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whether this is the most important thing in this game?

 
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7/14/2014 14:36:14   
santonik
Member

I myself have (tryed) all between earth and heaven. BUT the game will be rather weak balance. Can not find the counter builds. I know fully what your opponent is doing. But I lose ALWAYS certain builds. Experimental or mixed builds will not appear because they tend to disappear. the balance of the game should be able to improve. This should be increased to 1 in. Not a story or a sword or the outer aspect. Sometimes I have seen the funny and silly suggestions. Sometimes amusing, or silly proposal is important. Important as to father gets an idea to another idea. This leads to the fact that there is now enough proposals. from there to pick up some interesting suggestions. If possible. Try them on the test server . Or in some other way. myself believes that the balance of the game should be repaired as soon as possible. Otherwise, players will disappear. switching to another game, or do something else.

Now, I ask you what is the most important thing in this game. whether it. the game's graphics.
whether it. seeing friends. whether it's that the game is somewhat balanced. (better than now)

myself if I decide it's definitely a balance.



Fixing this balance could bring the old and attract new players to play this game.
One of the big little attention has been skills.

some skill is very perfull all builds.
some skill is good only Particular build.
some skill is weak all builds.


Let's hope that the creators were STR_builds game under control.

Experimental and mixed builds need help now, and a lot.

Be brave and do the solution now that it can be done. (Balance)





Epic  Post #: 1
7/14/2014 15:00:46   
Mother1
Member

To me what I think is important is a mixture of both.

Not everyone feels that balance is the #1 thing that is important, and if the staff decided to focus 100% on balance their wouldn't be many updates seeing a balance updates aren't as easy as art updates. Art and content updates are a lot easier since with art all you have to do is make the items and make sure they look good, where as balance you have a lot and I mean a lot of things that can go wrong.

Not to mention many of the balance suggestions have so many flaws in them that aren't covered up and it is because of those flaws that the imbalance keeps happen. Many people make balance suggestions and when people tend to point them out I myself have seen many players say just ignore them due to them wanting the change to be made. Many of the suggestion are made because a certain build keeps them from winning and they don't know how to counter it.

Balance will never be perfect I know this much, and to be honest the game needs as I said before a Jenny Jones make over (meaning a complete rewrite of how everything works from how shields work to the damage of a basic strike)

But to answer your question why strength builds with high HP are ruling the answer is simple. HP and Strength are the most rewarding stats to use, being that HP is the thing that keeps you alive and strength being the only stat that has a move with no cool down and energy cost being powered by it meaning it can give damage non stop unlike the other stats. Dex, comes in a close third seeing with it you can stop strike builds from connecting if you get lucky while tech and support are at the bottom of the barrel.

Epic  Post #: 2
7/14/2014 15:10:46   
Ranloth
Banned


I still like how 2 HP (20) was too much, 1 HP (10) was too little, and 1.25 HP (12.5) is too much again - even after Strength and Support have taken major nerfs, with little nerf to the defenses (only Res brough down to Def level).
AQ Epic  Post #: 3
7/14/2014 15:20:32   
Remorse
Member

I personally don't think HP is the problem, I think its the lack of viable counters versing STR builds.


And that's partly due to rage, I think rage made shields really ineffective versus STR builds when it's intention was to counter tanks.


There are many way's to creatively tackle these issues in the form of content.



For example, an armor passive core that reduces the amount of rage enemy players gain on hit if you use a shield ability on yourself (for the shields duration), note that you can consecutively apply this passive with multiple shields but suffer turns used to apply the shields rather then attacking. (note that this won't necessarily make tanks strong as it requires them to use shields to gain the rage reducing effect)



Another passive amour idea, you gain a percentage of your total rage bar whenever you use a turn that would generate no rage. (such as shielding/healing etc.)


All these ideas are trying to improve the effectiveness of build versus STR builds whilst giving STR builds little to no advanatge.




The point being is I think the ED team should stop trying to balance with buffs and nerfs as much and start trying to focus on improving variety and counter-play to control balance to give favorable outcomes.


This is not to say that buffs and nerfs aren't needed, they are still certainly required however consider if whether or not the root of the issue is numbers, or is it lack of viable counters?



In terms of HP STR builds I believe the issue is lack of viable counters.



We should also consider, what is it that makes STR builds so effective and hard to counter?

-Consistent damage which is hard to equal and suppress (mainly because of rage)
-Hard to sustain against especially due to hatching rush core.

How would you counters these things?
Similar to the rage core suggestions I made above focus, on rewarding players who aren't consecutively dealing damage with cores that offer bonuses to those players.


Another core idea using this logic:
Rested: A primary weapon passive core that improves the damage of their next attack each time they do not deal damage to the opponent the turn before.


We also need to be able to counter cores that STR abusers use that make sustaining against them extremely infective for example:

An armor active core:
Cleanse: Removes all non stat based debuffs effecting you (this includes, poison, hatching, frostbite, etc.) does not include stat based debuffs (intim, smoke, omega core etc)




Basically we need to give players the tools to win with strategy, which includes constantly outsmarting and countering your opponents predicted strategy.
With counter-play balance will become much more self/automatically managed, and this is evident across many other games.








One extra major bonus to balancing with content is it would satisfy most players desires in updates! New cores/content as well as balancing will mean most people will be happy, it also effectively uses the Devs resources as art is required to make new cores etc.




P.S I think this topic is worthy of it's own thread gonna make a post about this in the balance section, go there if you want to discuss this.

< Message edited by Remorse -- 7/14/2014 15:45:52 >
Epic  Post #: 4
7/14/2014 16:19:31   
lionblades
Member

1. HP- without HP str builds are bad, 5 focus build are bad (need at least around 1000)
2 & 3. Str and dex: Str is more important but dex is a pretty close 3rd place
4. Tech
5. Supp
AQW  Post #: 5
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