Home  | Login  | Register  | Help  | Play 

Reworking TLM

 
Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel Balance >> Reworking TLM
Forum Login
Message << Older Topic   Newer Topic >>
4/8/2013 22:01:10   
  Exploding Penguin
Moderator


Before you read this, please note that balance isn't my first concern or priority. While I do try to balance things out, I put a greater effort into skill tree synergy and creativity. Good naming also wasn't a priority, so the names may seem unfitting.
Now then, this is basically my ideas on reworking TLM into an entirely different class, which could replace the current TLM or be an entirely separate class. I tried to remove overlapping skills while changing some current ones.

Skill Tree:

Field Medic-Taunt-Mineral Armor
Toxic Grenade-Blood Shield-Silence
Tactical Leech-Frenzy-Electromagnetic Field
AirStrike-Field Support-Concussive Grenade

Taunt: Taunts the enemy, dealing no damage but forcing them to strike next turn. Also fortifies the user to take less damage while taunting.
Cooldown: 4
Improves with: none
Stat required: Strength (18 (+2 per level))
EP cost: 9( +1 per level)

1. -15% damage taken while taunting
2. -21%
3. -27%
4. -32%
5. -37%
6. -41%
7. -45%
8. -48%
9. -51%
10. -54%

Toxic Grenade: Poisons the enemy permanently, dealing damage until the fight ends. The poison will not go away, even if the opponent reaches 1 health and heals afterward. Does 0 initial damage.
Cooldown: 1
Improves with: none
Stat required: Strength (13 (+3 per level))
EP cost: 9 (+3 per level)

1. 1 damage per turn
2. 2 damage per turn
3. 2-3 damage per turn
4. 3 damage per turn
5. 3-4 damage per turn
6. 4 damage per turn
7. 4-5 damage per turn
8. 5 damage per turn
9. 5-6 damage per turn
10. 6 damage per turn

Blood Shield: Sacrifice a small amount of HP to fortify yourself for the entire fight. Fortification is based off of a % of base defense and resistance (excluding passive, buffs, and armor), and can be removed if the opponent crits you. Rage will also ignore 100% of blood shield's effects (but it will still stay active, the only thing that can remove it is a crit). The buff is an integer and based off of the middle value of defense and resistance (if your defense is 36-44, it will be based off of 40).
Cooldown: 4
Improves with: none
Stat required: none
EP cost: 1 (+1 per level)
HP cost: 3 (+1 per level)

1. +5% base defense/resistance
2. +8%
3. +11%
4. +13%
5. +15%
6. +17%
7. +19%
8. +20%
9. +21%
10. +22%

Silence: Silences the opponent with 90% normal strike damage, preventing them from using skills until the end of your next turn. Each level of investment increases the range of skills they can't use. Also disables passives, so you can shut down deadly aim, shadow arts, etc... for 1 turn. Does not work on passive cores
Cooldown: 2
Improves with: none
Stat required: Support
EP cost: 12 (+1 per level)

1. Skill point 1 skills disabled
2. Skill point 1-2 skills disabled
3. Skill point 1-3 skills disabled
etc...

Tactical Leech: Passively returns energy based off of damage negated by the opponent. This includes just normal attacks which have some damage negated by the opponent's defenses, blocks, and deflections.
Cooldown: Passive
Improves with: none
Stat required: Technology (24 (+2 per level))

1. 4%
2. 6%
3. 8%
4. 9%
5. 10%
6. 11%
7. 12%
8. 13%
9. 14%
10. 15%

Electromagnetic Field: Removes energy from all opponents. Removes 85% of normal EP removed when used against multiple opponents.
Cooldown: 3
Improves with: Support (same scaling as artillery strike)
Stat required: none
EP cost: 9 [+6 for both opponent] (+1 per level)

Effect: Deals damage equivalent of artillery strike in EP removal instead, with -25 from the base amount for artillery strike. (Meaning if I had enough support to make level 1 artillery strike deal 37 physical damage, it would remove 17 EP).

Air Strike:
Still thinking on this one... it's gonna be physical for sure.

Field Support: Gain a targeting satellite for 3 turns, increasing all damage output by a % and decreases the opponent's chances of blocks/deflections. Increased damage output is calculated before the opponent's defenses are added into the equation.
Cooldown: 3
Improves with: Technology
Stat required: none
EP cost: 10 (+2 per level)
Effect: -1% block/deflection chance for opponent (-1% per level)

1. +6% more damage
2. +9%
3. +12%
4. +14%
5. +16%
6. +17%
7. +18%
8. +19%
9. +20%
10. +21%

Concussive Grenade:
Still thinking on this one. It's going to be a stun skill.



< Message edited by Exploding Penguin -- 4/8/2013 23:40:57 >
Epic  Post #: 1
4/8/2013 22:20:54   
Assassain11
Member

Hmm.. This sure puts the "Tactical" in Tactical Mercenary. I'm already thinking up a build for if this happens :P

Edit: I don't know whether to support or not though. It could be OP if you're a tank with max toxic grenade.
And by tank I mean like 70+30 dex + tech while having +10 mineral +10 armour

< Message edited by Assassain11 -- 4/8/2013 22:28:58 >
Post #: 2
4/8/2013 22:31:21   
ale6300
Member

Taunt Is OP can be fine if the Energy Cost is 11 and +2 per level and a Support Req To keep Str Abusers Away.

Toxic Grenade: With that TLM Go Extremely Tanking And Wait until the her enemy is dead, and poison Can pass trought Armor and Dont are Affected by reroute, Skill OP, keep the Actual Poison Grenade.

Blood Shield: is Fine

Silence: Is OP and had a Extremely low cost.

Electromagnetic Field if OP, A EMP Grenade that can Steal 40EP is OP what about Taking around 50 enemy Energy with a decent support?

Field Support: increasing Dmg output can make TLM to go more tanking than now.

Tactical Leech: Sound Interesting, but if you re dealing around high dmg and the enemy had Decent Res or Def you can get so much energy making TLM to go To str Abuse.



< Message edited by ale6300 -- 4/8/2013 22:32:15 >
DF AQW Epic  Post #: 3
4/8/2013 23:39:26   
  Exploding Penguin
Moderator


Taunt deals no damage and costs energy, so I disagree about it being OP. With Toxic Grenade, it has its applications but can be difficult against heavy hitting builds such as strength BM. With the level 10 toxic grenade, you have to wait double the turns to get the same overall damage output as the current max level toxic grenade. Support abuse at 100 support makes artillery strike do 70-80 damage, so if you had 100 support and max in Electromagnetic field, you would take 50-60 energy. I see your point, but the cooldown is also 3. I think reducing base by 25 instead of 20 will be sufficient enough. I agree about silence, I should raise its base energy cost to 12 instead considering level 1 skills are quite often used, and reduce strike damage to 90%. Field support was meant to be like field commander except more applicable, so it's meant to be a slight buff. I'll raise it's energy cost to be 10 at base and +2 per level afterwards, because now I see that it can be a really strong damage buff.

@Assassain: Toxic grenade has a moderately high strength requirement to prevent overtanking and abuse with it. I chose strength rather than support because support investment can improve other skills such as the EP remover and can also decrease your chance of being critted.

< Message edited by Exploding Penguin -- 4/8/2013 23:42:50 >
Epic  Post #: 4
4/9/2013 2:42:49   
ale6300
Member

@Exploding Penguin I see Your Point on taunt, a 10 Minimun Energy Cost can be fine, well its better to Replace Electromagnetic Field for Atom Smash and only Work on 1 Target, and Need some Multi can deal Damage Like the Actual Artillery Strike.

< Message edited by ale6300 -- 4/9/2013 2:43:33 >
DF AQW Epic  Post #: 5
4/9/2013 6:04:04   
JariTheMighty
Member

Taunt wouldn't work. Dealing no damage, it would be just giving a free strike to the opponent. That's like the Azrael gun dealing no damage w/ forcing the opponent to strike. Maybe if the damage reduction lasted 2-3 turns it would be effective.

Otherwise nice ideas.

EDIT: Never mind, it's actually not a bad idea now that I think of it. :P

< Message edited by JariTheMighty -- 4/9/2013 6:08:10 >
AQ DF Epic  Post #: 6
4/9/2013 7:16:48   
Warmaker04
Member
 

quote:

Electromagnetic Field: Removes energy from all opponents. Removes 85% of normal EP removed when used against multiple opponents.
Cooldown: 3
Improves with: Support (same scaling as artillery strike)
Stat required: none
EP cost: 9 [+6 for both opponent] (+1 per level)


= why u need that since u already have Atom ? .

Making new skills is really hard work... for 3 new skills it took 1 year.

and ur class have like 8 new skills.
Well if they are planning these things then after 2 year and half, the tactical will be like that lol
AQW Epic  Post #: 7
4/9/2013 10:04:11   
EpicIsEpic
Member

Not supported
WHY?
because of extrame tanking.
Skills work together too well. Tanking would just ruin it. I mean look at the skills working together!
Mineral armor + energy regain + poison for the whole battle + Thing that rases your defense/resistence by 22% for the whole battle.(unless crit)
Just too OP.
Post #: 8
4/9/2013 18:09:19   
  Exploding Penguin
Moderator


You guys should really read the intro part...

quote:

Before you read this, please note that balance isn't my first concern or priority. While I do try to balance things out, I put a greater effort into skill tree synergy and creativity.


Blood shield isn't OP because you have to sacrifice HP and EP to use it, and it requires lots of skill point investment for usefulness, PLUS it's only based off of base defense/resistance, not the total after adding armor and mineral, and also note that it acts like a passive armor where rage goes through 100% of it. Also, if you're depending on tanking with poison, your primary damage output on the opponent will be from that, making tactical leech less effective for you.

@Warmaker04:
quote:

I tried to remove overlapping skills while changing some current ones.


They didn't spend that entire year working on skills, probably only a month or even less.


Epic  Post #: 9
4/10/2013 11:08:56   
Warmaker04
Member
 

well 1 month for 1 skill. But This wont happen.
AQW Epic  Post #: 10
4/10/2013 11:32:34   
sleddyboy3
Member

If these were to be implemented, they would have to remove Mineral Armor, as well as revamp all the other evolved classes.
AQ DF MQ Epic  Post #: 11
4/11/2013 10:05:07   
Bloodpact
Member

Well some good ideas ,but a hella lot of balancing would need to be implemented.
Epic  Post #: 12
4/14/2013 17:11:58   
Lord GaGa
Member

Supported.
AQ AQW Epic  Post #: 13
4/14/2013 22:36:33   
suboto
Member

not supported tlm recieved the most nerfs out of all classes already.
Epic  Post #: 14
4/15/2013 4:44:24   
Blitzex/Sr. Zeph
Banned


^ .-.
TLM didnt got any nerfs at all actually.
Only the stats like str and sup, but TLM got untouched since Omega...
And this isnt even a nerf, more off a buff..
Epic  Post #: 15
4/15/2013 19:15:43   
Kd
Member

Taunt: no. This is the azrael core minus the decreased damage done in exchange for 0 damage+the ability to lower damage taken+the ability to use it multiple times in a battle. better then the azrael gun core while being a skill.

Toxic Grenade: I don't really like this one. It leaves too much ability to flat out TANK and just survive with a heal for 10 rounds to deal 60 damage...couple that with a 4/5 focus+IA and we are talking big issues.

Blood Shield: supported. I like this one a lot.

Silence: not supported. Let me get this straight, you want a class that can taunt multiple times to cause losing your turn, and a class that can stop you from using all skills for a turn...why dont you just replace this with "confuse: causes your opponents skills to all switch button faces for a turn, so they might click heal, but no, they get emp to drain you 3 energy."

Tactical leech: this one is fine, but what debuff does this class have (defense/resistance wise) that they would have to use a shield to combat? O.o (is this a 2v2 only skill)?...

Electromagnetic Field: I like the concept of this one a lot, but when you say it does a fraction of the artillery strike damage is that pre or post defenses. (i.e due to your support the damage for an artillery strike is 70, but that's not the damage it would really do...that's pre-defenses...). The artillery strike that we have today and this one cannot both increase with support either.

Field Support: "increased damage output is calculated before the opponent's defenses are added into the equation" ...no, no, no. This also can't apply to all skills.

Overview: some good ideas and great creativity but this would just be way too overpowered....the ability to tank combined with skills very ideal for tanking is just not going to work now.



Epic  Post #: 16
Page:   [1]
All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel Balance >> Reworking TLM
Jump to:






Icon Legend
New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts




Forum Content Copyright © 2018 Artix Entertainment, LLC.

"AdventureQuest", "DragonFable", "MechQuest", "EpicDuel", "BattleOn.com", "AdventureQuest Worlds", "Artix Entertainment"
and all game character names are either trademarks or registered trademarks of Artix Entertainment, LLC. All rights are reserved.
PRIVACY POLICY


Forum Software © ASPPlayground.NET Advanced Edition