Home  | Login  | Register  | Help  | Play 

Reviving TLMs

 
Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel Balance >> Reviving TLMs
Forum Login
Message << Older Topic   Newer Topic >>
5/28/2013 13:30:41   
Ranloth
Banned


TLMs have a wide array of skills available to create builds but their synergy isn't as good, which is a pity since the class has a potential and is usually restricted to 3 builds: Tech + SS, Support (Multi + FC) or Strength (DS + Frenzy), the Strength one not being as good. The thread is basically my suggestion in regards to how you could spice up the class a little. :3


Tier 1: Heal - Double Strike - Mineral Armor
Tier 2: Maul - Blood Shield - Field Commander
Tier 3: Reroute - Frenzy - Artillery Strike
Tier 4: Surgical Strike - Atom Smasher - Toxic Grenade


Let me evaluate in bullet points in regards to the skills that should get altered:
  • Bringing Maul back - the combo with Smoke + pre-nerf Frenzy + Maul is long gone after Smoke was taken away and Frenzy was bumped down a little. Not mentioning diminishing returns on Strength. Dex builds are non-existant for TLMs just like for Mercenaries but with the amount of blockable attacks, they'd still invest in it. Stun Grenade isn't as good due to MA giving you defence so it's a useless skill to use unless Lvl 1 & last resort. Maul would give Strength builds a bit more to choose from and generally be useful for any build (defence ignore).

  • Changing Blood Shield - after HP was nerfed (1 stat = 2 HP -> 1 stat = 1 HP), its cost went up indirectly and it's much harder to use it now without affecting the battle's outcome too much (since you're using HP). There's two ways that I think could work out fairly well:
    • Keep the HP cost + duration as it is but multiply its power by *1.25 (so for 12 HP, you'd receive 15 Resistance) *5 turns x 15 Resistance = 75 Resistance*
    • Keep the HP cost + duration changed to 3 turns - just like other Shields - but multiply its power by *2 (so for 12 HP, you'd receive 24 Resistance) *3 turns x 24 Resistance = 72 Resistance*
    • Keep the power + duration as it is but lower the HP cost - perhaps 1 HP:2 Res (by Bloodpact)

  • Mini buff to Frenzy - not necessary but the diminishing returns on Strength have made Frenzy generally weaker. SC was buffed since it was falling behind and Frenzy could use a small one too, not mentioning it also costs Energy to use. Up to 5% would be good enough, it's always something.

  • Altering Atom Smasher - it lags behind EMP a little and after Assimilation and now Static Smash were buffed in their respectable ways, Atom should get buffed a little for TLMs. Since they have many blockable skills, I'm not suggesting a buff to % but changing to how it works on blocks. Instead of 15% of drain going through, a change to 25% or 33% would be nice. So the change would only affect blocks, nothing else.

  • Altering Double Strike - similarily to Atom, I'd like a buff on blocks only for TLMs. It's one of the Strength-based skills that they have and it's blockable which does limit it slightly. Dex has to be invested into in order to connect the attack so there's no other way to go about it. Perhaps 25% damage would be good. 33% would be a bit too much since it'd have a potential to be abused.

  • Secondary effect for Field Commander - whilst not necessary, the skill isn't looking good when compared to Blood Commander so a secondary effect would be interesting. Going back to the amount of blockable attacks that TLMs would have, perhaps a Connect chance would be a good effect. Whilst it's seen as luck based, it'd be good since Strength-based skills that TLMs have (or would have) are all blockable so this does help. The effect would apply to all Melee-based attacks for the duration of the skill. *stacks with 'Lucky Strike' core when using the Strike button*


    That's about it from me. It shouldn't really overpower TLMs, any of the suggestions, but give them a bit more variety and freedom instead of restricting to a set number of builds because others lack behind.

    < Message edited by Trans -- 5/28/2013 14:10:35 >
  • AQ Epic  Post #: 1
    5/28/2013 13:39:25   
    Bloodpact
    Member

    Love the ideas, i'll throw in suggestions and supports.

    Maul: Yeah would be nice to get it back since their is no SmokeS anymore.
    (Donno y they took both skills and not just one at at time to see how they faired)

    Blood Shield: could also just cost half as much now since you get half as much hp per stat.

    Frenzy: I have long sought a buff for it, that seems reasonable, and the devs hopefully
    see eye to eye.
    __________________________________________________________________________

    Lastly, an interesting idea on atom and double strike.
    Would I like to see these?yes.
    Will we?prob not, I already could see the devs posts
    on how they would have to recode the skill or whatever.

    BUT! if they feel up to it yes I support 1 or 2 of these,
    BUT know what it sounds like? A passive skill.
    (One that might be better placed on the mercs to replace
    their useless current adrenalin passive?)
    Epic  Post #: 2
    5/28/2013 13:43:15   
    Ranloth
    Banned


    Oh yeah, you could just halve the HP cost for the Blood Shield and keep it as it is. It comes down to more power at a higher cost or less power for a lower price. Didn't think of that one. XD

    I was thinking along the lines of secondary effect for Field Commander - just like BC has - which could be a nice buff to the skill but it's difficult to think of one that wouldn't be abuseable to Support builds and generally useful for everyone. Perhaps a Connect chance on all Melee-based attacks for the duration of the skilll? Just like the 'Lucky Strike' core gives you some. It'd help a bit with the amount of blockable attacks.
    AQ Epic  Post #: 3
    5/28/2013 14:00:54   
    Bloodpact
    Member

    Ether or would work.(Double power or half cost) Glad we agree!

    Or after they rid the world of adrenalin(hopefully) a small buff would be it would increase your rage gain
    aswell? Both good ideas I trust ;D.
    Epic  Post #: 4
    5/28/2013 14:07:39   
    Necromantres
    Member

    We can always give BC energy regain instead of of HP regain and give FC hp regain but i'm not sure if it's a good idea
    Epic  Post #: 5
    5/28/2013 14:22:15   
    Bloodpact
    Member

    BC name wouldn't make sense then :/.
    Besidessss they got plenty EP now with static ;].

    and FC gaining hp, also dunno Tact's are tanky enough as it is
    with reroute and armor x.X.
    Epic  Post #: 6
    5/28/2013 14:28:46   
    Ranloth
    Banned


    I just settled with Connect chance which would help with the amount of blockable skills TLMs would have. HP isn't needed since they are tanky enough + Frenzy is there (works off Strength too!), and EP isn't either since they have Reroute. So Connect would be a good one to aid Strength builds.
    AQ Epic  Post #: 7
    5/28/2013 14:31:23   
    Bloodpact
    Member

    Agreed.

    I lost count of how many fights I lost cuz of a block
    during my time as a TactMerc
    Epic  Post #: 8
    5/28/2013 14:43:35   
    DARK SOUL OF HELL
    Member

    i agree with what is going on here 100 % .
    but it seems that u are just improving the skills of tlms ( which is absolutely fine ) .
    but i would prefer to give them new skills , for starters i highly suggest a debuffing skill ( already discussed about the fact that a debuffing skills to a tlm skill tree will make them op but u can always remove those skills that do the op combination ) cause it is really unfair that they don't have any debuffing skill , plus adding a such skill will definitely increase the variety of builds .
    debuffing skill :
    a skill that reduces dex for 3 turns and u can ( after u use it ) switch the reduction to tech or str or supp ( maybe not all those choices ) but if u do the switch the number of stat reduced will be divided in 2 ( meaning : if u took 40 dex and did the switch to tech happens is that his tech will be reduced by 20 and dex will go back to normal ) and the switch will waste a turn but not one of the 3 reduction turns .

    < Message edited by DARK SOUL OF HELL -- 5/28/2013 14:46:02 >
    Post #: 9
    5/28/2013 14:48:04   
    Ranloth
    Banned


    Then Reroute or MA have to go, simple as. Cores make up for the flaws in builds such as BMs and no EP drain is fine and it's the only class without one so Cores can be used there. With debuff for TLMs, it's the same.

    And yeah, I'm focusing on buffing few skills and giving them additional effects so they are used a bit more. We know advanced classes will get new Multis and Ultimates which means 2 unique skills, but until that happens, this is probably the easy stuff that can be done. TLMs need decent synergy at that, so this could help a little.
    AQ Epic  Post #: 10
    5/28/2013 14:50:21   
    Bloodpact
    Member

    If we keep them as it they can get the first support debuffing skills >:D.

    A way of making enemies crit less on them and lesser the power the of
    the much overused support abuse build.

    After all crits are the one chinque in a TactMerc's armor.
    Just a thought.

    PS. I got red line under chinque , and I checked the possible
    corrections, only one it had was Chinese... Spell Check is racist xD
    Epic  Post #: 11
    5/28/2013 14:53:46   
    DARK SOUL OF HELL
    Member

    the missing energy draining skill for BM is easily replaced by cores .
    u can't replace debuffing skills unless with omega weapons which is not in everybody's inventory .
    Post #: 12
    5/28/2013 14:57:41   
    Ranloth
    Banned


    Remember, future cores will be made. We cannot go with a temporary band-aids to give them a debuff and take it out once cores are being made on a more regular basis. Then BMs should get an EP drain too, or at least should've prior to Omega.

    Give it some time. I'm suggesting it for the current state of the game. We'll see passives getting turned into active skills and perhaps yet another big overhaul in balance which could change that. For the time being, any form of debuff is a no (and you know how many times I gave people my mini essay :I). It's either Reroute or MA leaving. Each class follows the rule of having 2/3 of these: passive Armor, debuff, passive EP/HP regen.
    AQ Epic  Post #: 13
    5/28/2013 15:02:21   
    DARK SOUL OF HELL
    Member

    i see your point .
    i am convinced :D
    Post #: 14
    Page:   [1]
    All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel Balance >> Reviving TLMs
    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