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Balancing Overpowered Mercs and Buffing Underpowered Mages.

 
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6/14/2011 13:17:49   
DeathGuard
Member

I know a way to nerf mercs, since 80 support, every artillery strike point will increase by 6 stats points not 5.
Now to buff mages, every gun should change its stas when it is wear from 3 different classes, many guns got strength stats and that are useless for creative builds for mages, it would be better on defensive stats or support. Please don't locked this thread, I wanna see what people think about it and discuss how to balance the three classes fairly.
Please no Flaming, Trolling, and responding to others posts please, keep this thread clean.
AQ DF AQW Epic  Post #: 1
6/14/2011 13:19:58   
goldslayer1
Member

@cyber
mercs aren't OP and mageas aren't that UP.
they do have some limits to successful builds.
but they can manage pretty well.
AQW Epic  Post #: 2
6/14/2011 13:24:14   
DeathGuard
Member

@Gold: Good you keep your post free fomo flaming, well thats your opinion, we gotta see other's opinions too :).
AQ DF AQW Epic  Post #: 3
6/14/2011 13:28:16   
PivotalDisorder
Member

if plasma bolt was like bunker buster and plasma rain and multi were like artillery strike, I think the game would be so much better.
i dont mean identical skills, just with similar bonuses so that they are actually usable at high levels.

hunters cannot reduce resistance for their multi to hit harder, so maybe if plasma rain was changed to a physical attack [with a new name?]
then mages wouldnt be able to malfunction first to make plasma rain hit hard and it would all be a bit more balanced.
Post #: 4
6/14/2011 13:36:10   
goldslayer1
Member

@jeha
if BH's multi will be as strong as mercs' artilery
then i will make builds to spam dex like crazy, tank defense. have huge ammounts of block rate.
then i will max out my bloodlust, and when i use my multishot im gonna do huge ammounts of damage and im gonna get about 30 hp back from bloodlust.
and i will use a 5 focus. with an energy armor.
this way i can very 3 times strongest than support mercs.
and along the way ill maybe add a reflex boost at lvl 1. this way i get some energy returned to me and maybe be able to use the same multi again later.

/end sarcasm
u sure u want them to be as strong as artillery?
AQW Epic  Post #: 5
6/14/2011 13:46:52   
TurkishIncubus
Member

All classes are equal , just because you cant win doesnt mean they are uped or oped.

_____________________________

Epic  Post #: 6
6/14/2011 13:50:08   
DeathGuard
Member

Keep the post from flaming trolling okay, else I will ask a ak to delte your post.
AQ DF AQW Epic  Post #: 7
6/14/2011 13:54:10   
goldslayer1
Member

quote:

All classes are equal , just because you cant win doesnt mean they are uped or oped.

i have to agree with that, its all about will and determination.
if u put more will and determination into complaining about the class than u do into making builds on how to beat that class.
those that really make ur point valid?

and a few hundred retrains doesn't mean nothing.
AQW Epic  Post #: 8
6/14/2011 14:01:19   
DeathGuard
Member

Guys you both bh, right so you can't complain, their are many builds for you, mages got only too and we are so ****ing bored about them, we need more creative and effective builds , if we abusse a stats we are pnealized, bh and mercs aree not penalized so hard like we are. Mages need seriously a buff, we won't stop until we are fairly balanced with bhs and mercs.
If you didn't know, I have always been a mage and always will be.
AQ DF AQW Epic  Post #: 9
6/14/2011 14:07:45   
AQWPlayer
Member

Here are some ideas to buff mages:
Give Deadly Aim a crit chance (1% crit chance at level 1 and 10% crit chance at level 10)
Give Plasma Bolt an 20% resistance ignore and Overload a 10% resistance ignore
Give Assimilate an 20% chance to connect

I can only think of these for now :P
AQW  Post #: 10
6/14/2011 14:18:42   
PivotalDisorder
Member

@Goldslayer: well atm multi is useless at high levels while artillery strike is king.

you make some good points. personally Id overhaul the skill trees completely. no way I could make it worse lol.
Post #: 11
6/14/2011 14:31:22   
goldslayer1
Member

quote:

Give Deadly Aim a crit chance (1% crit chance at level 1 and 10% crit chance at level 10)

thats too OP. they already hit 50 damage with their gun when they malf.
support mages would be OP.
AQW Epic  Post #: 12
6/14/2011 14:35:19   
Wraith
Member
 

^No we don't. At maximum I hit 35.

But then, no STR requirements are awesome (I hav 18+4 STR)
AQ DF AQW Epic  Post #: 13
6/14/2011 14:50:34   
Calogero
Member

Actualy when I was a Sup mage, I hitted around 45 / 50 with a Malf ( 50 )
and that was with 31 + 9 str
the Crit idea sounds interesting but then on a skill that's a bit UP...
perhaps on Assimilate?


< Message edited by andy123 -- 6/14/2011 14:51:20 >


_____________________________

Having a Signature is too mainstream
AQ DF MQ AQW Epic  Post #: 14
6/14/2011 15:10:11   
Yo son
Member

why are you guys talking about multi, the only mage or Bh that I see using a multi build in 2vs2 or 1vs1 is lvl 25 below. About 95 percent of merc in 2vs2 use multi, and thats at levels up to 33, that tells u something. Is not rare in 1vs1 either; but is the most class u can see with a multi in thier build in 1vs1 by far.
Post #: 15
6/14/2011 15:23:42   
goldslayer1
Member

quote:

^No we don't. At maximum I hit 35.

But then, no STR requirements are awesome (I hav 18+4 STR)

go fight a lvl 33 with stun guns
most of them use 31 +9 with lvl 7 DA.
that hits 50 easily on non crits.
AQW Epic  Post #: 16
6/14/2011 15:45:34   
TurkishIncubus
Member

@cyberbakio ryugan

You dont have right to complain too , You dont have good items to win against full variums so before saying oped/uped you should power up your character.With those items you will lose much and it will not change if you become Hunter or Merc.You just need better items to win

< Message edited by TurkishIncubus -- 6/14/2011 17:00:58 >
Epic  Post #: 17
6/14/2011 15:57:02   
xxmirxx
Member
 

quote:

@cyber mercs aren't OP and mageas aren't that UP. they do have some limits to successful builds. but they can manage pretty well.


goldslayer your correct but only thing were Under power is in 2vs2. We need healing loop back I don't mean 4 turn healing cool down.
AQ Epic  Post #: 18
6/14/2011 16:28:04   
goldslayer1
Member

quote:

goldslayer your correct but only thing were Under power is in 2vs2. We need healing loop back I don't mean 4 turn healing cool down.

in a 21 hour period i managed about 280 wins at 80% winrate.
this was back in last august october.
u can ask rogue ninja, that was the day i got accepted into SFU.
mages are very capable.





< Message edited by goldslayer1 -- 6/14/2011 16:41:47 >
AQW Epic  Post #: 19
6/14/2011 16:39:22   
xxmirxx
Member
 

august was when healing loop was still there and early october we still had 3 cool downs.
AQ Epic  Post #: 20
6/14/2011 16:40:42   
Lectrix
Member

Ah, I remember a recent Thread similar to this one. Here's what I think:

quote:

Originally, I was in favor of lowering Field medic's Cooldown back to three. But if that happened, all Tech Mages would become "overpowered" Heal Loopers again, and that would be... boring. And repetitive. So instead, I think the Skill Tree should be revamped, to encourage more creative (and slightly more powerful) Builds. Half of a Tech Mage's Skills are practically useless (half of the skills ARE useless when a Tech Mage uses a Sword).

My ideas?

1. Get rid of the Staff requirements for Overload and Plasma Rain (the other Classes' Stun and Multi Skills don't require Class specific Weapons). The slam-your-Staff-into-the-ground animation should be removed, and replaced with an animation that works with Swords.

2. Assimilation's Staff requirement can easily be removed, without changing the animation. It's Energy Drain should also be unblockable (possibly at the cost of an extra Cooldown turn).

3. Plasma Bolt and Plasma Rain need to be buffed slightly (something along the lines of a small % of Resistance ignored, or a small bonus to Crit). I realize that these Skills can be overpowered if used with Technician and/or Malfunction, but that doesn't mean that Mercs should be able to do the same amount of Damage in one turn (and with less Energy).

4. Supercharge. Now that's a problem. A BIG problem. I think Supercharge's % of Resistance ignored should be replaced with something like a +25% chance to Crit. After all, the other Classes have Skills that add a bonus to Crit.
AQ DF MQ AQW Epic  Post #: 21
6/14/2011 16:44:47   
goldslayer1
Member

@mir
yeah but i wasn't using a heal loop build. i didn't have the right items for it back then. and it was late august when i started playing a little more and mid october when i decided to go for 2 vs 2 champ.
at that time heal loop had just been nerfed and focus damage was focus X7.
either way i only had beta gear to use back then and impulse armor physical.

quote:

Guys you both bh, right so you can't complain, their are many builds for you, mages got only too and we are so ****ing bored about them, we need more creative and effective builds , if we abusse a stats we are pnealized, bh and mercs aree not penalized so hard like we are. Mages need seriously a buff, we won't stop until we are fairly balanced with bhs and mercs.
If you didn't know, I have always been a mage and always will be.

i been a mage around 4 times, a BH about 5 times, and a merc about 6 times (i originally started as a merc so im counting that one)
right now im a BH. and im thinking of going mage or waiting for the new classes to come out. since i have 6k varium thats enough for the next 4 class change allowing me to try all of the new classes and then go back to any that i like.

mages have good builds
5 focus: tech abusing with physical armor, dex abusing with energy armor, support abusing with moderate dex/tech

support mage: heavy support with low dex and high hp. moderate dex while still high support.

caster mage: heavy tech abuse with 4-5 focus and a physical armor with a moderate malf. (altho some people say its very weak, it isn't as weak as people exaggerate.)

Heal Loop: altho people say heal looping is dead, it isn't. its just less effective than before. but still pretty strong.
(dont come telling me its dead because i made a build a while back and tested and got almost 98% without npcs.)

strength mage: with about 87 str moderate/high dex with a good DA and malf and 94-110 hp and ur set to go.
just make sure ur gun is physical and ur primary is energy.

just because im a BH doesn't mean i cant say that they are OP.
they are OP in fact, thats why im using it atm to get a load of wins.
yesterday i did 350 wins with 96.2% with str BH.
the day before that i did 370 at 93%, the day before that i did 500 at 93%, and the day before that i did 500 at 93%
im thinking of doing 400 today and 500 tomorrow.
AQW Epic  Post #: 22
6/14/2011 16:53:20   
xxmirxx
Member
 

what lvl you won 2vs2 and Heal loop is dead once made cool downs to 4. That what makes dead after that alot of mages percent drop fast.
AQ Epic  Post #: 23
6/14/2011 17:00:07   
helloguy
Member

i won the attachments for 1 vs 1 as a heal looper with a 96% or higher build with necro armor dragon buster bunnybazooga and some energy gun heal looper isnt dead its just less effective
AQ DF AQW Epic  Post #: 24
6/14/2011 17:03:13   
IsaiahtheMage
Member

No. No Nerfing you cant just nerf a class becuase they are Oped just buff the other classes. Mages should be buffed but keep Mercs the same.
AQW Epic  Post #: 25
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