Home  | Login  | Register  | Help  | Play 

Plasma Grenade

 
Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel Balance >> Plasma Grenade
Forum Login
Message << Older Topic   Newer Topic >>
3/10/2013 8:57:42   
theholyfighter
Member

It's too weak, and hardly any1 uses it... Therefore, I suggest a little buff to it.

1. Lower its base energy cost by 3 points. (16-->13 <at lvl 1>)
2. Increase its base damage by 2 points.

< Message edited by theholyfighter -- 3/10/2013 9:54:41 >
AQW Epic  Post #: 1
3/10/2013 9:26:36   
TRizZzCENTRINO
Member

quote:

1. Lower its base damage by 3 points. (16-->13 <at lvl 1>)

you mean base energy cost

i support, they should make it the same as stun grenade.
MQ AQW Epic  Post #: 2
3/10/2013 9:55:25   
theholyfighter
Member

Edited.

The number of CHs using Plasma Grenade I see is nearly 0...
AQW Epic  Post #: 3
3/10/2013 10:34:33   
Remorse
Member

What is the possible reasoning behind it being weaker then stun grenade in the first place...


Honestly I dont get the balance team sometimes.


Plus if anything it should be stronger the stun grenade since BH's have reflex boost.


CH's used to have technician but now that they don't it even more useless...


Even if you spam tech and MAX the skill it's still terrible for the effort you put into making it good.


I personally think they should make the stun grenades start off with much higher damage at lower levels then only increase by 1 damage form level 3-4 onwards so it can be a useful low level skill.

< Message edited by Remorse -- 3/10/2013 10:39:30 >
Epic  Post #: 4
3/10/2013 10:41:41   
Ranloth
Banned


Because - at the time - Malf was stronger AND required to get to Plasma Grenade? As opposed to Stun Grenade which has also had Smoke (Tier 1) but Dex had slower scaling thus being weaker. Both skills (Malf and Smoke) were required to get to respectable Grenades but Malf was more powerful. Now this is not the case.
AQ Epic  Post #: 5
3/10/2013 10:43:24   
theholyfighter
Member

quote:

Now this is not the case

So I guess that means you think that it's reasonable to have a buff on Plasma Grenade?
AQW Epic  Post #: 6
3/10/2013 10:46:59   
Ranloth
Banned


Aye, making it equal to Stun Grenade. Which is -3 EP cost at all levels.
We could negotiate boost in power but lower EP cost = higher damage; you pay less EP for the existing damage or you pay more EP and deal more damage. This also depends on build in terms of usefulness; some classes may not like high EP cost whislt TMs and TLMs won't mind due to Reroute. But that's another story.

I wish we knew what penalty in damage is carried with Stun effect. Such as pure damage skill may deal 100% damage (Plasma Bolt/Fire Ball) whilst Stun skill may deal 90% damage and Stun chance. This would be good to balance various effects.
AQ Epic  Post #: 7
3/10/2013 12:10:18   
xGreen Warriorx
Member

I actually just tried a Plasma grenade tech build with 5-Focus... and it was really bad. Any buffs to plasma grenade I support. It really should be as strong as stun grenade, I mean cmon .-.
AQW Epic  Post #: 8
3/10/2013 12:11:36   
Death Carrot
Member

the grenade skill is lvl 10 (CH) but is fully equal to the BH version
Post #: 9
Page:   [1]
All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel Balance >> Plasma Grenade
Jump to:






Icon Legend
New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts




Forum Content Copyright © 2018 Artix Entertainment, LLC.

"AdventureQuest", "DragonFable", "MechQuest", "EpicDuel", "BattleOn.com", "AdventureQuest Worlds", "Artix Entertainment"
and all game character names are either trademarks or registered trademarks of Artix Entertainment, LLC. All rights are reserved.
PRIVACY POLICY


Forum Software © ASPPlayground.NET Advanced Edition