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Beary Many Balance Ideas

 
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9/21/2013 9:47:43   
Bionic Bear
Helpful!


As we all know, offensive builds have been dominating Epicduel. Here are my suggestions to balance them out.
BM
Bludgeon is one of the major damage dealers for many BMs, and also the bane of many players*. Here are a few nerfs that will bring it back down to earth.
1- Decrease the damage increase by 5% at all levels. Example: level 10 bludgeon would give only 45% extra damage, down from 50%.
2- Increase energy cost by 6 at all levels. Example: level 1 bludgeon would cost 16 energy. This would make it on par with double strike, doing more damage but for a bigger energy cost.
3- Increase dexterity requirement by 3 at all levels. Example: level 1 bludgeon would need 19 dexterity to use.
TM
TM str/support builds would be less strong and less ubiquitous with these suggestions, but they would still have a fighting chance.
1- Change malfunction requirement to technology(for CH also) This will ensure that any TM looking to use this build would be required to have some defenses, not in a full glass cannon mode. I find that it is too coincidental that malfunction and deadly aim require strength and support and improve with strength and support. That makes the str/support combo too strong(see idea 3).
2- Deadly aim damage boost is reduced by 3% at all levels, and it requires dexterity to use. Example: at level 10, it would give 20% increase and need 42 dexterity to use. Again, like idea 1, this way TMs will have good defenses but not so much firepower(this nerf would go for BMs also)
3- Agility, of a sort, for all classes, but for all weapons, excluding the robot. For every 5 health above 95, you would lose 1 damage for your primary, sidearm, and auxiliary. Example: a player has 105 hp. Their primary damage would look like this, at level 35, with a sword:
13-17+36-2
Sidearm would also look like that, while aux damage would look like this:
16-20+39-2

Multi
It looks like most people would like a multi buff. Here are my buff suggestions.
Multi-Shot: +4 damage at all levels. At level 1, with a level 35 character, and with no dex boost, it would have a base damage of 30. And, 1 damage is added per every 3 dexterity, not 4. At level 35, with the previous buff, at level 1 with 26 dexterity, would do 31 damage. Also, -4 energy cost at all levels. At level 1, it would cost 10 energy against 1 opponent, and 18 energy for two opponents.
Plasma Rain: same as above, but with +5 damage at all levels.
Artillery Strike is fine the way it is.
Here are my ideas for balance. Please give me feedback, and I will adjust them as necessary.





Post #: 1
9/21/2013 10:03:36   
Ranloth
Banned


I'll keep it short.

  • Bludgeon is meant to be stronger than Double Strike due to being locked to Physical damage only. It can be either higher damage or lower EP cost. Or a mix of both. I'm fine with the requirement though.
  • DA is already balanced. It was nerfed once and the only reason it may be overpowered is BL + Bludgeon + Str abuse. Don't nerf the skill, nerf the synergy. I doubt TMs are overpowered with DA.
  • Agility was said to be a straight up no, under any form. It was a terrible band-aid fix prior to Omega and Devs even admitted it was poor, hence why they've removed it. Essentially, you'd limit the variety because Agility would return but nerf offence - as opposed to defence.
  • ALL Multi skills must be equal. They improve with different stats which could be the problem why one is stronger (AS + Crits). That's not the problem with the skill but the stat. Dex gives you respectable bonus too, when used with PR/MS - difference is one being offensive and other defensive.
  • For Multi buff, I'd personally prefer this, which still keeps them equal but gives them a buff. If AS was to be deemed even more overpowered then Crits would be altered, not the skill. I've included some math in post #32 to illustrate the idea.
  • AQ Epic  Post #: 2
    9/21/2013 12:28:36   
      Exploding Penguin
    Moderator


    Because I'm lazy and didn't read much, I'll only acknowledge the multi part.

    IMO the only problem with multi is that it's not usable enough in 1v1, and in 2v2 where it was meant to have max efficiency for damage-energy ratio lacks in power slightly now. So, a possible solution is to make it have different effects in 1v1 where it could be usable in both battle modes.
    Epic  Post #: 3
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