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Buffing and Nerfing

 
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12/30/2013 22:03:59   
VanitySixx
Member

As most of you know, Tech Mages and Bounty Hunters apparently "need to be nerfed". EpicDuel has nerfed every class MANY times throughout history. I suggest they actually stop nerfing.

Why keep making classes weaker when they'll be underpowered compared to other classes, so those classes will be OP, every1 changes to them, and we wait for another nerf?

I also suggest as the Developers slow down on nerfing, they buff more classes. So instead of nerfing Overpowered classes, they should buff the underpowered ones W/O nerfing at all.

The buffing should be bit by bit. Not one huge balance update, as that would create problems.

Here is what I think should be Buffed:

Mercenary: Increase Base Health from 550 to 570. Increase Base Energy from 540 to 560. Get rid of Adrenaline Rush and replace it with Toxic Grenade.

Tactical Mercenary: Make the base Strength Point buff from Field Commander raise from 7 to 10 at level 1. Replace Toxic Grenade with Plasma Grenade (giving them two moves to stun).
Increase the base % of Frenzy from 30% to 35%

Blood Mage: Increase the base % of Energy Parasite from 5 to 7. Increase base fireball damage from 190 to 200.

Cyber Hunter: Increase the base % of Static Charge from 40% to 42%. Replace Massacre with a new skill "Overdrive". This gives the same animation as Massacre. This will
inflict 65% strike damage to your enemy while taking 70% of the enemy's current energy at max level (The Cyber Hunter does not gain energy from this). This has 4 rounds of cooldown.

The levels of Overdrive would be

Level 1: 30%
Level 2: 36%
Level 3: 42%
Level 4: 48%
Level 5: 54%
Level 6: 60%
Level 7: 63%
Level 8: 66%
Level 9: 68%
Level 10: 70%

However, there is one thing to be nerfed. Assimilation. If Assimilation is NOT nerfed, and let's say these balance changes were implemented into the game, BM and TM will be OP. The user of Assimilation needs to only absorb 35% of the energy from the skill. Not 50.
AQW Epic  Post #: 1
12/30/2013 22:26:27   
Shajun Ki
Member

Hmmm interesting stuff vanity. I'm especially interested in overdrive, sounds like a promising skill. I'm not sure about giving toxic grenade to mercenary though, but adrenaline definitely needs to go. I support everything else but giving tlm plasma grenade. That seems like a nerf imo.
Post #: 2
12/30/2013 22:27:19   
GearzHeadz
Member

My take on how to buff adrenaline. Overdrive does sound interesting, as for static charge, I'd need to see some numbers supporting this. Tlm doesn't need two stuns, and it works well with toxic grenade, and I'm not sure on the buff to field commander and frenzy, I'd need to see numbers.. Merc doesn't need toxic grenade either, I'm a no go on the health and energy buff, as all classes have even amounts of points, just distributed differently at start.. Fire ball definitely needs to be brought on to par with plasma bolt. I think BM should just get assimilation in place of energy parasite with a 100% return, and instead of nerfing assimilation for TM, just give them energy parasite (a fixed version of course)

< Message edited by GearzHeadz -- 12/30/2013 23:31:48 >
DF AQW Epic  Post #: 3
12/31/2013 0:22:12   
Mother1
Member

The reason I remember the staff saying they did nerfs instead of buffs was because they were easier to do since you are dealing with one class instead of buffing 5.
Epic  Post #: 4
12/31/2013 4:47:07   
DarkDevil
Member

^ in the mean time we need to buff 5 cus some skills were lost in the nerf frenzy.

on the point :

did you notice mercs already have the highest base health.

also may you preview your point on these stuff , i don't get any of the reasons why that should happen.

< Message edited by DarkDevil -- 12/31/2013 4:50:35 >
AQ Epic  Post #: 5
12/31/2013 6:14:34   
Jekyll
Member

The double stun is interesting, but would that force TLMs into more of a luck-based build? Since 2 stuns possibly implies that TLMs should use them. Nonetheless, this would encourage TLMs to do what they should do best - tanking, since both stuns require dex and tech.
AQ DF AQW Epic  Post #: 6
12/31/2013 12:02:34   
suboto
Member

gotta be joking right? tlm already dont have a debuff so thats why we need posion grenade. Plus we already have a stun nade we didnt ask for lol.. adding a 2nd one would be terrible unless its maul that replaces posion.. and some debuff of some kind that replaces field commander.
Examples of a debuff could be lower hp of target:
lvl1 4%
lvl2 6%
lvl3 8%
lvl4 10%
lvl5 12%
lvl6 14%
lvl8 16%
lvl9 18%
lvl10 20%
Or support debuff
or a str debuff
or a robot debuff
^ that truely needs to replace field commander
or maul does cause we need some kind of damage skill or debuff
Epic  Post #: 7
12/31/2013 12:20:56   
Xx Jai Ho xX
Member
 

Tech mages seem little bit overpowered. They need to get nerf. Maybe either removing battery back up or assimilation will make them equal with other classes.


< Message edited by sanjiv123 -- 12/31/2013 12:21:16 >
Epic  Post #: 8
12/31/2013 12:39:57   
suboto
Member

ok u see tlm and tm both have battery. And tlm has frenzy it regains hp+dmg's but cost energy plus its no wheres near as useful as tm's 2nd skill and tm has a 2nd massive energy take/regain+dmg plus its free to use.
So i suggest u make mages 2nd skill either cost hp or energy to use would make more since to charge hp for it its basicly the opposite of tlm's frenzy.
And reduce it to set %'s for tlm its % dmg to health. So for tm's its % dmg to energy. just a thought not asking for a buff for tlm but tm's shouldnt of been set like this is the 1st place honestly. Remember back when tlm abused frenzy well tm's
are doing this now with a skill that is oped.
I suggest that tm's skill either get put on a system like frenzy or make it cost hp to use

< Message edited by suboto -- 12/31/2013 12:42:02 >
Epic  Post #: 9
12/31/2013 19:33:26   
Teserve
Member

quote:

Get rid of Adrenaline Rush and replace it with Toxic Grenade.

Not supported, I want to stick with my turn two rage. Which is basically the fastest possible.

quote:

Replace Toxic Grenade with Plasma Grenade (giving them two moves to stun).

Not supported, one turn already can decide the game and having even the possibility of a two turn stun lock is really powerful.

quote:

If Assimilation is NOT nerfed, and let's say these balance changes were implemented into the game, BM and TM will be OP. The user of Assimilation needs to only absorb 35% of the energy from the skill. Not 50.

So...
quote:

BM and TM will be OP.

Only TM has Assimilate. You should change your numbers if you think BM will be OP with your suggestions.

I'd be fine with 40%, but I believe TM to be balanced.

quote:

and let's say these balance changes were implemented into the game

You are changing nothing about TM, just buffing some others. How will doing this make TM OP?


For some reason I can't delete my own posts, so had to edit some stuff in here after accidentally clicking post. Any reasons why?

< Message edited by Teserve -- 12/31/2013 19:39:11 >
MQ AQW Epic  Post #: 10
1/1/2014 14:34:53   
GearzHeadz
Member

For frenzy, I would just say turn the cooldown from 3 turns to 2.
DF AQW Epic  Post #: 11
1/2/2014 18:36:55   
suboto
Member

Frenzy should be allowed by club and sword id say unless mark is only allowed by claws
Epic  Post #: 12
1/2/2014 18:44:19   
GearzHeadz
Member

TLM only has 2 moves on club requirement. BH has 3. Plus, mark is there for BM too, they can't use claws even if they wanted to.
DF AQW Epic  Post #: 13
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