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6/3/2013 16:09:29   
suboto
Member

make its active skill be a 1time use in 1v1 and 2time use in 2v2 the reason is im lvl35 full upgrades and my opponent uses spam energy drain + posion robot 3-4times in battle if that robot has no 1time usethen i want all robots to be more then 1time active use so all robots will be equal i the active skill department or just 1time use
Epic  Post #: 1
6/3/2013 16:12:50   
Ranloth
Banned


It already is balanced. After Focus nerf, its DpT has went down (on average) and you can cleanse it which would render it useless if someone would counter it on the first turn. It's counterable for everyone, hence why reuseable. You can't really counter Yeti, can you? Just deal with it.
AQ Epic  Post #: 2
6/3/2013 16:17:51   
suboto
Member

the question is can only heal clear it out? and if so the cool down for heal is 4turns and picture a dex/tech cyber with max emp and energy take gun/primary+robot same with normal merc they can go undefeated for ever wait i think il try out those classes with that seems like they run ed now o.o

< Message edited by suboto -- 6/3/2013 16:18:14 >
Epic  Post #: 3
6/3/2013 16:46:54   
DarkDevil
Member

not really undefeatable , the only reason ppl find it rough is because most ppl go for defence and poison tares in defence so you take alot of damage but i think this build is so used up that ppl have started to counter it so instead of going defensive go focus 5 or str build and you can easily kill them.
personally i dont have problems with them.
anyway nothing could be done unless we see the new active skills , that update will change anything we know.
i hope bloodlust is unchanged orelse AE company will find a mad mob at its door.

< Message edited by DarkDevil -- 6/3/2013 16:52:29 >
AQ Epic  Post #: 4
6/3/2013 16:56:01   
Mother1
Member

Not supported on either.

Making all bot that are one time use usable more then one would destroy balance since many of the one time use bot specials where made this way to prevent abuse. Image if the pyro fly's special could be used more then once. Any one with this bot could shut down their opponent's moves one by one until they have nothing if the duel lasts long enough. Then there is the yeti's specials which would make support builds and any build that works with their side arms and aux worthless because they would get chomped repeatably and I don't need to explain the infernal android since Most have experienced that one.

As for the other one no since making the poison one time use would be nerfing it into the ground since field medic can remove it. This bot was made to combat tank builds and by doing this nerf it would be buffing tanks in the process.
Epic  Post #: 5
6/4/2013 11:46:18   
STRUT MY MUTT
Member

I can't support an unnecessary Nerf.

Post #: 6
6/4/2013 15:48:57   
ReinVI
Member

isn't it ironic that the builds that are able to repeatedly use the poison ( can tank damage while letting the poison chew through opponents health ) are the ones that would benefit the most from it being nerfed? >.> just saying...

on a realistic note.. I'm on the fence I for one hate the fact they can use a poison free of energy consumption repeatedly in battle when a poison skill costs a lot of energy ( granted for about double or so the DpT but still... and just because field medic is usable once doesn't help classes that can only Heal once... ( bounties, BM, Merc ( unless they static smash ) cause after the first heal they could be out of energy or hell before they even get a chance to heal they get energy drained from one of the way to many ways to drain it ( seriously who thought making all these energy drains was a good idea? )

so yeah I can't really say supported or not supported sense I can see both sides of the argument as valid...
Epic  Post #: 7
6/4/2013 17:46:50   
Kd
Member

@darkdevil- I know this is off the topic presented, but I wish to touch on what you said about bloodlust in your post. Bloodlust is in major need of a nerf and will hopefully see one with the new passive to active switch. This is mostly necessary due to bounty hunters. The ability to have a skill that results in (higher damage)+(higher damage=more health) simply works to well (smoke+bloodlust). It allows for lower hp and therefore more usable skill points (because bloodlust will compensate for the lower health) or higher hp, higher strength, and lower defenses (the higher strength+hp+bloodlust will compensate for the lower defenses), and of course there is the self-explanatory middle ground too. I am not a bounty hunter, so my opinion may be biased, but through the leaderboards/factions like vivid/etc. it is visible to me that bounty hunter is currently the most reliable class in large part due to this incredible synergy. I have to wonder if your opinion is influenced by your being a bounty hunter right now as well.
Epic  Post #: 8
6/4/2013 18:32:44   
DarkDevil
Member

just replying to above,
with smoke you can get an extra 10 hp per turn at MOST untill smoke gets down and we cant regain energy nor have much defence anyway.
looking to other classes, tlm and cyber and mercs have +10 armour passives too so they reduce the damage done and we regain some of damage done but since everything is going down i dont mind giving up on bloodlust. but trust me without smoke we barely regain 3-4 hp per turn, as we dont have much damage increasement only massacre.
in end you have no idea what being a bounty is since at most cases we wont reach 10 hp per turn without smoke as we don't even reach 10 at most fights with smoke maybe 7-8.
and trust me all of our skills are weaker due to bloodlust utilising so when removing it other skills will have to get a good boost to keep up like stun grenade dealing as much as bunker at dex=tech excluding the pentration but no its really weaker.

< Message edited by DarkDevil -- 6/4/2013 18:38:41 >
AQ Epic  Post #: 9
6/4/2013 20:12:38   
Kd
Member

Ill start by saying that I was a bounty hunter for most of omega, so I do know what being a bounty hunter is like. gaining 10/7 hp per turn for 3 turns would be 30/21 hp, and 30/72 (base hp) is 42%, 21/72 is 29%. That rage of 42-29% is regained without having to sacrifice anything but skill points, but let's face it; bloodlust is a skill point dump. That is really the issue that I'm getting at here. You later mention the armor passives and energy regaining skills, so what I have to ask you is are you suggesting that these skills should be changed while still advocating that bloodlust should not? What I want to see in the update is the removal of this notion of the "skill point dump" in which to have a reliable build certain classes must put points into certain skills, such as mercenary and mineral armor, cyber hunter and plasma armor, or bounty hunter and bloodlust, because this limits creativity and in turn hurts the game's long-term replay-ability. Honestly, this requires all passives to be altered from my pov, but bloodlust is the most necessary due to the above reasoning and my first post. Your point about bloodlust without smoke is obsolete because I only discussed the synergy with smoke and bloodlust. Note how I specifically mentioned that it was a problem with bounty hunters and did not mention blood mages. Im not suggesting that the devs remove bloodlust either, just that it is changed in the same way that the other passives are which I took you being against from your original post. stun grenade is also used as a stun skill and therefore should not be compared to bunker buster, but that's deviating from the original point.

< Message edited by Kd -- 6/4/2013 20:13:10 >
Epic  Post #: 10
6/5/2013 3:02:48   
DarkDevil
Member

quote:

but since everything is going down i dont mind giving up on bloodlust.

thats a quote from my post cus aperantly u didnt read it.

< Message edited by DarkDevil -- 6/5/2013 4:50:56 >
AQ Epic  Post #: 11
6/5/2013 10:00:34   
Renegade Reaper
Member

Ok players, here's how the Botanical Hazard bots should work. You get one poison damage per turn per focus level, with no focus giving 1 poison damage per turn.
This changes it so that tech only spammers cannot abuse it like they do now.
AQ DF MQ AQW Epic  Post #: 12
6/5/2013 10:46:10   
Thesoulweaver
Member

^ lol

At Level 5 focus 5-6 DpT? Ridiculous.
MQ AQW  Post #: 13
6/5/2013 11:55:55   
DarkDevil
Member

i think it shouldonly get lower amount of damage from tech like 120 tech should only add up 4 points of poison and the focus is 1 point for every level so that it will deal kinda 8-9 for a focus 5
while only dealing 5 points for a tech builds would make a balance.
AQ Epic  Post #: 14
6/5/2013 14:52:25   
Renegade Reaper
Member

it can easily do 6 DPT as it is. this just nerfs the caster abuse of it. perhaps make it do only 3 turns of damage, as i think it does 4 turns right now.

@^ if i wasnt clear, i suggested that it gain poison damage ONLY from focus. getting points from focus AND tech + giving it up to 9 DPT is far too OP for a bot that is reuseable without limit
AQ DF MQ AQW Epic  Post #: 15
6/15/2013 3:05:52   
santonik
Member

I can abuse that my mercenary too. No need focus and i still doing 6 damage per rounds. That is too much. And that no cost even energy.

I think bot damage non focus. That is very low damage. Only that poison damage can round it. that must fix.

Maybe this can be fix that damage.
1 focus 0 round poison affect
2 focus 1 round poison affect
3 focus 2 round poison affect
4 focus 3 round poison affect
5 focus 4 round poison affect


This is only pure suggestion againts tech abusers who can use this exploit.

@Renegade Reaper
Im think perfectly same ways.
Epic  Post #: 16
6/19/2013 14:58:44   
GearzHeadz
Member

I think the poison spamnation needs to end, just make the poison damage slightly higher, and make it once per game.
DF AQW Epic  Post #: 17
6/19/2013 15:04:21   
Mother1
Member

@ Gearzheadz

and one field medic will remove it and make the effect worthless.
Epic  Post #: 18
6/19/2013 15:18:22   
GearzHeadz
Member

@Mother1
And your solution?
DF AQW Epic  Post #: 19
6/19/2013 15:25:45   
Mother1
Member

@ Gearheadz

while I am against this nerf big time that is easy. Make it so the poison effect of this bot can't be healed out.
Epic  Post #: 20
6/19/2013 15:28:46   
Ranloth
Banned


Focus already was nerfed and Bot's effectiveness went down, does it really need another nerf on top of it? Yes, it's repeatable but you can use Heal to get rid of it, not mentioning it's weaker if you look at the DoT instead of total damage - which is equal to that of other Poison skills.

It really isn't that bad. Making it once per battle would mean it should get a buff because it's once per battle and Heal cannot cleanse it. If you're a tank build, of course Poison is strong because it goes through your defences. For high HP builds, Poison is near useless. On top of it, it deals 3 damage that is fixed (unless Crit) which is much lower than any other attack, thus it doesn't make Poison that strong.
AQ Epic  Post #: 21
6/19/2013 15:29:31   
GearzHeadz
Member

@Mother1
That is a good idea. Would make it balanced finally.
And yes it is repeatable, for no energy. Yes it can be removed with field medic. But see, that costs energy. Making it a cycle if the afflicted wants to remove it, they'll have to drain their energy with the upkeep of removing the poison. And what is the cooldown for the poison attack?

< Message edited by GearzHeadz -- 6/19/2013 15:33:08 >
DF AQW Epic  Post #: 22
6/19/2013 16:00:19   
ReinVI
Member

the problem with saying it's "weaker" is the fact that it ignores 100% of armor ( except I suppose the initial casting attack ) 8 damage per turn for 4 turns is 32 unreduced damage. Where as at 100% damage the normal bot damage will only hit 20-30 due to armor unless the persons defenses have been debuffed. Sure you can use a heal to get rid of it but that's a heal that takes 4 turns to recharge and costs 20+ energy ( depending on level of your heal ) to cast where as this poison is spammed every 3 or so turns for no cost other than a 3 damage hit which doesn't do much to an opponent. And since the regenerator core doesn't cure poison then well there you go only one cure which can only be used once every 4 turns at the cost of a nice chunk of energy just to get rid of this "weaker" poison damage which if left unchecked can easily take down up to 1/3 - 1/4 of your life all while the opponent is hitting you for more damage during his turns.
Epic  Post #: 23
6/19/2013 16:37:32   
GearzHeadz
Member

@ReinVI
Exactly my point mate. Couldn't of said it better myself.
DF AQW Epic  Post #: 24
6/19/2013 16:48:59   
Mother1
Member

@ Gearzheadz and Reinvi

You both know that this poison unlike the poison from toxic grenade and venom strike can be weakened by nerfing technology right? Using Malfuction, as well as Omega override can weaken DOT of the poison. I noticed this when someone used the poison bot on me after I malfed them and saw that the poison did 2 less then it did when I didn't malf th person.
Epic  Post #: 25
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