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New skills for advanced classes~

 
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3/17/2013 11:19:08   
ReinVI
Member

Since nobody apparently saw this originally figured I would just repost instead of bumping

Blood mage~
Plasma cannon ~ Adjustment
Same damage ~
25 lowered to 10% chance to crit
100% chance to inflict "plasma burn"
5 DoT per turn for 4 turns
or
lowers opp resist by +1 per level for 3 turns ( so lvl 10 PC will do -10 resist )


Concussion
Replaces ~Overload
Damage ~ Same as maul
Weapon Req ~ Staff
Energy ~ same as Maul
Stun chance ~ Same as maul at each level
100% damage no defense ignoring

Reasoning Overloads an overlapping skill and should be changed and all classes need a stun skill so yeah

Blood Pillar
Replaces ~ Plasma Rain
Damage ~ Same as PR (Physical type )
Scaling ~ Tech
Energy cost ~ Same
Multi

Flurry Staff
Replaces ~ Supercharge
Damage lvl 1 +10% lvl 10+ 100% base damage (weapon type = equipped primary)
energy Similar to SC
Extra effects
Recieve 30% damage back in HP ( overrides BL )
10% of damage is done to opp Energy supply

Frenzied Striking
Passive
Replaces ~ Deadly aim ( if they HAVE to change DA from Bm I personally like DA )
Passively increases primaries damage
Scaling ~ 75% of what DA's is ( since primary damage is used in more skills compared to Sidearm )

Beserk
Shield Replaces ES
Cost HP based on level
scaling lvl 1 1Def/1Res 1hp lvl 10 10res/Def 10hp
Lasts 4 turns

Masochism
Replaces ~ RB
Cost ~ Conversion
lvl 1 1hp -> 1en lvl 10 20hp -> 20 en

Cyber hunters

Assassination
Replaces Massacre
50% more dam lvl 1
150% more dam lvl 10
0% chance to crit
energy cost 33 at 1 70 at 10
pierces through 10% of resist/def

Plasma charge
Replaces ~ Multi shot
Type ~ Multi ~ Energy
Scales ~Tech
Damage Similar to Multi-shot
Cost ~Same as Multi

Energy Leak
Replaces ~ EMP
Cost Same as Emp
Effect 50% damage Causes enemies energy to "leak" for 4 turns
Scaling 1 energy per turn~ lvl 1 10 energy per turn ~lvl 10

Tactical Mercenary

Auto-Turret
Replaces ~ Artillery Strike
Type ~ Multi ~ Physical ( turret is thrown out and fires a barrage at enemies yada yada :P )
Cost Similar to all multis
Scaling Supp

Plasma Turret
Replaces ~ Surgical Strike
Type Ultimate ~ Energy
Scaling Tech
Energy 20% less than Surgical
Damage 20% less than Surgical
Extra Effects
Ignore 30% resist
10% chance to critical hit

( sorry if costs and such seem vague as I really can't say that I know exact energy costs of these skills only
what they range from at max levels, Also some of these may seem OP so just suggest what could be done to fix
this and other than that please keep the discussion civil! )

< Message edited by ReinVI -- 3/19/2013 3:32:28 >
Epic  Post #: 1
3/18/2013 2:09:27   
Assassain11
Member

I like the idea of Auto-Turret for TML.
Post #: 2
3/18/2013 2:14:13   
Dual Thrusters
Member

Wow some pretty cool skills. Just lower the attack % on assasination a little and i support!
MQ AQW Epic  Post #: 3
3/18/2013 3:25:04   
ReinVI
Member

yeah I guess but the idea behind it was it was sort of "balanced" by needing that 70 energy at max ( which is really difficult to maintain since the energy regain on that class isn't great
and energy drains are running rampant. )

but yeah I feel that those turrets as skills would really fit the "tactical" mercenary.. since that obviously
implies there suppose to be based around tactics and controlling the battlefield >.>
Epic  Post #: 4
3/18/2013 3:33:27   
Remorse
Member

Some nice skill,

I dont like blood mages having maul basically, I think it needs to be a spell of some sort.


And the blood mages ultimate should not have life drain at all and instead something else because they have blood-lust.

Apart from that some great ideas.

< Message edited by Remorse -- 3/18/2013 3:34:35 >
Epic  Post #: 5
3/18/2013 4:36:24   
ReinVI
Member

yeah I know it feels weird but it's hard to give the BMs extra effects that seem to work giving them energy back based on the damage is a bad idea ( ultimate then rage high dmg bludge or something ) and stealing rage would just feel like a copy of surgical. so maybe ignoring defense by 30% on top of the damage to opponents energy supplies instead of that and make it stackable
with Bloodlust.

and on the topic of maul it seems to be the only appropriate type of stun that they should have unless you did introduce "blood magic" as some games would call it
and make essentially a physical overload but that still feels weird given that when I think of a blood mage I think of a mage who uses what magic he has to boost himself
up for the inevitable beat down he's going to perform on the enemy.
Epic  Post #: 6
3/18/2013 7:51:23   
Warmaker04
Member
 

Rein .2 things
First of all, the advanced classes will be OP and beat easy newbie classes.

Second. Thats too much new skills, and ED Took like 5 months to add 3 new skills in game in early delta like ( assimilation, shadow arts and blood shield )
thats more than 10 skills. They can add these skills Minimum at 9 - 10 months. even more i`m not sure.
Omega will End while they are working of adding these skills. Sorry rein but if the time for adding skills was less, i could support this idea.
AQW Epic  Post #: 7
3/18/2013 8:06:48   
ReinVI
Member

how? in all honest most of the skills are re done versions of old skills... I mean sure there's the new animations and what not but balance wise there are not that much differing ones when comparing them to previous ones. And they even said that due to changes in omega making and changing skills is way easier than it was back in delta due to the way coding them now works or something like that. And that also comes to them being OP no they are not... like before most are just reanimated/named versions of other skills as to add a new 'flavor' to those classes there are no skills that are really OP up there except maybe assassination for the CH.
Epic  Post #: 8
3/18/2013 10:06:06   
Warmaker04
Member
 

ok but answer for the second one ^^
AQW Epic  Post #: 9
3/18/2013 14:03:09   
ReinVI
Member

I did answer number two I answered it first actually. they redid a lot of the code in epicduel which makes changing and creating new skills way easier than before due to being able to use existing code and not needing to right every new skills code from scratch. ... please read before posting >.>
Epic  Post #: 10
3/18/2013 15:37:02   
Warmaker04
Member
 

lol u always have ready answer... it take a months for new skills. If u think its easy be admin and do that. I will watch.
Btw u cant say * read before posting * because your answer is totally wrong.
If you answer a thing just to fill this blank, that doesnt means its answer.
I`m talking for new skills not for old ones. * please read my posts carefull rein before posting, ty :) *

< Message edited by Warmaker04 -- 3/18/2013 15:39:14 >
AQW Epic  Post #: 11
3/18/2013 15:59:05   
Oba
Member

quote:

lol u always have ready answer... it take a months for new skills. If u think its easy be admin and do that. I will watch.
Btw u cant say * read before posting * because your answer is totally wrong.
If you answer a thing just to fill this blank, that doesnt means its answer.
I`m talking for new skills not for old ones. * please read my posts carefull rein before posting, ty :) *


Firsty, many of his suggested skills are pretty much old skills but with new names and a slight difference. Buffs and nerfs in a more involved way. Personally I find some of them OP, such as the Plasma Cannon buff to BMs.

Secondly, if it takes month, then let it take months. We were promised already when the new classes released, and that was the same day Delta phase started, that these evolved classes would get new skills (atleast the Ultimate skills).

Thirdly, they have made some huge improvements to the game engine and the reason was for quicker editing in the program I believe they claimed, so I dont see why it would take months now to add 3 new skills as it did in the old engine. Tho, it would still take some time to create the art/animation for each new skill, but as I said, then let it take time.
AQ DF AQW Epic  Post #: 12
3/18/2013 16:52:07   
Demon Emperor
Member

Can I suggest that Assasination be more like this:
• Deals 40% more dmg at lvl 1 and 120% more dmg at lvl 10
Gives 15% of damage done back to health
• 0% chance to crit

I really think the 0% chance to crit should be for all ultimates.

I also have a more complicated/better idea for BM's multi.
*Stamina Shower*
• Deals 85% dmg when used against 2 opponents
• Improves with dex
• When you have no partner you get 5% more bloodlust on this skill.
• When you have a partner you can give your bloodlust to your partner, split it between you, or keep it to yourself.
- Ex: You have max BL, and give it to your partner for when you use your multi. When you use Stamina Shower, you do 50 dmg. So, your partner gets 25% of 50, or 13 HP back.
____________
@ReinVI In your top post you should probably change where you said "dam" to "dmg" because while I know you're shortening damage, when you say dam it sounds like a swear.

< Message edited by Demon Emperor -- 3/18/2013 16:55:52 >
AQW Epic  Post #: 13
3/18/2013 18:49:19   
ReinVI
Member

how is the plasma cannon adjustment OP? ... the crit chance was lowered to 10% which is reasonable given that it gets a new status effect ( not both of those... )
a temporary -10 to resist isn't that bad given the fact a es at lvl one can give 20 at moderate supp so needing 10 sp for a minor debuff is very reasonable.

And no to the assassination change for the simple fact that essentially giving the CH's a BH style massacre since it will give them hp back. Damage can be changed
but on the topic of giving it a BL effect I have to say no to that.

That multi idea is.. imo a horrible idea.. getting 5% more when using it means you would get 30% damage back as health which if you spam dex ( easily done thanks to reflex )
you can boost the damage of the skill temporarily and easily nail both opponents for a lot of damage which would in turn give you way to much health back especially in 2v2 again 2 opponents.
think about it you use the skill and say it says it will do 75 damage and each opponent has say
Tm 20 defense
BH 25 defense

that means you would do 55 +50 damage which would cause you to gain 17+15 health for a total of 32 health. This skill could be even more devastating if used on rage while reflex boosted.
Epic  Post #: 14
3/19/2013 0:49:25   
  Exploding Penguin
Moderator


Just to make a note, some skills you suggested like auto-turret and concussion really shouldn't be called "new skills"... they're pretty much just a replica, just fitted with different skill trees and/or animations.

Also, masochism isn't worth it, and shouldn't replace a vital skill like reflex boost. If anything, it should replace something like intimidate given BMs already have good defensive capabilities, and intimidate stacking with frenzied striking could OP them a bit. Plasma cannon's changes also OP it. A 20 damage DoT added or a res debuff which is extremely strong at high levels shouldn't replace something like a 25% crit chance being reduced. While plasma cannon does need a buff, I think it should just be something like an added 2-3 base damage or something.

< Message edited by Exploding Penguin -- 3/19/2013 0:54:38 >
Epic  Post #: 15
3/19/2013 1:24:01   
ReinVI
Member

why do people think -10 resist is so strong? my god thats nothing.. against ch it's pretty much negating there passive armor against mercs? they already spam tech to get high ss / bot damage so it helps against bs tank builds and all this I just don't understand this. I mean malf can take someone with 50 tech and make it 0 tech when built right. how much resist is that? oh thats right A TON more than a simple -10... the only classes that have any really trouble against -res due to not having a PA or anything is BM and BH wanna know what they have in common though? ES and BL which easily help them survive against -res :/

Epic  Post #: 16
3/19/2013 2:43:20   
rayniedays56
Member

Wow...assasination sounds too overpowered. :/ I mean, Cyber's have base energy at 61 on 35, they have Static Charge, and there is also the armor generator. Imagine a strength energy cyber with the azrael weapons.


72 HP
100 EP
20-24+35 Damage.


All they need to do is malfunction, Azraels Torment *since the opponent will likely buff themselves*, Azraels Will *to prevent energy drain*. and use Assasination.




200% weapon damage is 70.


20-24+70 damage.

90-94 Damage.


I would suggest a Cybernetic idea, like Plasma Burn *runs to the enemy and slashes with plasma torch*, Cyber's Rage *shoots the enemy 7 times with the gun*, or Cybernetic Laser *like Surgical Strike, except they build a laser in their armor and fire it at you **think of Delta Vault**.

Of course, damage should be equal to that of the skill it mentions:

Plasma Burn like Super Charge, 20% defense ignore and 30% to lifesteal
Cyber's Rage like Massacre, 100% pure damage and 25% damage to HP
Cybernetic Laser like Surgical strike, 30% life steal, and reduces rage by 50%.

< Message edited by rayniedays56 -- 3/19/2013 2:45:29 >
AQ DF MQ AQW Epic  Post #: 17
3/19/2013 2:53:45   
arthropleura
Member

Wewt for assassination
DF AQW Epic  Post #: 18
3/19/2013 3:31:08   
ReinVI
Member

Ok I understand assassination is kind of Op... but thats really only if they can avoid being stunned/ energy drained face it sc sucks in comparison to to other energy regains. and the only way generator would help is if they have +10 resist ( which would also mean that they would be weaker to physical ) and whatnot... but yeah 200% seemed a bit much the original thought was thinking to how it does the scaling and realizing that 100% means 100% more damage not just 100% of your regular damage I did mess up there >.> and honestly assassination makes more sense since you know.. it's a Hunter, Assassin, Rouge, whatever generic agile character class you can think of not a high tech terminator -.-

Note~ Changed assasination to 150% at lvl 10 with 10% ignore instead of 20%
Note2~ Why does it seem like nobody ever compliments a post and all they post about is what they see wrong with it? sheesh >.>

< Message edited by ReinVI -- 3/19/2013 3:34:11 >
Epic  Post #: 19
3/19/2013 17:52:00   
Demon Emperor
Member

@ReinVI
The only differences between Stamina Shower and Plasma rain is Showers increase to BL when used in 1v1 (which I'm changing to 2%, instead of 5%), and the BL sharing in 2v2. The BL sharing doesn't increase BL at all, it just gibes you the option to split your BL with your partner or give it to your partner when you use shower. I think with plasma rain BL only works with half of you're dmg/the dmg one to one person, but I'll go test it to make sure. Either way, nobody's complaining about plasma rains OPness, so shower shouldn't be OP.

Edit: Bloodlust takes 27% of the highest damage done in 2v2. Ex: You do 20 damage on one person, and 15 on the other. Bloodlust takes 27% of 20.

Replying to Note2: People (myself included) don't want to use time going through your suggestions and just complimenting them. We feel its more important to "fix" your other suggestions.

You asked for it tho so...
Energy Leak- sounds interesting.
Auto-Turret- Cool name, and graphics variation is always nice.
Assination- Dmg looks a lot better now.


< Message edited by Demon Emperor -- 3/20/2013 18:45:38 >
AQW Epic  Post #: 20
3/19/2013 20:38:11   
  Exploding Penguin
Moderator


@reinVI: Because when I have a focus build with max malf and 55-ish support, I spend about the same amount of energy as plasma cannon and can still barely reduce over 10 res (probably around 13 against opponents with 75+tech), while striking, which is a weak, blockable attack.
Epic  Post #: 21
3/20/2013 0:08:17   
arthropleura
Member

Its hard to accurately compliment a suggestion for a skill change cos you have no idea whats gonna happen if implemented
DF AQW Epic  Post #: 22
3/20/2013 0:12:03   
hijinks
Member

All of the skills seem pretty cool and all, but assasination seems a little too much. Not sure how to change it since I'm not really involved in balancing the game, but yeah.
DF MQ AQW Epic  Post #: 23
3/20/2013 18:46:49   
Demon Emperor
Member

I tested Plasma rain and it takes 27% of the highest damage in 2v2. Ex: You do 20 damage on one person using plasma rain, and 15 on the other. Bloodlust takes 27% of 20.
AQW Epic  Post #: 24
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