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Needed Balance Changes

 
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6/3/2015 12:24:20   
The berserker killer
Member

 

I have said this before and I will say it again: If you continue to nerf without offering an alternative suggestion you will only take away from the game, making it simple, bland and boring. Very much like how it is now.

With that being said, I want to suggest a few Balance changes that will increase diversity based on my own experience. Lets start with Robots. Now since all Robots are equal in power (without adding in their special), the only thing that makes a robot special is it's special. Here's what I believe should be done:

Assault Bot: This bot has been extremely underpowered for the longest due to the fact that it used to deal low damage and it's ability "Cleanse" is both weak and cannot be applied to effects such as poison, necrosis, or blood hawk special. My suggestion is to:

1) Raise the Cleanse % to 85%

2) Allow Cleanse to affect Poison, Necrosis, Hatchling Rush, and Blood Hawk special

3) Change the name to "Restore" so players aren't caught up on the fact that something named "Cleanse" shouldn't "Restore" part of your armor if hit with Blood Hawk Special.

4) 4 Turn cooldown, spammable

Azraels Borg: This bot is very effective due to the fact that it can take the azrael aux core and use it as the bots special. But the two shouldn't be equal, that downplays the Bot special and strips away it's uniqueness.

1) Raise Heart Attack % to 75%

2) 4 Turn cooldown, spammable

Ballistic Bunny Bot: It may be unintentional that this bot hasn't received a buff yet because due to the recent balance changes, strength nerf, barely anyone strikes or will use their primary as a primary means of damage.

1) Allow this bot's special to "Kick-In" in succession with Azraels Force (Gun Core). That's a combination that will really add diversity to the game.

2) Change the bots special to rain egg missiles upon the target if they utilize their primary for any means (including Mark of Blood, Adrenaline, Parasite, etc)

Bio Borg: It may be unintentional that this bot hasn't received a buff yet because due to the recent balance changes, strength nerf, barely anyone strikes or will use their primary as a Primary means of damage.

1?) Sadly there isn't much you can do without messing with the coding too much. What I would suggest first though is making this bot plant thorns ON yourself, hence increasing your primary weapon damage by 35% for the following 4 turns.

2) Either that or return the strength scaling back to what it used to be.

Botanical Borg: One of the main reasons this bot isn't used is because the multi just isn't worth it. It deals only 90% damage to both targets, it's deflectable, and unless you rage it you're not going to get the desired numbers (200 damage at least would be nice)

1) Make the bots special 105%, with a one time use

2) 4 turn cooldown (make it spammable)

OR

3) Keep it as a one time use. Base the special at 85% and allow it to increase by 5 % per round up to 120%

Now let's move on to cores-

Lionharts Shield: You really can't do much with this core. It protects you for a single turn however the only downfall is that you cant heal yourself or anything.

1) Change the core to stay in effect for 1/2 a turn. Therefore allowing you or your partner to grant you a defensive buff.

Lucky Strike: For this core I am speaking mainly about the Celtic weapons (other than the sword). Those weapons are special, yet their core is the same as the one inside of vendbot (even though the core is locked).

1) Allow al the celtic weapons cores (other than the sword) to change to 6%.

Spreadfire: You don't see this core in 2v2 because it just isn't as useful as other weapons such as azraels. You have to increase the usefulness of this core.

1) Change the core from Passive to Active and increase the % to 105%.

2) Spammable, 3 turn cooldown, 100 Energy

Armored Roots: One of the main reasons this core is underused is just because it doesn't do enough. Itdoesn't qualify anywhere as a game changer since it barely affects the flow of the game.

1) Increase the core to increase your defense and resistance by 50% for 3 turns.

2) Allow it to be able to casted on your ally.

Lets move on to specific skills-

Field Commander: This skill is underused because it just doesn't have an efficient effect to it. Sure, it increases your strength but it doesn't have any additional effect.

1) Allow the skill to scale with strength, and increase your support.

Adrenaline Rush : The skill is fine, but it could use an additional effect

1) When used as a rage attack, allow this skill to increase your following rage meter.

Massacre: Due to the recent strength nerfs, this ultimate skill has taken an indirect nerf. It doesn't ignore any damage, the cost is extremely high, and the weapon requirement takes away stats that both hunters could use.

1) Remove the weapon requirement. Yes, I am aware you will have to re-do the animation but it will be worth it. (If you are aware with the Chicken Cow armor in DF and it's Chicker special, it could work similarly like that)

Static Grenade: Changing the skill to scale with support has really nerfed this class, especially the 4 turn cooldown.

1) Allow the skill to scale with Technology again

2) Lower the Cooldown to 3 turns

Fireball: Once again, due to the recent strength nerfs there isn't much incentive to use strength builds (said incentive being high damage output).

1) What I would like to suggest is allowing the skill to scale with support.


As for 2 general Balance changes.....

-Return the strength scaling back to what it used to be, and allow the gun dexterity scaling to scale with what the strength scaling used to be. I am fully aware that the fun damage may be extremely high, however by bringing back the original Strength scaling you'll bring back plenty of builds that could keep them in check. With no problem.

AND

- Something, im not sure what, needs to be done about energy. Taking someones energy now in 1v1 is futile if you do it first because your opponent will just come right back at you. The games turned into "Wait till your enemy takes your energy first".

Sorry if I seemed to have missed anything, but I truly and honestly believe that these changes will drastically increase diversity in the game
AQ DF Epic  Post #: 1
6/3/2015 12:53:37   
Mother1
Member

There are some things you messed up on in the list.

1) The special of the botantical borg is free of luck factors. Meaning if you were to use it it will always do the damage without fear of losing 65%. Only the normal attack is deflectable.
2) Both the assault bot, and Azreal borgs specials are spammable that has never changed.

As for some of your suggestions unless the staff has a change of heart about some things a lot of those suggestions will never come to pass. Especially the one with the assault bot seeing as they made up their minds that no one bot will counter another (which happened when the Azreal borg used to counter the bio borg's thorns)

As for your buff to the Azreal borg, it is sad to say that no amount of buffing to this bot will make people use it again. Besides there being better bots out there, There is the fact that it is the only robot that doesn't have a unique special anymore. This is mainly due to the staff making that Azreal aux that does the exact same thing as the robot's special. Before I changed my build to what it is now whenever I used the robot a lot of people literally asked me "Why are using the robot when there is an aux that does the exact same thing?"

Then there is the fact that Hybrid armor, mineral armor, and plasma armor are immune to this effect. I remember sometime ago when the robot came back into game many players told me they brought the robot for the soul purpose of getting past these moves. When I told players about this they either

A) Sold the robot due to it being "useless to them"
B) switched to another robot that they had.

quote:

3) Keep it as a one time use. Base the special at 85% and allow it to increase by 5 % per round up to 120%


No offense to this suggestion but why are you trying to turn the botanical borg into an infernal android rip off? No this would make this bot even more powerful than the infernal android because unlike the infernal android this attack would not only hit 2 players but there wouldn't be any chance for deflections. This would 100% overpower this bot especially with rage.

quote:

- Something, im not sure what, needs to be done about energy. Taking someones energy now in 1v1 is futile if you do it first because your opponent will just come right back at you. The games turned into "Wait till your enemy takes your energy first".


God finally this is mentioned. You can blame the cost to cores, and the horrid passive to active change for this one. It was because of this that the band aid fix of static grenade and energy parasite came into the game so that all classes could drain/gain energy. If we want to make the game fun again we need to stop making the classes all the same or similar and focus back on making them different again and sadly giving everyone the same type of moves doesn't help this.



< Message edited by Mother1 -- 6/3/2015 12:59:13 >
Epic  Post #: 2
6/3/2015 14:17:52   
The berserker killer
Member

 

Thanks for the reply!
Wow, thanks for catching me there. I don't own the assault bot or Azrael however I've only seen the specials used once per match so I thought they could only used once.

And honestly, one bot should be able to counter another. That's just nonsense that they don't and these "rules" may be keeping order but rules like that are what's keeping the game boring.

Well it seems as if the staff has been having a change of heart lately due to the balance changes that have been happening so far so I just thought "what the heck, might as well try". Especially when it comes to the Azrael Borg, one of the most useless bots in game at the moment or, actually, ever. I mean the special does the same exact thing as the aux, exactly the same, % for %.

As per the botanical borg, yes I tried to basically make it an infernal ripoff. The main idea is to make it stronger and more effective in a 2v2 match. If the special even dealt 110% damage that'd be effective.

And lastly, yes the energy problem. Cores not only take up a ton of energy but also the skills we have to now cast in order to use them. Classes need to be different or at least have different skills and the animation on certain skills could definitely use a 1 up.



Oh I forgot that they fixed this a while back. I remember I used the bots mut
AQ DF Epic  Post #: 3
6/3/2015 20:47:53   
Stonehawk
Member

quote:

Static Grenade: Changing the skill to scale with support has really nerfed this class, especially the 4 turn cooldown.


They won't do it, probably. There aren't any stealing energy builds improved with dexterity or technology because it would allow to abuse one of the stats improving defenses and energy stealing (recovering) at the same time. (The only that affects energy is EMP, and it doesn't give energy back)



quote:

quote:

- Something, im not sure what, needs to be done about energy. Taking someones energy now in 1v1 is futile if you do it first because your opponent will just come right back at you. The games turned into "Wait till your enemy takes your energy first".



God finally this is mentioned. You can blame the cost to cores, and the horrid passive to active change for this one. It was because of this that the band aid fix of static grenade and energy parasite came into the game so that all classes could drain/gain energy. If we want to make the game fun again we need to stop making the classes all the same or similar and focus back on making them different again and sadly giving everyone the same type of moves doesn't help this.


The solution would include passives coming back, which they sadly said they won't bring back.


< Message edited by Stonehawk -- 6/3/2015 20:48:34 >
AQ DF MQ AQW Epic  Post #: 4
6/3/2015 23:03:55   
The berserker killer
Member

 

Bring back passives >:(
AQ DF Epic  Post #: 5
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