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Quicker rages but lower % ignored

 
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8/3/2013 21:14:08   
Predator9657
Member

quote:

The Rage Meter was designed as a counter for highly-defensive builds (tanks) as well as a counter to players that repeatedly consume packs while waiting to use their ultimate skill.


Tanks have relatively higher chances of blocks/deflections and when your rage gets blocked/deflected it doesn't help much against them.

If we increase the rate of rage gain and decrease the % of def/res ignored - the overall result is that rage has its effect spread out over a larger number of turns so that the effects of luck can't ruin a match for you.

Just for clarification rage is not being buffed/nerfed in anyway (nor are the luck features effecting it).

For example:

quote:

The amount required to fill the Rage Meter starts at 40 points and increases by 2.5 points per level. So for example, a level 5 character's Rage Meter would require 53 points (40 base + (2.5 points x 5 levels)).


Reduce the rage bar base capacity to 30 and the increase rate to 1.5 points per level so it fills up 55% [127.5/82.5] quicker and decrease the % def/res ignored in a rage to 25% (44% reduction of original def/res ignored [30/45]).

These numbers are not fixed; the devs can use similar numbers to achieve the desired effect.

Facts about rage were derived from here

Epic  Post #: 1
8/4/2013 6:55:41   
Ranloth
Banned


I'll repost what I've said in a different (older) thread, which links in with the suggestion.


Rage should be independed effect, not relying on Support. It'd solve one build from abusing it. The "Rage pool" would be scaled per level and players should get it at an equal rate, depending on the damage dealt and received BUT there should be a cap to how much Rage Points you can get per turn (solves the problem with glass cannons), yet doesn't favour tanks either, since Rage is against tanks.

Furthermore, Rage should ignore around 33% defences. Why so little? With equal rage, lower Rage pool, you could get it faster thus effect would be minimised and even less in favour of glass cannons. Yes, it's lower than Crits but Criticals are meant to be strong whilst Rage was designed against tanks.

Adrenaline would end up being universal skill instead of being aimed to Support builds since they can get more out of Rage. Cap prevents abuse and that one can be level scaled as well, not too low but not too high either. 33.33% of total Rage pool would be good, so you couldn't rage faster than on the 4th turn, and since % ignore is lower, it shouldn't really be that bad.
AQ Epic  Post #: 2
8/4/2013 11:28:09   
Predator9657
Member

^ Sounds great.
Epic  Post #: 3
8/4/2013 11:41:01   
Segawoman
Member

Clearly why players don't need to count on First Strike that often anymore.

Good on you, facts.
Epic  Post #: 4
8/4/2013 13:58:27   
Ranloth
Banned


@Predator9657
Heh, thanks. Some effects should be independent from stats and Rage is meant to be universal instead of in favour of a specific stat/build. The idea of a cap could be altered and make it 50% so fastest rage would be on turn 3 but with its effect already weakened (lower % ignore), it wouldn't be as deadly as it is now when players can rage on third turn and with much stronger rage.

The initial cap number was for sake of suggestion, it was around 2 months ago so yeah. :p
AQ Epic  Post #: 5
8/4/2013 14:25:46   
Predator9657
Member

quote:

Some effects should be independent from stats


I totally agree. It's illogical for rage to scale with a certain stat when it's purpose is to counter tanks.
Epic  Post #: 6
8/4/2013 14:28:58   
ED Divine Darkness
Member

*NERF TO SUPPORT* you will have to make heal scale again with support then. maybe every 7 points?
AQ AQW Epic  Post #: 7
8/4/2013 16:58:44   
Ranloth
Banned


Not really no. Support will still be strong minus the rage which is in favour of abusers and glass cannons. Scaled heal will benefit everyone too. Instead of thinking of a buff, how about wait whether this would be even considered AND seeing how Support would work afterwards.
AQ Epic  Post #: 8
8/4/2013 17:01:46   
Mother1
Member

@ trans

Actually scaled heal would benefit abusers and glass cannons who use strength support or pure support builds more then everyone else. Even with heal at 1 use every 4 turns high heal would cause heal looping or in a support builds case time to stall before the next aux attack.
Epic  Post #: 9
8/4/2013 17:04:16   
Segawoman
Member

quote:

I totally agree. It's illogical for rage to scale with a certain stat when it's purpose is to counter tanks.


That would mean the end of specific builds like Support and TLM's with IA's covering rage to finish the opponent off.
Epic  Post #: 10
8/4/2013 17:06:23   
Dual Thrusters
Member

Rage is fine as it is.

This would be a nerf to IA because it is only usable once.
MQ AQW Epic  Post #: 11
8/4/2013 17:09:41   
Segawoman
Member

quote:

This would be a nerf to IA because it is only usable once.


This is true. Ang tamang tama, we can't deal with another IA nerfing - especially when they just nerfed it!

It's fine as it is.

< Message edited by Segawoman -- 8/4/2013 17:11:41 >
Epic  Post #: 12
8/4/2013 17:10:15   
Ranloth
Banned


Dual, I'll have to disagree there. You cannot balance an effect which affects everything and everyone only because one item may be at a disadvantage. It'd be like saying "You cannot nerf Bolt because Tech will be weakened overall."

While we're entitled to our own views, this is really a bad way to balance things out by saying x cannot be done because y would end up bad.
AQ Epic  Post #: 13
8/4/2013 17:13:02   
Dual Thrusters
Member

@trans

But you can say you cannot nerf tech because bolt will be weaker overall.
MQ AQW Epic  Post #: 14
8/4/2013 17:14:45   
Ranloth
Banned


Not exactly, no. Scaling for the skill is not linked to Tech's effects. If Tech was to give lower % to deflections and less Resistance, Bolt would end up dealing the same amount of damage and get an indirect buff - due to lower Resistance.
AQ Epic  Post #: 15
8/4/2013 17:17:20   
Dual Thrusters
Member

Well it depends on how you nerf it.
MQ AQW Epic  Post #: 16
8/4/2013 17:19:31   
Ranloth
Banned


Exactly. My suggestion is revolving around Rage not being tied with another stat and possibly a cap for Rage you can gain per turn. The lower % ignore was something I've thought up but didn't really focus on so I've used the logic of "faster rage but lower %" to balance it out. Otherwise my point is Rage not working off Support and maybe a Rage cap per turn.
AQ Epic  Post #: 17
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