VanitySixx
Member
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So here's what us players know: 1. Tech Mages have the ability to loop heal. 2. Cyber Hunter poison and massacre builds are overpowered. 3. Bounty Hunters were thought to be overpowered, until Cyber Hunters and Tech Mages found out their mainstream builds. 4. Tactical Mercenaries are very underpowered. 5. Mercenaries are slightly underpowered. 6. Blood Mages are nearly up to par in terms of skill, but their lack of energy regeneration and/or lack of ability to take the opponent's energy makes them weaker. Here's possible solutions to get the game moving forward with balance progression: 1. Since Tech Mages can Assimilate which helps promote loop healing, add a Support requirement to this skill. Max level Assimilation should require 36 Support. 2. Cyber Hunters are on the rise in EpicDuel. Not many people may have noticed, but I sure have. I think Cyber Hunters should not even have poison. But since they do, let's not take it away. I believe the developers should add on to the poison energy requirement. Making max poison go from a mere 280 energy requirement, to a 330 energy requirement. However, this will not stop them. Static Charge's % is a bit high, but we can deal with that since CH needs a way to regain energy. But I believe when doing Static Charge, the damage dealt should not be 100%. It should be 85%. 3. Bounty Hunters were previously "Overpowered" because I guess nobody knew any builds to cope with the x10 statistical update. So now people have found builds for Tech Mages, Blood Mages, and even Cyber Hunters making Bounty Hunters looking like they were never overpowered in the 1st place. But, I think they are just fine. I see some at 80-88% on the leaderboard so BH's aren't really over or underpowered. 4. Tactical Mercenaries have a huge problem. Honestly, their current skills look like something the devs just threw together really fast. I only have one suggestion for this. Change Frenzy from Strike damage to Auxiliary damage making the stat requirement 37 Technology at max level. This could help their support builds because all of us Bounty Hunters, CH's and TM's know that when we see a Support Tact, we know it is ALMOST a free win. (Unless the tactical is a higher level, or they use their poison correctly). 5. Mercenaries are actually not that bad. I would just improve their starting health at level one from 550 to 570, and starting energy from 540 to 560. That's it for them and they are good to go. 6. Blood Mages aren't bad either. They do have a problem though. I think Energy Parasite is just a bad idea and needs to be erased all together. Replace it with Assimilation and they are good to go. This also goes hand in hand with Tech Mages because if this is implemented, Assimilation will have a Support requirement so Blood Mages will also have that requirement so they wont just spam strength and have easy wins. These are all ways that the game could be balanced at it's current condition. If the balance in the game even changes slightly, these ideas will not work at all.
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