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How to make merc a decent class

 
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5/12/2013 13:40:36   
Cyber Dream
Member

Passives

  • Hybrid Armor
  • Adrenaline

Ok, Hybird Armor is good but it isn't great. As I remember, Merc used to be a class that dominated 2v2 and jugg. Not by support but by defense. How can we still do that if the class is being forced to used support? I mean come on. How can you nerf the main thing we need? 5 out of 12 of our skills can improve or requires support. Thats bad. Why make Hybrid Armor require support? So we can use 5 focus builds? Well 5 foucs builds recently got a nerf/buff. Whats left out there for us merc? Maybe rework Hybrid?
Hybrid Armor

  • Level 1 1 Defense/1 Resistance (0.5% regain)
  • Level 2 2 Defense/1 Resistance (1% regain)
  • Level 3 3 Defense/2 Resistance (1.5% regain)
  • Level 4 4 Defense/3 Resistance (2% regain)
  • Level 5 5 Defense/4 Resistance (2.5% regain)
  • Level 6 5 Defense/4 Resistance (3% regain)
  • Level 7 6 Defense/5 Resistance (3.5% regain)
  • Level 8 6 Defense/6 Resistance (4%regain)
  • Level 9 7 Defense/6 Resistance (4.5% regain)
  • Level 10 7 Defense/7 Resistance (5%regain)


    IDEAS
  • Make it require both tech and dex. This way we could save some of our skill points. (Say if the skill required 48 support. 24 in dex, 24 in tech.)
  • Regain Hp and Mana(level 1 starting at 0.5 %, level 1 divided by 2, level 2 divided by 2, and so one. I choose 2 since you will be regaining for both stats.



Adrenaline
I see no point of this skill since we have support. Why not upgrade it a little?
    IDEAS
  • Passively decrease the rage gain of the opponet by 2% each turn. (Capped off at 10%)
  • Drain the opponets rage by 10% when you attack with rage
  • Increase rage damage by 5%



    IDEAS

    • Switch around blood commander and double strike then replace double strike with a skill that give you dex or tech
    • Make maul ignore 25% and 2 % to each level to increase stun. (Make it useable with a sword)
    • Decrease the block rate for berzerker
    • Make atom smasher useable with a sword



    Possible skills?

    • Passive

    Deflect-X percent of damge is reflected back at the opponet.
    (cant think of a name)- Increase reflect chance by x percent
    (Cant think of name) -Increase Deflect chance by x percent
  • Non passive
    Super strike- X percent of your opponets damage is absorbed for 4 turns and reflected back at your opponet for 1 turn. (4 turn warmup, useable once per battle. Could replace berzerker maybe?)
    War cry- Increase your def and resistance for 2 turns but costs x percent of your hp (3 turn cooldown)
    Nullify- Decrease your oppnets dex and tech by x
    (cant think of a name)- Decrease your opponets support




    < Message edited by Cyber Dream -- 5/12/2013 15:39:50 >
AQW Epic  Post #: 1
5/12/2013 14:36:27   
Necromantres
Member

Level 10 7 Defense/7 Resistance (5%regain) and when you regain it? every hit, every round? and how would the animation fit with maul and atom smasher with a sword...i support the hibrid change and assimilation, the rest can remain the same (maybe the berserk ideea but you already gaved enough for mercenaries)
Epic  Post #: 2
5/12/2013 14:43:23   
Cyber Dream
Member

What are your thoughts on the possible skills?
AQW Epic  Post #: 3
5/12/2013 15:23:10   
Ranloth
Banned


Hybrid Armor is fine as it is. It doesn't need a power advantage over other passive Armors since it's already got +1 more (and with customizable Armors, it shouldn't be an issue (but Generator)). Requirement could be adjusted but 24 in Tech and Dex is.. not really a requirement. You can give it say 19 Dex and Tech +2 per each level, for up to 37 Tech and Dex at Lvl 10 HA. It's lower than requirement for current HA or PA/MA but requires both stats to compensate for it + fits the Hybrid theme.

With reducing the rage gain, I've suggested the idea - look here: http://forums2.battleon.com/f/fb.asp?m=21272852 - so it's pretty much the same but different (and stronger), but draining low % of their Rage when you rage or ignoring more defence isn't really needed. Coupled with SS, it does make a pretty sweet combo but Rage is already imbalanced enough - mainly how it's gained which is in favour of some builds, i.e. Casters.

Onto the ideas of yours. BC and DS switching is a no. Tiering sometimes gives the skill more power, so DS would need to get a boost (somewhere in-between current DS and Zerker) and BC at Tier 1 isn't really necessary. It's fine as it is since you have a damaging skill straight away, instead of a booster that you may not even use. Ever.
Maul's defence ignore is fine as it is, we don't wanna give Strength abusers too much to play around with. Even if blocked, you'd ignore the defence and the more, the worse. Likewise with making them useable with a Sword - you'd make Mercenaries useless with Mauls and Swords all the way. It's a simple no. There's already too much fuss about SS being useable with a Sword and we don't need to make them not use Mauls, at all. Even if they did use Swords, this could mean a small nerf since Swords have an advantage - damage wise and stat wise.

Lastly, the skill suggestions. Top 3 are a no. Why? We don't need more luck-based skills, SA is already bad enough and cores aren't making it any better. Likewise with Nullify and the skill below - they already have Intimidate as a debuff (defensive) so they cannot have another one.
I quite like the War Cry skill, especially if it could provide sufficient amount of Def/Res for the HP spent -> Mercs don't have an EP nor HP regen so we shouldn't push it too far. But it's quite good to make up for the lack of shields. Super Strike... Can you expand a bit more on it? It drains % of the damage and reflects at the enemy, but how long is it active for? And what skill would it replace?

Personally, I'd much rather see War Cry getting implemented since it would be 'upgraded' Blood Shield but much more efficient, hopefully, and work for Def AND Res, therefore filling in the gap in Merc's defence.
AQ Epic  Post #: 4
5/12/2013 15:28:34   
Xendran
Member

Solar Generator (Double Strike Replacement)
Regenerates a small amount of EP and HP over the course of 3 turns
Cooldown: 4
Warmup: 0
Improves with Support


3 Energy | 3 Health
4 Energy | 5 Health
5 Energy | 7 Health
6 Energy | 9 Health
7 Energy | 11 Health
8 Energy | 12 Health
9 Energy | 13 Health
10 Energy | 14 Health
11 Energy | 15 Health
12 Energy | 16 Health

+1 Energy every 5 support starting at 20
+1 Health every 4 support starting at 24



Artillery Strike
Changed to improve with Dexterity


What does this do:
Doesn't encourage massive supp spam for artillery + bazooka
Offers support builds (and all mercs) more survivability
Gives mercs an offensive dexterity option

< Message edited by Xendran -- 5/12/2013 15:52:31 >
AQ DF Epic  Post #: 5
5/12/2013 15:42:06   
Cyber Dream
Member

@Trans Do you understand it now?
AQW Epic  Post #: 6
5/12/2013 15:43:45   
Drianx
Member

@Xendran
Why the warmup on Solar Generator?
AQW Epic  Post #: 7
5/12/2013 15:49:35   
Xendran
Member

I forgot to edit that, i changed it
AQ DF Epic  Post #: 8
5/12/2013 15:54:00   
Cyber Dream
Member

@Drianx What are your thoughts on this?
AQW Epic  Post #: 9
5/12/2013 17:10:24   
  Exploding Penguin
Moderator


Hybrid armor is actually superior in more ways than just the +1 solid defense/resistance it gives compared to other passive armors. Opponents can't work around hybrid armor nor can they take advantage of rage's passive armor-piercing effect. Also, hybrid armor's stat requirement is entirely different, as it increases with an offensive stat rather than a defensive one (not saying this is good or bad, just different).

Adrenaline as a passive could use some work but even though it seems very weak compared to other passives, it's actually pretty good. This is because the mercenary skill tree is full of mostly offensive skills such as the large strength-based branch of the tree, making adrenaline have perfect synergy with the class. This actually makes adrenaline more effective than other passives such as deadly aim is with TM (given certain builds. Deadly aim is kind of an add-on to TM skill trees and has no real synergy with it. Without deadly aim, TM could still be a very good class given a strong build such as caster). While adrenaline could use an added effect (someone suggested a unique idea of having rage return energy back to the merc), the passive itself, given its place, is already pretty good and no drastic buffs should be made.
Epic  Post #: 10
5/12/2013 19:59:22   
toopygoo
Member

i think merc defense is just fine as it is. if you really want, you can make a 40-40 defensive class build (which is huge)

they need something that could potentially increase damage. you know how mages have deadly aim?
how about mercs get something for skill core % increase or, onhand increase (that does not affect active core damage)
AQW Epic  Post #: 11
5/12/2013 23:52:29   
  Exploding Penguin
Moderator


@toopygoo: Adrenaline does that in a sense by giving rage faster, and rage does loads more damage. Also, the entire merc skill tree is based off of skills that provide those static damage boosts that are given by passive such as deadly aim. Maul ignores 20%, so it gives a decent static damage boost with a low stun chance for a moderately low energy cost, zerker and bunker are both very effective damaging skills, etc...
Epic  Post #: 12
5/13/2013 0:26:42   
Xendran
Member

quote:

Maul ignores 20%, so it gives a decent static damage boost


Ignoring 20% is not static, it scales based on how much def/res they have.
AQ DF Epic  Post #: 13
5/13/2013 1:41:55   
Dual Thrusters
Member

These changes will make Merc too Hunter-ish
MQ AQW Epic  Post #: 14
5/13/2013 5:00:30   
toopygoo
Member

@exploding penguin
but theyre all active skills, so unless you can finish before you run out of energy, youre screwed
AQW Epic  Post #: 15
5/13/2013 15:11:57   
Drianx
Member

In my opinion Adrenaline should be replaced with a more offensive passive.

Perhaps a passive boosting Auxiliary damage - something like Deadly Aim - would work.
AQW Epic  Post #: 16
5/13/2013 19:47:56   
toopygoo
Member

that one is not supported. then even the last remaining builds would start pushing support. 60+ damage plus a % multiplier, with instarage, and a huge multi?

no, people would complain too much for a nerf. i needs to be an onhand
AQW Epic  Post #: 17
5/13/2013 22:00:25   
  Exploding Penguin
Moderator


@toopygoo: Hybrid armor and adrenaline both are very functional passives that don't need any energy whatsoever to maintain their strong effect. Unless you're making a sloppy merc build such as trying to create a caster one (which doesn't work in Omega), a merc will always have some sort of way of dealing more damage. This could be a robot, strength, support + rage, etc... Therefore, a merc does not need energy to be a functional and strong class, especially when it takes multiple turns for an opponent to take away all of a merc's energy.

@xendran: While it's not static like other skills, it will always deal more damage than a normal strike unless in 2v2 under special circumstances where the opponent has 0-0 defense/resistance. Therefore, it's technically static as I can use this damage boost whenever I want (when I have the energy) in pretty much all scenarios.
Epic  Post #: 18
5/13/2013 22:10:47   
toopygoo
Member

im not saying anyone would want to be a caster, but mercs have no regenerative skill at all. the ONLY ones in fact to have this trait... which already gives it a large disadvatage. and unless you are willing to put your defence below 30, you cant hope to do some massive damage on level 35's unless you spend all of your energy which puts us back at square one cause once youre out, youre out...
AQW Epic  Post #: 19
5/13/2013 22:33:42   
edwardvulture
Member

That would make hybrid oped compared to other passives
AQ DF MQ  Post #: 20
5/13/2013 23:46:44   
cool preston
Member

i can agree to 7 def 6 res hybrid. Seeing as all the other classes have DEFENSES against the weak spot while still sporting Plasma armor etc.

Buff adrenaline-HECK YES

Make merc playable...Wouldn't that be nicer

(hey I can dream can't I?)

anyways maybe this week will be the week mercs are FINALLY buffed.
MQ  Post #: 21
5/14/2013 0:23:47   
Scyze
Member

@Xendran,
quote:

Solar Generator (Double Strike Replacement)
Regenerates a small amount of EP and HP over the course of 3 turns
Cooldown: 4
Warmup: 0
Improves with Support

3 Energy | 3 Health
4 Energy | 5 Health
5 Energy | 7 Health
6 Energy | 9 Health
7 Energy | 11 Health
8 Energy | 12 Health
9 Energy | 13 Health
10 Energy | 14 Health
11 Energy | 15 Health
12 Energy | 16 Health

+1 Energy every 5 support starting at 20
+1 Health every 4 support starting at 24
...

Hmm... Seems like you're forgetting the lower leveled players. How do you think they'll cope especially the players who just started? You want Mercenaries to be an all out defensive Class with no Skills that will actually deal damage? Also, I hate it since it's going to make the beginners suffer harder.
AQ DF MQ AQW Epic  Post #: 22
5/14/2013 18:32:35   
edwardvulture
Member

merc is already playable
AQ DF MQ  Post #: 23
5/14/2013 19:35:06   
Dual Thrusters
Member

@edward

Totally true.
MQ AQW Epic  Post #: 24
5/15/2013 0:09:55   
Cyber Dream
Member

@edwardvulture Merc IS playable,. I've been a merc for almsot 2 and a half years. The thing aboutmerc the variety of builds you have to choose from. There are support builds, 5 foucs, and tank builds. I've had succes with each. Especially the tank builds. I normally use AS and Intimadate. But compared to other classes, Merc is like your last option you would choose to goto. Why? Lack of counters, small range of builds, and we have some "crappy" passives. Builds we would want to use could easily be countered and thats a con about merc. Which kinda deems it unplayable. It seems like we mercs are forced to use a certain type of build.Support was our main stat we needed and it got nerfed. Thats also deems merc unplayable as of now. People say cores could help out mercs but in my opinion, cores are runing the game. Cores are the reason this game is still pay to win, not the promos. But the cores within the promos. Most of the succesful mercs you see has the special unique cores aquired through promos.
AQW Epic  Post #: 25
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