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Black Abyss Rebalance

 
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1/14/2014 15:05:17   
Xendran
Member

EDIT: Removing all current suggestion/balance ideas i have posted.

< Message edited by Xendran -- 1/21/2014 23:07:54 >
AQ DF Epic  Post #: 1
1/14/2014 15:11:13   
ED Divine Darkness
Member

Agreed, but it should only be cleansed by field medic, not generator. the reason i say this, is because my generator could only give 50 hp, but 270 energy, then i could pretty much escape the effect of this core.
AQ AQW Epic  Post #: 2
1/14/2014 15:19:38   
Mother1
Member

I get what you are talking about but I think you should change the title to Hatching rush rebalance instead. Reason being is that people might think you are talking about the bot more than the weapon core.

As for suggestion itself if it did happen the core wouldn't be a crippling in 2 vs 2 at least.
Epic  Post #: 3
1/14/2014 17:17:44   
Remorse
Member

How about the effect lasts forever or until 2 healing effects of any sort have been reduced.

However any small heal can be used to counter the effect which does not make the effect weak, it just means the user has to consider timing or suffer the possibility of being countered with weaker heals.
Epic  Post #: 4
1/14/2014 17:24:11   
GearzHeadz
Member

I'd say a better way to balance it would be to simple make it deal 85% damage, and makes it's effect only take away 35% of heals. It would still last 3 turns though.
DF AQW Epic  Post #: 5
1/14/2014 17:28:48   
Remorse
Member

^Although that would be the simplest nerf I would prefer if they made th effect counterable somehow rather then more acceptable to deal with.
Epic  Post #: 6
1/14/2014 17:44:52   
Mother1
Member

@ remorse

Which means that Blood mage, and Bounty hunter will have the easiest of counter to this core. Mark of blood, and another attack and boom this core becomes underpowered for these two classes. Also critical heal can counter 20% of this core since it increases healing by that much as well. While not a complete counter is still is a counter.
Epic  Post #: 7
1/14/2014 19:35:46   
Stabilis
Member

quote:

How about the effect lasts forever or until 2 healing effects of any sort have been reduced.

However any small heal can be used to counter the effect which does not make the effect weak, it just means the user has to consider timing or suffer the possibility of being countered with weaker heals.


Two players can use Field Medic at once (Hatchling Rush is removed). Hatchling Rush lasts 3 turns, and Field Medic cools down after 5. There would be no effect.
AQ Epic  Post #: 8
1/14/2014 20:55:00   
Remorse
Member

Actually mother it just means the person using the rush core would wait a few turns in during mark of blood before using it.

Or the preseance of having the rush core means they can more or less prevent their opponent to use mark of blood.
Because the person with MoB knows they can use it to counter the rush core if they don't use it early so they would wait for them to rush making it a stalemate benefiting the person with rush.


I dont understand how you can agree to mark of blood being extremely countered with the core but you don't agree to strategy bring able to counter the rush core?

@depressed
Any heal effect can use up a rush turn so the person using would have to consider timing.

Eg in 2v2 say if they used generator and say a mark of blood strike it can theoretically be used up in one turn without using a heal, if the person using the rush didn't time it right which is how it should be.

< Message edited by Remorse -- 1/14/2014 21:23:49 >
Epic  Post #: 9
1/15/2014 1:33:21   
Noobatron x3000
Member

Hatchling rush definitely needs a adjustment not so much for 1v1 but for 2v2 facing one person possessing the core to halve your heal is bad enough I cannot stress how game breaking that core is in 2v2, unless you and your partner have builds vastly superior to your opponents its an almost certain loss, if both your opponents have it you may as well hit refresh. its almost impossible to fight some1 cutting all your heals in halve then spamming there own heals forcing you to waste atleast a heal and turns trying to shield to protect from the utter OP devastation this core gives. Giving your a opponents a huge hed start to rage just trying to counter one core. Not sure how to fix it but it must be nerfed or given to everyone free since that having it in 2v2 is almost certain death right now.
Post #: 10
1/15/2014 9:02:26   
Trollok!!!
Member

Maybe instead of reducing heals in half it could impose an extra energy cost on heal effects? Kinda like a Frost Bite that activates on the use of healing?
DF MQ AQW Epic  Post #: 11
1/15/2014 17:15:13   
Deathknightmare
Member

Ya, I agree that in 2 v 2 that the spiders can wreck a battle. Maybe having the skill reduce heals by a 1/3 not half would be better. It does shorten the length of battles though if you are on the right side.
Post #: 12
1/16/2014 5:05:04   
edwardvulture
Member

I've suggested this before somewhere but on a discussion thread. I also said that buffs like DM or Reflex should have a "cleanse" effect.
AQ DF MQ  Post #: 13
1/16/2014 5:14:58   
Remorse
Member

^
While I like the basic concept of a cleanse effect we would first need to define the skiils it effects such as would it effect stat de buff if not how would you classify that, perhaps cleanses the most resent non stat debuff negative condition if so that should be given a name for the category such as negative status ailment.

< Message edited by Remorse -- 1/16/2014 5:15:45 >
Epic  Post #: 14
1/18/2014 16:02:08   
Mother1
Member

Here is something else that this core needs a warm up. Seriously why is it the only primary core that doesn't have one?
Epic  Post #: 15
1/18/2014 16:19:32   
toopygoo
Member

i wouldnt be against that :/ frankly, apart from 2v2 i dont use it before the first 2 turns anyways :/
AQW Epic  Post #: 16
1/22/2014 18:14:25   
ED Divine Darkness
Member

well, i use it first turn if they have base hp, or under 1k.
AQ AQW Epic  Post #: 17
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