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Evolution is Necessary:Blood Mage Edition

 
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7/31/2013 16:43:55   
Dual Thrusters
Member

Part 2 of my series



Fireball Buff

+4 damage at all levels




Bludgeon Replacement

Furious Bludgeon: Attack via the blunt end, burning the opponent's energy as a 25% of the damage done
Weapon: Any
Stat: 16 (+2 per skill level)
Improves: Strength
Cooldown: 3
Warm Up: 1

animation: like a normal bludgeon, only this one is covered with energy
Level 1: 16% More Damage
Level 2: 19% More Damage
Level 3: 22% More Damage
Level 4: 25% More Damage
Level 5: 28% More Damage
Level 6: 31% More Damage
Level 7: 34% More Damage
Level 8: 37% More Damage
Level 9: 40% More Damage
Level 10: 43% More Damage




Intimidate Replacement

Superior: Strike and weaken an enemy, reducing their strength and support for 3 turns
Weapon: none
Stats: none
Improves with: Support (+1 Strength reduction at 22 Support; +1 Strength reduction per 5 Support)

Animation: Like Atom Smasher, only the "glow" is red.

1) Base 7; 10 energy
2) Base 10; 12 energy
3) Base 13; 14 energy
4) Base 16; 16 energy
5) Base 18; 18 energy
6) Base 20; 20 energy
7) Base 22; 22 energy
8) Base 23; 24 energy
9) Base 24; 26 energy
10) Base 25; 28 energy



Super Charge Replacement

Blazing Magnum: Sacrifice some of your health to unleash a devastating attack based on your primary weapon's damage type.
Weapon: Staff
Stats: 24 Support (+2 per skill level increase)
Improves: Strength

Animation: A pillar of energy crashes down on you. You take a second to feel the heat, then blast it from your open hand.

Level 1: 31% ; 20 health
Level 2: 42% ; 23 health
Level 3: 57% ; 26 health
Level 4: 68% ; 29 health
Level 5: 77% 31 health
Level 6: 88% ; 34 health
Level 7: 94% ; 37 health
Level 8: 102% ; 40 health
Level 9: 111% ; 43 health
Level 10: 120% ; 46 health





Overload Replacement

Roaring Thunder: Fires a lightning bolt with a 30% chance to stun.
Weapon: Staff
Stats: 19 dexterity (+2 per skill level)
Improves: technology (+1 damage at 22 technology; +1 damage per 4 technology after)

Animation: A red overload

*Energy Cost and Damage is the same as Overload. Moving it to tech gives it more synergy with Plasma Cannon.




Plasma Rain Replacement

Catastrophe: Inflicts energy damage all enemy targets. Deals 85% damage if it hits multiple targets.
Weapon: Any
Stats: none
Improves: technology (+1 damage at 24 technology; +1 damage per 4 technology after)

Animation: Like plasma rain, only it is green.

*Energy cost and damage is the same as plasma rain. Moving it to tech gives it more synergy to Plasma Cannon and Roaring Thunder.



< Message edited by Dual Thrusters -- 8/1/2013 14:25:08 >
MQ AQW Epic  Post #: 1
7/31/2013 22:40:29   
ED Divine Darkness
Member

awesome ideas sude, suported! but i dont agree with fireball buff, that will make the clas too strong. it is alrdy really good.

also for multy and stun;

blood spark

overload, except scales with str, hp cost and support requirement. cost 15 hp at lvl 1 and 24 at max. does not return bloodlust hp. has a 7 extra base dmg to compensate for this.

blood rain

plasma rain, except scales wth str, hp cost and support requirement. 15 hp at lvl 1, 24 at max. doesnt return bloodlust. 7 extra damage.


they both need 26 support at lvl 1 34 support at max.


maybe make the new bludgeon blunt charge? and lock it to energy damage.






< Message edited by ED Divine Darkness -- 7/31/2013 23:02:14 >
AQ AQW Epic  Post #: 2
7/31/2013 23:24:46   
Dual Thrusters
Member

Oh cool! you gave me a couple of ideas, but I'll balance them tomorrow since I've exhausted my head :P
MQ AQW Epic  Post #: 3
8/1/2013 2:35:24   
NDB
Member

quote:

Fireball Buff

+7 damage at all levels

This would definitely overpower the skill. 2-3 more damage should be enough. No buff would be best--strength BMs already have enough skills.


quote:

Furious Bludgeon: Attack via the blunt end, burning the opponent's energy as a 25% of the damage done
Weapon: Any
Stat: 16 (+2 per skill level)
Improves: Strength
Cooldown: 3
Warm Up: 1

animation: like a normal bludgeon, only this one is covered with energy
Level 1: 23% More Damage
Level 2: 26% More Damage
Level 3: 29% More Damage
Level 4: 32% More Damage
Level 5: 35% More Damage
Level 6: 38% More Damage
Level 7: 41% More Damage
Level 8: 44% More Damage
Level 9: 47% More Damage
Level 10: 50% More Damage

So does this to extra damage and drain 25% energy? Is this supposed to be a better version of bludgeon?? Because if it is, it is waaaaaay OP. Bludgeon right now is already the most energy efficient primary based skill right now as it is.


quote:

Intimidate Replacement

Superior: Strike and weaken an enemy, reducing their strength and support for 3 turns
Weapon: none
Stats: none
Improves with: Support (+1 Strength reduction at 22 Support; +1 Strength reduction per 5 Support)

Animation: Like Atom Smasher, only the "glow" is red.

1) Base 7; 10 energy
2) Base 10; 12 energy
3) Base 13; 14 energy
4) Base 16; 16 energy
5) Base 18; 18 energy
6) Base 20; 20 energy
7) Base 22; 22 energy
8) Base 23; 24 energy
9) Base 24; 26 energy
10) Base 25; 28 energy

This is just Intimidate except it also reduces support and improves at a much slower rate. It's completely OP just like the Bludgeon skill.

quote:

Super Charge Replacement

Blazing Magnum: Sacrifice some of your health to unleash a devastating attack based on your primary weapon's damage type. If you do not have enough health in 2v2, you use the attack then die.
Weapon: Staff
Stats: 24 Support (+2 per skill level increase)
Improves: Strength

Animation: A pillar of energy crashes down on you. You take a second to feel the heat, then blast it from your open hand.

Level 1: 31% ; 10 health
Level 2: 42% ; 13 health
Level 3: 57% ; 16 health
Level 4: 68% ; 19 health
Level 5: 77% 21 health
Level 6: 88% ; 24 health
Level 7: 94% ; 27 health
Level 8: 102% ; 30 health
Level 9: 111% ; 33 health
Level 10: 120% ; 36 health

Another Strength skill? This will OP BM's insanely. It costs absolutely no energy to use, meaning that EMPs won't work and deals as much damage as Massacre. It is meant as a finishing move and therefore the health you sacrificed is nothing. Besides, the overall health costs are quite low. I mean, only 10 health at level 1? It should at least be 20.

quote:

blood spark

overload, except scales with str, hp cost and support requirement. cost 15 hp at lvl 1 and 24 at max. does not return bloodlust hp. has a 7 extra base dmg to compensate for this.

blood rain

plasma rain, except scales wth str, hp cost and support requirement. 15 hp at lvl 1, 24 at max. doesnt return bloodlust. 7 extra damage.

they both need 26 support at lvl 1 34 support at max.

Ok, this is just adding even more to the craziness. Two more strength-improving skills that deal 7 more damage than normal and costs no energy? And why do they both cost the same and have the same support requirement, which, by the way, is way too low. I mean, only 1 more support every level? Same with the health--the difference from level 1 to max is too little.


Epic  Post #: 4
8/1/2013 2:44:09   
Dual Thrusters
Member

Blood Mages never have enough energy to use their Ultimates, so this change helps them be able to use it more often.

Ok, I will nerf bludgeon by decreasing the enhanced damage.

*sigh fireball is nerfed to +4 damage at all levels.

And EDDs suggestions will be justly balanced, I'm still working on them.
MQ AQW Epic  Post #: 5
8/1/2013 3:00:37   
NDB
Member

quote:

Blood Mages never have enough energy to use their Ultimates, so this change helps them be able to use it more often.

The fact is, all ultimates cost a lot of energy, regardless the class or build. By turning a skill that would normally cost a game's worth of energy into something that costs no energy at all is much too big of a change.
Epic  Post #: 6
8/1/2013 12:14:30   
ED Divine Darkness
Member

NOOOOOO! dont nerf bludgeon, just make it energy locked. that will make it different. doesnt need energy drain, but it would be good to hav it do energy damage.
AQ AQW Epic  Post #: 7
8/1/2013 12:16:57   
Ranloth
Banned


Making it Energy locked doesn't make it different. Def and Res are on par so there's no difference or whatsoever. Type doesn't matter since it will always be in favour of a certain build.
AQ Epic  Post #: 8
8/1/2013 13:09:08   
Dual Thrusters
Member

Multi and Stun now added
MQ AQW Epic  Post #: 9
8/1/2013 13:47:24   
ED Divine Darkness
Member

even though they have a great synergy, it would never works cause they run outta energy easy. make a health cost. they could have a good support reflex multy build right now but they hve energy problems.
AQ AQW Epic  Post #: 10
8/1/2013 14:01:49   
Segawoman
Member

The only two concerning me are the intimidate replacement and the supercharge replacement. The others I support.

First of all, Intimidate is already used as an addition to the Blood Mage's power and not the equally fair type of power; and then you want to debuff two stat's and will only make ALL of this thread's information 'unnecessary'? Wouldn't make a difference if they only debuffed 65-85% but if they would, then what is the point?

Second thing, the replacement of Supercharge doesn't even commute with the other sacrificial or poison skills. They don't die when applying the skill Blood Shield or getting poisoned. This would be great only if they don't die when they have low health when executing the skill, lol.

Thanks.
Epic  Post #: 11
8/1/2013 14:23:40   
Dual Thrusters
Member

@EDD

Blood Mage isn't THAT poor with energy, but maybe I'll lower the energy cost by a TINY bit.



@Sega

I'll fix the new Supercharge so you don't have an option to kill yourself.
MQ AQW Epic  Post #: 12
8/1/2013 14:26:13   
ED Divine Darkness
Member

ehh, i would like a health using bm move. it is suposed to be a violent class based around blood so it would make sense for a health coting move. also, look at my CH posts. :D
AQ AQW Epic  Post #: 13
8/1/2013 14:32:44   
Dual Thrusters
Member

But then the problem would be that Blood Mage would not have enough health to use it's Ultimate.....which is worse than not having enough energy lol.
MQ AQW Epic  Post #: 14
8/1/2013 14:56:06   
ED Divine Darkness
Member

xD. all i imagine on bm now, is high str, max ultimate, bloodlust and fireball str abuse. the ult is OP. make it cost 60 hp at max.
=D

even better idea: make it do 50% of your max hp(at max lvl) and 20% of your hp( at lvl 1). so it doesnt affect tanks more. high hp and str with no defence should take more damage than medium hp tank with ok str.

< Message edited by ED Divine Darkness -- 8/1/2013 15:11:25 >
AQ AQW Epic  Post #: 15
8/1/2013 16:42:29   
Dual Thrusters
Member

@EDD

No offense, but that is a horrible idea :/ Blood Mage only have put all their stats into health, so they can probably survive until round 3, then they instantly wipe out their opponent e.e
MQ AQW Epic  Post #: 16
8/1/2013 16:51:14   
ED Divine Darkness
Member

ok, so let me imagine here. i am a bm(imagining). i build 120 hp. loadsa str. mid/low defences. max fireball. max bloodlust. max new op ult! now lets pwn! also, deflect cores.

1st turn

enemy: debuff

me: FIREBALL!(40 damage)

them: gun

me: GUN!(30 damage)

them: aux

me: meteors!

them: heal

me: ULTYYYYYYYY!(80 damage)

enemy ' oh noes!' regens

me: RAGE FIREBALL! BOOM! gg

ehh, i think this would op bm a bit, if it cost 45 hp. thats just too small for a max ultimate.

i dont agree with this new ulty. just make supercharge scale with str( special version for bm).




< Message edited by ED Divine Darkness -- 8/1/2013 17:00:35 >
AQ AQW Epic  Post #: 17
8/1/2013 17:01:20   
Dual Thrusters
Member

quote:

me: ULTYYYYYYYY!(80 damage)

enemy ' oh noes!' regens

me: RAGE FIREBALL! BOOM! gg


Actually if they are still alive, they would only have to strike you and you die :P

But I'll give Magnum 5 more HP at all levels to ensure there is a chance.
MQ AQW Epic  Post #: 18
8/1/2013 17:04:16   
ED Divine Darkness
Member

oh lol yeah. but tecnically, you could do a 1 shot with a max ult with high str.



and, also i would like this new ult to hav the triple supercharge animation( but not be op like it)

< Message edited by ED Divine Darkness -- 8/1/2013 17:05:23 >
AQ AQW Epic  Post #: 19
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