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Suggestion Moves for CHs thread

 
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3/19/2013 17:17:26   
Midnightsoul
Member

Guys, I want to start a thread where we can put all of our ideas about Cybers to here so we don't have to have a whole ton of threads about Static Charge and other topics can be discussed more freely for others :)
So first off, we know that Static Charge's energy regen is a small issue. We can also suggest new moves that are not related to Static Charge. Popular ideas (ones that are supported by a fair amount) or ones I like will be edited onto this post.


We can have Static Charge scale by level:
quote:

These are approximate numbers and assume that energy regen is rounded up.

Lvl 1: 10% of your level (so if you're lvl 35, you'd get 4 energy)
so on...
Lvl 10: 40% of your level (so being a lvl 35 will get you exactly 14 energy)


Or the average of auxiliary and primary damage while ignoring HALF of the defenses:
quote:

Damage; (Primary Damage+Auxiliary Damage)*0.5 - Opponent's Defense= Outcome Damage
Energy Regen; [(Primary Damage+Auxiliary Damage)*0.5 - (Opponent's Defense)*0.5]*Static Charge Effect= Outcome energy regen


Trans' Idea:
quote:

Static Charge: Returns % of your total Energy back to you.
Energy Required: 0 (No Cost)
Conversion:

Level 1: 10% of your total Energy

Level 2: 12% of your total Energy

Level 3: 13% of your total Energy

Level 4: 14% of your total Energy

Level 5: 15% of your total Energy

Level 6: 16% of your total Energy

Level 7: 17% of your total Energy

Level 8: 18% of your total Energy

Level 9: 19% of your total Energy

Level 10: 20% of your total Energy
Weapon Required: None
Stat Required: 16 Technology at level 1 (+2 per skill level; 34 Technology at Max)
Level Required: 2
Improves With: Total Energy
Warm Up: 0
Cool Down: 3


theholyfighter's idea:
quote:

Percentage for the amount of energy reduced. Does NOT affect Massacre.

Lvl 1: 5%
Lvl 2: 8%
Lvl 3: 11%
Lvl 4: 14%
Lvl 5: 17%
Lvl 6: 20%
Lvl 7: 23%
Lvl 8: 26%
Lvl 9: 29%
Lvl10: 32%




New Moves
So in my first concept of Cyber Hunter, it would be a very similar opposite of Bounty Hunter.

Cure (The opposite of Venom Strike)
Description: Heal yourself over time for 3 turns for a certain amount.
Lvl 1: 5 health (per turn)
Lvl 10: 14 health (per turn)
Requirement: 24 support step 2 (42 at MAX)
The reason why it's higher than venom strike is because I don't expect this move to give an extra attack. I also would like to see if Field Medic does not get replaced. Just Venom Strike...

Bombard (Opposite of Massacre)
Description: Use your auxiliary and shoot a great amount of blasts into the air that will rain onto your opponent.
(Damage scaling will be exactly like massacre and it will have a strength requirement to go with this instead)

Manipulate (Replaces Cheap Shot)
Description: Strike and destroy a percentage of your opponent's armor
Lvl 1: 5% (about)
Lvl 10: 75% (about)
Energy Required: 10 energy step 2

Plasma Drain (Replaces EMP Grenade)
Description: Appear behind your opponent's back draining your opponent's energy for two turns
Improves with every 8 technology and every 10 levels
(Assume at level 35 with 0 tech)
Lvl 1: 4 energy drained per turn
Lvl 10: 13 energy drained per turn
This is so that energy draining CHs can't abuse energy draining as freely as before



< Message edited by Midnightsoul -- 3/21/2013 14:48:48 >
DF AQW Epic  Post #: 1
3/19/2013 20:09:13   
Trifire
Member
 

Well, maybe the cure would OP cyber hunters.
Post #: 2
3/19/2013 20:27:47   
Mother1
Member

Cure IMO would be better for a bot's ability then a still for CH. It sound vastly OP especially with field medic, and generator. Heal looping would be a nightmare if this move came into play.

Also Bombard sounds a bit OP as well especially if it scales like massacre. But still I have to ask why scale this ultimate move like massacre when it isn't a melee skill? Only Melee skills which as blockable (except Massacre itself) scale like this. If anything the scaling for this move should be like supercharge and surgical strike since this attack isn't a melee skill.
Epic  Post #: 3
3/20/2013 11:02:06   
Midnightsoul
Member

Well, you guys can also suggest moves that you would like.

And here's why Cure is really hard to be OP.
It's energy cost would still be high which is 32 at MAX and you would have to invest a lot of skill points just to make it effective.

As for Bombard, Mother, does it have to be a melee skill? We could have a little change for once... :)
DF AQW Epic  Post #: 4
3/21/2013 14:50:57   
Midnightsoul
Member

Edited new moves for make more stuff for Cybers.
DF AQW Epic  Post #: 5
3/21/2013 15:08:02   
ansh0
Member

I still don't get why you people demand a nerf for TM and a buff for CH.

TM I get, but CH is over me.
Epic  Post #: 6
3/21/2013 15:11:52   
Mother1
Member

@ ansh0

Ever since static got nerfed to what it is now everyone has been trying to buff CH even when Rabble in the past said CH were doing well in 1 vs 1 and very well in 2 vs 2.

@ op

having an unblockable skill that isn't a melee scaling like one not only doesn't make since (Since you are suggesting that the weapon scale with the primary weapon when in fact it is the aux) but would just the OP version of massacre in aux form.
Epic  Post #: 7
3/21/2013 16:00:52   
ansh0
Member

@Mother


Ikr, these hypocrites disgust me.
Epic  Post #: 8
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