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Some moves that I think are a bit too strong

 
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6/13/2013 21:46:37   
Midnightsoul
Member

Assimilation
Static Smash
Smokescreen
Malfunction



Static Smash and Assimilation
These moves aren't greatly overpowered, but they still need adjustments.
Personally, they are somewhat abused in a build and I think they need to be weakened a bit from it effect.
They should both give the user half the energy they drained from their opponent.


Smokescreen and Malfunction
The two most important moves for offensive advances is also a bit abused. After the change into Omega, these moves still have not scaled down to Omega standards. I find that a lot of builds, especially 5 focus BH and aggressive TMs tend to rely on these greatly without having to put much effort in at all. I think these two moves need to be nerfed by about 7 points and have its energy cost reduced by about 3-4 points.
DF AQW Epic  Post #: 1
6/13/2013 21:51:44   
toopygoo
Member

i dont think neither malf or smoke need reduced costs. costs are fine as is. but they do need to be scaled slower. make it at 4.5 points instead of 4.
AQW Epic  Post #: 2
6/13/2013 22:01:20   
Midnightsoul
Member

^it's to compensate for the nerf

The problem isn't it's energy cost value to its effect ratio, it's just the fact how much points it can take away and the damage it can cause I think is the issue. Nerfing it to 4.5 for every point will effect higher levels and it might make shields too strong. Then it might just become the Age of Tanks (again) if possible.
DF AQW Epic  Post #: 3
6/13/2013 22:02:45   
toopygoo
Member

if it needs to get nerfed, that means you pay less than you need to for a skill of that value.
if its ratio was taken down, then it would be in line with its cost.

and as of now, thats mostly how it is. the only ones who would get a major benefit from this are juggers.
it doesnt affect 2v2 much, since 1/4 people have bot anyways.

< Message edited by toopygoo -- 6/13/2013 22:03:43 >
AQW Epic  Post #: 4
6/13/2013 22:05:37   
Mother1
Member

For assimilation it was originally like this, (the part about giving back half of the stolen energy) But people complained it was too weak so rabble buffed it. Last I checked the staff never completely undoes their changes.

As for Static smash no. Unlike Assimilation the effect is blockable, and can be counter in a number of ways. Plus unlike TM they don't have reroute either.

As for Smoke and Malf Malf already got a nerf since when support got it's nerf. The only builds I see abusing these moves would be those popular builds that people love to hate (Strength support TM/CH with azreal's gear for malf and Smoke shadow arts BH)
Epic  Post #: 5
6/14/2013 22:06:18   
Dual Thrusters
Member

Assimilate- It is a little too powerful ONLY because it stacks with reroute. And that will be fixed in the next update.

Static Smash- Yes, I guess it is a little OP. The only problem is the energy regained. Just nerf the % regained and it's all good.

Smoke/Malf- They are balanced.
MQ AQW Epic  Post #: 6
6/15/2013 1:38:30   
santonik
Member

Assimilate is fine today. Only block is wierd. because block not affect that leech.


Static smash is ok. That not give totally free victory.. Ofcourse some builds is very strong other builds.


Smoke/malf is Both can be too strong. Yes i know there is some players who says those is already nerfs.
But If you can take out 50 stats that is too much ( maxlvl.) 1 lvl 30 stats and cost minimum energy that is too powerful.
max lvl Blood commander lose damage to Smoke/malf totally. Blood commander give about 50 stregth and cost 1 turn when you use it. Damage not raised not so much. If enemy uses smoke/malf Those give normal damage+debuff enemy stats.That destroy even specialist tank. I test this. Tank cannot be tank this game anymore. if tank player take more defence or heal that cost always energy and 1 turn. So that give Debuffer advanced now. This game support too much attacker manyways. When enemy using smoke/malf. Debuffers can use core/s. Meteor, Bot core. azrael will and others cores too what give free 100% hit ratio and raised damage even more. Max lvl smoke/malf can destroy that 50 stats that mean about 15-25 enemy armor is destroyed. Why those number. Because enemys is always different stat. If i using assault bot special core that take away 65% that debuff/s and cost 1 turn. Yes some player think that is enough to defence player. But that is not. Defence player cost 1 turn to take away that 65% debuff/s. depuffer gain rage that smoke/malf. Bot user gain damage and still remains that 35% debuff/s. This is 1 Weird thing today. I dont see nothing bad if defender player can heal themselves little bit every time when they using shield. 1 heal per skill tree lvl. assault bot can be 2 heal per focus. This attacker and defencive players balance is Better this way.
Smoke/malf is much stronger than any other debuff and buffs this game. Why this way. Many forgot that diminishing system. That eat stat.
Intimidate is good only if enemy is pure stregth player. Other player can rounded that affect too freely.

smoke/malf must changes many ways. Those affect manyways enemy strategia. I dont see bad thing if smoke/malf dont destroy stat at all. only pure defence.
This means that other player can give hit back little bit better. IIRC some sayng if we changed this way those smoke/malf destroy even more enemy defence. That is odd. Why? Because so many people says smoke/malf is too stong. I dont see bad thing if defence damage can calculating stat system. same way what today. But only what that affect is defences. No affact enemy stat. Yes this can be ingored, BUT if you ingored this. Then smoke/malf must be nerf old ways. Maybe easy way to nerf. I believing somke/malf stregth is close delta time damage that is too much today. So that means debuff and buff must BOTH SCALE again. its hard job. But good luck that scaling.

Im not angry or mad. I just write my opinion.




Epic  Post #: 7
6/15/2013 1:42:46   
Dual Thrusters
Member

@Santonik

I think lowering the amount that smoke and malf takes is enough. Some players use these just to lower an opponent's attack that relies on technology or dexterity.
MQ AQW Epic  Post #: 8
6/15/2013 1:50:36   
odsey
Member

@Santonik 50 stats at level 10 is fine and considerable. As far as I check, to get 50 points on malf you will need a really high support. If you use high support, you will be invulnerable to damage even though you have more chance to go first. Blood commander give you high str while giving you a health drain.

Smokescreen is also balanced imo. You need to have a high technology to have 50 points to reduce dex. Plus the effect is temporary. You could also use shield if your problem is with the damage.
AQ DF AQW Epic  Post #: 9
6/15/2013 2:07:23   
ansh0
Member

Static Smash is ridiculous.

IT's like a better static charge+better assim.

I suggest the drain should be capped at 50%.
Epic  Post #: 10
6/15/2013 5:53:22   
Mother1
Member

@ ansh0

Both static charge and assimalation give you rage, do damage to the opponent and give you back energy.

Assimalation effect can't be blocked and on top of that it give back 100% energy.

Static smash however, can be blocked, doesn't give rage, and doesn't do damage and can be countered many ways so for the amount it can drain it is fair.
Epic  Post #: 11
6/15/2013 6:17:21   
toopygoo
Member

agreed. static charge can also be used successfully if your opponent has no energy, mages can use reroute if their opponent has no energy. Mercs dont have this option: they cont only steal that their enemy has, so another way to counter it, is use up all your energy.
AQW Epic  Post #: 12
6/15/2013 6:17:53   
Blaze The Aion Ender
Member

I see the problem with static smash is when you compare it to TLM's atom smash.
Same energy drain, only Merc is free and gives energy back.
You would think the stronger move would cost more energy.
I suggest making TLM atom smash cost 0
AQ DF MQ AQW Epic  Post #: 13
6/15/2013 7:20:54   
Ranloth
Banned


Blaze, but is Atom really the problem when comparing to Static Smash or is it the skill on its own giving you Energy + draining it for free? I can see where you're coming from but due to TLMs having Reroute, I'd be leaning towards no. On the other hand, TMs have Reroute which drains regardless and returns it. I used to be against free Atom Smasher - especially for TLMs - but don't know about now.

Part of me says yes and the other says no.
AQ Epic  Post #: 14
6/15/2013 8:19:10   
King FrostLich
Member

Assimilation - When blocked, decrease its drain rate just like how static smash or atom smasher gets blocked.
Static Smash - After observing this skill several times used in battle, I think this skill shouldn't be touched.
Smokescreen + Malfunction - Both these skills are extremely dangerous only when your opponent has the azrael gear. If not, it's still slightly powerful though but I prefer smokescreen to be slightly nerfed by 3 points only. Malfunction can either be untouched or needs a slight rework by how it scales as you level your support.
Epic  Post #: 15
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