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Epicduel Combat System Fix

 
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8/25/2014 1:49:24   
djc2098
Member
 

1. Fixing Skill Improvement

I have found that character builds in which you build up one stat to an amazing extent and then use moves that are based upon that stat to be incredibly hard to defeat, this has lead to many unbalanced fights.
Example: A level 10 Mercenary can have a 400 damage bunker buster, a 400 damage surgical strike, 165-200 resistance, and a high deflection chance because both bunker and surgical strike improve with technology. other similarities are found in all classes such as a mage (blood or tech) with high dexterity alongside with overload and plasma rain or a bounty hunter with high dexterity alongside multi-shot and stun grenade.

A quick fix would be to limit each class to a single move that improves based on a single statistic. Instead moves could be based off of level (such as field medic) or based off of other statistics such as health, energy, or even focus.

2. NPCs Passive Abilities

A part of what makes NPCs unfair is that they have moves that are currently impossible to acquire such as re-route (although this was previously acquirable)
There are 2 ways to fix this:
A. Remove these skills from NPCs
B. Make these skills available to the public (This would however require more effort on the part of the Epicduel team, as they may also have to code in a system in which if a mage wants re-route the mage couldn't then acquire battery backup.

NPCs stats
A. Lower NPCs health and energy, I have found energy parasite an extremely overpowered move against bosses due to the % damage. However boosts bosses other statistics greatly to make up for the change.

3. Juggernaut

This is more simple and requires changing the level match-ups so a level 40 won't have to fight 2 34's, and 2 level 10's will not have to fight a 20 as these fights are nearly unwinnable and more or less deathmatchs.

4. Poison Abilities

Abilities that allow for 85% damage of a basic attack and then cause 130 damage regardless of defense in the next 3 turns are extremely overpowered. Especially when combined with a tactical mercenary with Battery Backup and a good heal.
A fix would be to:
Change the system to make the damage done based upon the % of the target's current health, similar to energy parasite, in addition remove the factor in which this move is cancelled by field medic.

5. Underdog Effect

This effect would not apply to juggernaut battles, however if the lowest level of the battle were to have a increased chance to go first and a slightly increased critical hit % it would make battles much more evened out.
For Example:
The party with a 1 level total disadvantage would have a 5% boosted chance to go first and a 5% boosted chance of a critical hit.
The party with a 2 level total disadvantage would have a 10% boosted chance to go first and a 10% boosted chance of a critical hit.
Post #: 1
8/25/2014 5:12:57   
Remorse
Member

quote:

1. Fixing Skill Improvement

I have found that character builds in which you build up one stat to an amazing extent and then use moves that are based upon that stat to be incredibly hard to defeat, this has lead to many unbalanced fights.
Example: A level 10 Mercenary can have a 400 damage bunker buster, a 400 damage surgical strike, 165-200 resistance, and a high deflection chance because both bunker and surgical strike improve with technology. other similarities are found in all classes such as a mage (blood or tech) with high dexterity alongside with overload and plasma rain or a bounty hunter with high dexterity alongside multi-shot and stun grenade.

A quick fix would be to limit each class to a single move that improves based on a single statistic. Instead moves could be based off of level (such as field medic) or based off of other statistics such as health, energy, or even focus.




This is the complete wrong way to fix this issue,

What you are asking is to take away the small amount of variety and creativity the game has left....

And the ONLY thing that interested me, and I'm sure many others was it's variety and creativity in builds and being able to apply your own builds in the battle field,

The fact this is severely lowered since beta is highly probable reasoning into the games decrease in numbers.



Though I can share some similar views that certain balance issues means certain builds have extremely low counters and leaves more or less a battles determined by luck.


To fix this we need to INCREASE class differences and INCREASE counters and variety.

And basically the opposite of your suggestion and improve skill to stat progression not remove it.


Making heal improve with nothing was a major hit to creativity and they could of done the intended fix many other ways to fix the issue which was heal looping, such as if they provided the hatching rush core back then, then perhaps they wouldn't of needed to remove the support scaling, things like this.



I'm personally completely against any form of variety contrition which includes
-Focus
-Diminishing returns on stats
-Small class variety
-Etc.

And I believe these issues should be solved at the core not with pathetic band-aid fixes that has completely ruined all enjoyment for me.

Because of this I'm restricted to the forums of this game because I dare not go near the so called "battle mechanics" the games uses at the moment.


Rant over, carry on with your day.


< Message edited by Remorse -- 8/25/2014 5:15:00 >
Epic  Post #: 2
8/25/2014 18:11:13   
djc2098
Member
 

I find the game has a lot more creativity under this change actually, as of now many skills go completely unused simply because they are not improved with a certain skill.

It is actually becoming rare to see a creative build because they are not effective in battle as simply using most of your stats points to improve a single skill, and most of
your skill points to improve a single attack until it can take half or more health of an enemy. Balance issues are a tremendous part of why older players have left this game
and their is typically only a single serve open hosting around 400-500 players. Making heal improve by level instead of a single statistic was a very reasonable idea as heal
was incredibly overpowered due to players spamming support on their character. Alongside with additional moves that improved with support such as auxiliary, artillery strike,
and intimidate.

I would not mind if heal still improved based on a statistic however it is incredible annoying
when you fight someone who has 2 skills that increase with same statistic and the statistic is at an extreme extent I can say from experience that a high win percentage is
easily if not only acquirable without creativity. My mage is level 28 with a total of 114 dexterity, alongside with max overload, and max plasma rain


I often kill players in 2 turns and my 2v2 battle record is 672 wins and 375 losses while my 1v1 record is 276 wins and 169 losses.
My build has no creativity whatsoever when I level up I add about 3 dexterity to my character every level and get supporting moves
(Mainly Energy Parasite) I would love it if they were no longer multiple skills that improved with the same statistic, I would even love
it if more statistics were added for more balancing so skills don't have to be based on level.

< Message edited by djc2098 -- 8/25/2014 18:19:24 >
Post #: 3
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