ed that is not a super skill. 45 energy at max.

Blood Commander- This skill is fine Idk about any changes to it.

Adrenaline- WHO IN THE WORLD THOUGHt of this skill... Honestly worst passive in the game neefs to be fixed.

Fix it by creating a skill called. Technology Overload- passives increases chance to deflect has adrenalines properties.

Lvl 1-10 1% chance to deflect more with 1% more rage gain

Scaling to 10% rage gain with 10% chance to deflect max.

What do you guys think?


< Message edited by cool preston -- 4/2/2013 21:06:40 >
MQ  Post #: 5
4/2/2013 21:11:02   
sleddyboy3
Member

^
1. Hybrid was changed to support because of strength abuse.
2. Bunker Blaster is fine, it has a 25% chance to crit..
3. I hope you're joking..Unless they removed or greatly reduced the stun chance, absolutely not. That would bring back strength abuse.
4. Mercs don't need a carbon copy of Assimilation. Atom Smasher is fine.
5. Massacre's energy cost never went down..I agree with this though, maybe lower cost by 2 at each level.
AQ DF MQ Epic  Post #: 6
4/2/2013 21:16:13   
cool preston
Member

In reality if a big buff guy comes at you witha mace and tries to smash you. You can't block that. And yeah reducing stun chance would be in order.

Not a carbon copy. Every other class has some means of getting energy back. Why not mercs...

K so it fixes str abuse but forces you to Have 42 support no matter what build you have. That's BS.

Adrenaline sucs.

Berzerker needs lower MP.

Just because Bunker has 25% chance to crit. It did not need a nerf.
MQ  Post #: 7
4/2/2013 21:22:35   
  Exploding Penguin
Moderator


In my opinion, bunker should scale at .5 points faster per damage, because even if I tech abuse it isn't really worth increasing the tech stat solely for bunker/surgical strike damage. I found adrenaline to be quite useful as many players don't predict the quick rage and easily fall for a trick with azrael's will + follow-up move with rage. However, comparatively speaking, adrenaline really isn't on par with other passives. I think it could maintain its current stats and benefits, but have something else added to it as well, such as an increased chance of first strike or something. Zerker needs some major changing because I lost to one TERRIBLE CH with a 12% block chance from shadow arts today just because he blocked max zerker. Either blocks themselves or the skill needs to be changed so that even if it gets blocked it doesn't punish the user nearly as much.
Epic  Post #: 8
4/2/2013 21:24:57   
sleddyboy3
Member

They didn't have a way to get ep back originally because they were the only class to have passive armor.

I agree, Adrenaline is probably the worst passive out there.

And yes it does..for most people, 1 crit=gg
AQ DF MQ Epic  Post #: 9
4/2/2013 21:28:25   
cool preston
Member

Oh scary passive armor now everyone has it. So we can have a energy regaining skill?? right?
MQ  Post #: 10
4/3/2013 10:33:43   
Necromantres
Member

How about this:

Even if adrenaline help me alot with rage (i get to rage 2 sometimes 3 times per battle in 1vs1 and the final blow is AI special) i think it should be changed:

Meditation "Focus your anger and use it to sync it with the arcane battle:Consume your rage and gain energy(or hp? or both?) in return:
It should improve with rage and the "stat" requirement would be at least 25% or 50% rage bar:
I didn't thought about the % because i don't know how rage works in number.
It should have a 2 rounds warmup and 2 rounds (maybe 3) of cooldown.

It also could make it to consume your opponent rage but that might become to OP.

This could rezolve mercenaries energy regain problem while it still serve as a tactical purpose since your sacrificing your own rage.
Epic  Post #: 11
4/3/2013 22:04:56   
Hard boy
Member

@sleddyboy

25% chance to crit is not a valid argument, cheapshot has more than 30% chance to crit on max... + you dont get a crit every game.

Bring hybrid back to 12 defense and switchable to res..

reduce energy for zerker and REMOVE ADRENALINE..
Epic  Post #: 12
4/3/2013 22:27:24   
sleddyboy3
Member

^No it doesn't..defense ignored isn't the same thing as crit.

If that happened, Merc would overshadow all the classes, again.

< Message edited by sleddyboy3 -- 4/3/2013 22:28:28 >
AQ DF MQ Epic  Post #: 13
4/3/2013 22:53:19   
Hard boy
Member

how exactly?
Epic  Post #: 14
4/3/2013 23:01:08   
Dual Thrusters
Member

I don't think it would. Mercs only have slight defense, i think that would be pretty fair.
MQ AQW Epic  Post #: 15
4/3/2013 23:03:22   
sleddyboy3
Member

Crit ignores 45% of defenses. Cheapshot ignores 34% at max.

Their passive armor would be stronger than any other classes, and would be able to be switched..they could just abuse strength while taking low damage. +22 defense while having insane support, abusing bunker and surgical.
AQ DF MQ Epic  Post #: 16
4/4/2013 4:26:54   
cool preston
Member

Sleddy first of all what do mercs have to counter smoke or malf?

Tlm's have blood shield and cybers have defense matrix.

Mercs they just combined them both for +11 basically max.

So why can't we have +11 and it's switchable.

Seems pretty bloody fair to me. We have no defense against smoke or malf.
MQ  Post #: 17
4/4/2013 4:27:15   
EpicIsEpic
Member

I think the time with 3 classes was more balanced than this. Because the passives were spread out very good.
Merc - Defensive
Tech mage - Heal loop
Bonty hunter - hp regain

Now days
Tac merc- ARMOR AND ENERGY REGAIN
BM- Hp regain
cyber hunter -ARMOR AND ENERGY REGAIN

The new classes seem a bit Op to me.
But yes i agree mercs are extinct.
Post #: 18
4/4/2013 4:29:10   
odsey
Member

@EpicIsEpic While its true that ch got both of them, however the energy regain doesn't seem to much for me.
AQ DF AQW Epic  Post #: 19
4/4/2013 4:29:51   
cool preston
Member

Exactly you have no idea how hard it is to play with them they nerfed 3 of our skills bunker,zerk and double strike.

Not to mention we have the worst passive ever in history.

Adrenaline is a piece of crap. Doesnt even work.
MQ  Post #: 20
4/4/2013 19:39:20   
  Exploding Penguin
Moderator


Adrenaline is amazingly useful, but it isn't on par when comparing other passives. I only have to have 45 support to get rage on turn 4, rather than turn 5 rage which would happen otherwise. It's good for surprise kills (especially when paired with azrael's will), but if the opponent is smart enough they can heal beforehand.
Epic  Post #: 21
4/4/2013 21:21:32   
cool preston
Member

Whats the point when you rage they rage pointless passive.
MQ  Post #: 22
4/4/2013 21:34:27   
Trifire
Member
 

I think that atom smasher should steal a percentage of rage and deplete your opponents energy. Mages have compleate control of mana. Bounties have compleate control of block. Why shouldn't Mercenaries have complete control of rage?
Post #: 23
4/5/2013 16:09:26   
cool preston
Member

That's interesting trifire. The main thing that needs to e changed is adrenaline and possibly have atom smasher steal energy and give some back to you.

We need a passive that helps us more in battles. Adrenaline doesn't do crap.

We have five skills Unique to mercenary alone

Blood Commander-This skill is fine atm. Good str and adds percentage of bloodlust for 4 turns.
Adrenaline-This skill is more or less useless. Mages have deadly aimwhich is very useful. bounties have Shadow arts. Mercs should get something equally useful.
Berzerker-This skill costs too much energy. It's not an ultimate and costs 45 at max. Other than that it is fine. I would like to see the nerf reversed though.
Maul-this does amazing dmg while has a chance to stun and is blockable. It's a good skill.
Bunker Buster-This skill needs to be buffed.
Nowadays the scale goes like this
Level1-2dmg
Level2-2dmg
Level3-2dmg
Level4-2dmg
Level5-2dmg
Level6-1 dmg an so on .
The point is youget 5 more dmg for 5 more skill points hats unfair. And needs to be changed.

MQ  Post #: 24
4/5/2013 16:38:44   
ale6300
Member

@cool preston Iam Bounty Hunter And shadow arts is more useless than adrenaline sorry for going offtopic but need to clarify this.

and Good buff that Mercenarys can had is +6 Def +6 Res on Hybrid armor and changing Adrenaline for Something Like That Reduces all the damage incoming for 20% or 10%, its a simple idea and need to work on it.
DF AQW Epic  Post #: 25
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