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health makes game more stragegic, epic and promotes releases

 
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8/6/2013 18:11:13   
newtena
Member

This is a very good for epic duel but no one agrees even when it will be more fun!
Game review:
As level points become greater so too should health. I have seen that when health is as it is right now # far less, and luck takes place ignoring your defense it makes players angry which makes since consider most of the majority of players are defensive than health.

Helping with strategy:
the game is usually over in 4 or 5 rounds. more health gives more rounds and more time to put in usefull sequence of strategy for victory. health provide endurance of life to execute a winning strategy this helps fight opponents with over powered weapons or abilities because even though it is very devastating; your still in the duel and you can do something while your still alive to compensate with that damage done to you by dishing out more each round.

DE promoting stat abusing builds:
this can also be a lesson for all the over distributions of points on a specific stat ( technology support dexterity) while it makes your skills very strong it is weak for the rest of the win. show its not a long term strategy to win.

Make progress fighting instead of defensive brick wall, especially if your a lower level fighting a higher level:
however too many stats have defense builds. the average is about 33-40 this makes. defense builds are like yes damage or no damage if you cannot attack more dish more than 40 you will it denies your attack regardless if its close to 40. its hard to keep dealing over 40 damage the entire battle. but if you change the subject of living to health than defense with a lot of health points and less defenses )( or strengthening the attacks. you can make continual progress with. this is also good for fighting higher levels because it doesn't seem more like a brick wall anymore; it would be progressive.

Increasing game complexity to win, and releasing of weapons:
This promotes new release as your attacks will become exhausted. At some point you will want to do something else such as a bot to deplete rage, replenish mana for bludgeon or the little things that you don't worry about when you are fighting for 3 rounds. every round is all too precious to win so you have to deal alot. Plus you can use bots to ignore defense by 15 percent with ought it being an overpowering thing.

total melees damage imbalances
the more points you put on strength the more points it requires to get it up and so on and so forth for further strength. if everyone comes to the stage where 6, 7, or 8 stat points are required to upgrade strength, their are certain weapon that I discovered maybe 2 of them that gives you 2 or 3 more damage than every other weapon so this covers the points needed ( 6,7, or 8) that are needed for the next level.

Epic duel cannot be simplifies in general but here are a couple view points:
mana's role is for strategy, specials, and powerful attacks. health's role is for longevity and defense's role are the attacks required to hurt opponent factor weather or not your opponent hurts you.

Conclusion:
This is the same health we started off as noobies with and it is unstable if we increase continues to increase defences and leave health the rounds and health we get me flexibility choices supers nerfing. Gear to help for endurance so you don't have to nerd poison. Then poson will not be effective unless he is close to defeat. Stabilizing battle increasing round no more nerfing strong attacks new gears that specializes more strategy input and a proper chance to win.
it occurs that an error such be a lot of health combining with defense will make it axustingly long fight and that's why the game opens up a new program that adds around 18 damage to normal weapon strike. though it needs to increase with level it can only be 18 while in levels 32-33s. why not improve trough level 34-35? by upgrading primary weapon attack ( by using credits) it fills the hungry stat for the next level of strength. this means that lower levels will not be able to mach the strength of their higher levels reason be strength needs more points. the points on weapon are a big deal meaning that the 3 rounds time 3 extra damage for upper levels damage total give or take 9 more health.

Counter arguments:
health abuse are already happening now it will ultimately mage no difference if you receive more as long as you don't get 2 hp per stat point. they put a lot of points on health and while you will be busy chopping down their a lot of their health; they have everything else on strength and they will win that way and that's why if everyone has the same amount of high heal the best stat placement and carful strategy will make you win. rest specially in 1vs1 health defenses will make their rate of dying fast. Not to mention they will fall pray to an opponent with blood lust. Health abuse are already happening. Check 1vs1 they have about 121 hp so they can have temporary points on hp to defeat before they are defeated.







< Message edited by newtena -- 8/10/2013 16:00:51 >
Post #: 1
8/6/2013 18:13:48   
Dual Thrusters
Member

More health means health abuse. And focus builds.

Plus, stat abuse is perfectly fine, as long as the battles are epic.
MQ AQW Epic  Post #: 2
8/7/2013 11:04:06   
Predator9657
Member

quote:

Plus, stat abuse is perfectly fine, as long as the battles are epic.


Agreed. They're not too hard to beat anyway.
Epic  Post #: 3
8/7/2013 12:18:03   
jack toaster
Banned


agreed. its all about the health. defenses are too high. sounds like a legit fight.

< Message edited by jack toaster -- 8/7/2013 13:01:01 >
Post #: 4
8/7/2013 15:22:09   
Ranloth
Banned


Actually, the damage and defences are fine. So is HP, but it's the secondary effects - blocks, deflections, crits and rage - which make HP seem worth less than defence, which is the opposite when it comes to rage and crits.

You can go about with one solution without causing too many problems and favouring one group of players and ditching the rest. This solution is faster scaling for HP per level. AFAIK, it's +1 HP every two levels. You could change it from two levels to one and a half (1.5). Let's assume Lvl 30 as a cap: 30 / 2 = 15 HP & 30 / 1.5 = 20 HP
We'd have a gain of 1.66 HP every ten levels with faster scaling. Even if it was to be 5 HP more at Lvl 30, you do have to take into account having the same build as you do but +5 more stats to spend which could translate to 1 damage/defence or just +5 more HP/EP if you choose to.

While I do agree that HP should be buffed, it shouldn't be an overkill buff to the point where investing in HP would be pointless, hence why I'm suggesting the above.
AQ Epic  Post #: 5
8/8/2013 9:28:05   
Predator9657
Member

^ That sounds good. Overbuffing HP is the last thing we want - it will only make increasing health obsolete.
Epic  Post #: 6
8/8/2013 14:36:42   
newtena
Member

i lose a lot and take notes on why sometimes and in addition thought that will promote the game.
Post #: 7
8/8/2013 14:39:04   
Ranloth
Banned


Losing a lot could be due to your build. Promoting the game doesn't work like that, I don't see how HP raise would promote the game other than allow players to have few more free stat points.
AQ Epic  Post #: 8
8/8/2013 22:04:56   
Chosen 0ne
Banned


If we can spam other stats we should be able to spam health effectively too. Support, my favorite builds existed before agility.
DF AQW Epic  Post #: 9
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