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9/12/2013 1:16:01   
rayniedays56
Member

*I want to stress that this thread should only be considered a "maybe this will work, maybe this won't" thread. I am not a developer, balance tester, or moderator of EpicDuel. I am simply a player putting in my input of an issue within the community.*


I will list moves that need Buffed/changed first; secondly, I will list moves that need a nerf/change.





Firstly, the moves that need buffed:




BUFFS

Artillery Strike, Multi Shot, and Plasma Rain. The multi skills:

Why? Simple, for the amount of stats needed to make this skill viably useful in battle, it is, quite literally, not worth it. However, multi skills were not meant to be game changer moves, which is why I was thinking of these small buffs:

*Reset the 85% damage to multiple targets, to 100% damage, BUT, in retaliation, reset the 100% damage to a single target to 85%. This will help prevent abuse of the multis in 1v1 while allowing it to be a bit better in 2v2 and 2v1.
*Increase power of the skills by +3 at all levels. At level 35, a techmage's multi skill is 41 inital damage (no dex). With the buff, it becomes 44 in initial damage.


Overload, Stun Grenade, and Maul. The stun skills:
Why? Once more, these moves are weak compared to other skills, and these skills cost a bit more too. A simple fix? Maybe, maybe not. However, these are not meant to destroy the game. Which is why I made these buffs:

*Decrease EP cost by -2 at all levels. This will allow stun builds more manuverability among other things.
*Increase stun % of each stun skill (excluding maul) by 5%; while increasing mauls stun by +3% at all levels.

**INCREASING THE DAMAGE WILL NOT FIX THE SKILLS. IT WILL BE A BANDAID AT BEST**


Adrenaline.
Why? It's a very...quirky skill. Payers see it as useless, and adding an extra ability to it will help it out a bit.

*Add "Rage Drain" ability, where using the skill will potentially drain the opponents rage bar.*

Example:
Level 1: 10 % More Rage Gain, 9%Rage Drain
Level 2: 12 % More Rage Gain, 13% Rage Drain
Level 3: 14 % More Rage Gain, 17% Rage Drain
Level 4: 16 % More Rage Gain, 21% Rage Drain
Level 5: 18 % More Rage Gain, 25% Rage Drain
Level 6: 20 % More Rage Gain, 29% Rage Drain
Level 7: 22 % More Rage Gain, 32% Rage Drain
Level 8: 23 % More Rage Gain, 35% Rage Drain
Level 9: 24 % More Rage Gain, 38% Rage Drain
Level 10: 25 % More Rage Gain, 40% Rage Drain

How does it work? Well, whenever the opponent ATTACKS you, or DEFENDS, as in heals, buffs, skips etc etc, they will LOSE a portion of their Rage Gain dependant on the level of Adrenaline you have.

Say a Merc has maxed adrenaline. An enemy attaks them, and initially gains +20 Rage points. With Rage Drain, their rage points will drop by -8 rage points.

*********************************************************************************************************************************
NERFS

*As this topic is EXTREMELY flame redundant, I would like to take it slow. No, I will not give false data, nor will I incorporate my views just because I lose to a build.




Artillery Strike
Why? Well, people who have read the earlier part of my post believe that a buff to this skill is completely unnecessary. However, this is why I include my nerf AFTER the buff. I want to point out that I think NO multi move should particularly rely on an offensive stat.

*Mercenaries have NO dexterity leveled skills. And no, Berzerker and melee skills are STRENGTH based. Which is why I propose that Support should be taken out of Artillery Strike's damage calculator and be effectively replaced with Dexterity. Dexterity will allow the classes to be closer to equals with not one being superior, and incorporating a dexterity based skill to the mercenary classes will bevel out their build fields and allow more unique.

**I WILL NOT LOWER THE DAMAGE/HIGHTEN THE DAMAGE MORE THAN WHAT THE BUFF GIVES.



Static Smash
Why? While a great idea to give the mercenaries a decent EP regain, I feel it gives too much of one. A simple fix would be to lower the EP regen. However, I feel that would be a bandaid as players will then say it's too WEAK. So, I proposed these ideas:

*Increase cool down by +1
*Lower the EP regen by -30% at ALL levels. This will effectively make it:
OLD
Level 1: 43%
Level 2: 47%
Level 3: 51%
Level 4: 55%
Level 5: 58%
Level 6: 61%
Level 7: 64%
Level 8: 67%
Level 9: 70%
Level 10: 73%
NEW
Level 1: 13%
Level 2: 17%
Level 3: 21%
Level 4: 25%
Level 5: 28%
Level 6: 31%
Level 7: 32%
Level 8: 33%
Level 9: 34%
Level 10: 35%

After this massive lowering, then I would like to incorporate THIS:
*EP regen is UNBLOCKABLE.

This means that every 3 turns, a mercenary has the ability to gain a GUARANTEED amount of EP.
EXAMPLE:
16-20+35 Strength

51-55

with maxed Static Smash:

17.85-19.85 EP
or
18-20 EP Regen per 4 turns.


Smoke Screen

Smoke Screen, as the other defensive reducing stat, is right now too powerful for Omega standards. We had higher stats in Delta, which made the skills ok then. Now, they are too powerful and, I feel, MUST be changed a bit.

*Increase EP cost by +2 at all levels.
*Increase requirement by +2 at all levels.
*Change overall stat arrangement of skill:
OLD INITIAL *NO TECH*
Level 1: 6 Dexterity Points
Level 2: 9 Dexterity Points
Level 3: 12 Dexterity Points
Level 4: 15 Dexterity Points
Level 5: 17 Dexterity Points
Level 6: 19 Dexterity Points
Level 7: 21 Dexterity Points
Level 8: 22 Dexterity Points
Level 9: 23 Dexterity Points
Level 10: 24 Dexterity Points
NEW INITIAL *NO TECH*
Level 1: 4 Dexterity Points
Level 2: 7 Dexterity Points
Level 3: 10 Dexterity Points
Level 4: 13 Dexterity Points
Level 5: 15 Dexterity Points
Level 6: 17 Dexterity Points
Level 7: 18 Dexterity Points
Level 8: 19 Dexterity Points
Level 9: 20 Dexterity Points
Level 10: 21 Dexterity Points

OLD BONUS
+1 Dexterity Point at 22 Technology, +1 Dexterity Point per 4 Technology after

NEW BONUS
+1 Dexterity Point at 24 Technology, +1 Dexterity Point per 4 Technology until 45, +1 Dexterity Point per 5 Technology after until 85, + 1 Dexterity Point per 6 Technology after 86+



Malfunction

Instead of writing it all over, I copy pasta :)

*Increase EP cost by +2 at all levels.
*Increase requirement by +2 at all levels.
*Change overall stat arrangement of skill:
OLD INITIAL *NO Support*
Level 1: 6 Technology Points
Level 2: 9 Technology Points
Level 3: 12 Technology Points
Level 4: 15 Technology Points
Level 5: 17 Technology Points
Level 6: 19 Technology Points
Level 7: 21 Technology Points
Level 8: 22 Technology Points
Level 9: 23 Technology Points
Level 10: 24 Technology Points
NEW INITIAL *NO Support*
Level 1: 4 Technology Points
Level 2: 7 Technology Points
Level 3: 10 Technology Points
Level 4: 13 Technology Points
Level 5: 15 Technology Points
Level 6: 17 Technology Points
Level 7: 18 Technology Points
Level 8: 19 Technology Points
Level 9: 20 Technology Points
Level 10: 21 Technology Points

OLD BONUS
+1 Technology Point at 22 Support, +1 Technology Point per 4 Support after

NEW BONUS
+1 Technology Point at 24 Support, +1 Technology Point per 4 Support until 45, +1 Technology Point per 5 Support after until 85, + 1 Technology Point per 6 Support after 86+




Assimilation



*Initial EP regain reduced by -2 at all levels.
* EP regain now regains 75% of EP removed.


OLD
Level 1: 5 Energy Points
Level 2: 7 Energy Points
Level 3: 8 Energy Points
Level 4: 9 Energy Points
Level 5: 10 Energy Points
Level 6: 11 Energy Points
Level 7: 12 Energy Points
Level 8: 13 Energy Points
Level 9: 14 Energy Points
Level 10: 15 Energy Points


NEW
Level 1: 3 Energy Points
Level 2: 5 Energy Points
Level 3: 6 Energy Points
Level 4: 7 Energy Points
Level 5: 8 Energy Points
Level 6: 9 Energy Points
Level 7: 10 Energy Points
Level 8: 11 Energy Points
Level 9: 12 Energy Points
Level 10: 13 Energy Points

A techmage uses Assimilation and removes 12 EP. They now regain 9 instead of the usual 100%, which is 12.



EMP
Instead of a nerf to this skill, which I feel is another useless bandaid, why don't we completely change it instead?


*EMP now removes a PERCENTAGE of EP, instead of a fixed amount.
*EMP no longer is heightened by ANY stats.
*EMP cost is reduced SLIGHTLY to accomodate new change.

NEW CHANGE:

EMP:
Skill Level
Level 1: 20%
Level 2: 25%
Level 3: 30%
Level 4: 35%
Level 5: 40%
Level 6: 45%
Level 7: 50%
Level 8: 54%
Level 9: 57%
Level 10: 60%
Character Level
Level 10: +1%
Level 15: +1%
Level 21: +1%
Level 28: +1%
Level 35: +1%

EP COST
8 Energy (+1 per skill level increase)
Level 1: 8 Energy
Level 2: 9 Energy
Level 3: 10 Energy
Level 4: 11 Energy
Level 5: 12 Energy
Level 6: 13 Energy
Level 7: 14 Energy
Level 8: 15 Energy
Level 9: 16 Energy
Level 10: 17 Energy

EMP now has a 10% chance to cause Electro Leak, a status effect which "Leaks" the opponents EP by +3 EP for 3 turns.


A 35 BH has a level 4 EMP. They use it against the enemy, who has 72 EP. EMP takes away 35% (Initial) and +5% for level. So, EMp takes away 40%. 40% of 72 is 28.8. The Enemy loses 29 EP.

*******************************************************************************************
I will use your suggestions in here also! Reviews are awesome :)
*******************************************************************************************


< Message edited by rayniedays56 -- 9/13/2013 3:32:52 >


_____________________________

AQ DF MQ AQW Epic  Post #: 1
9/12/2013 1:49:47   
Mother1
Member

Ok for Adrenaline that is going to become an active when the war is over so that idea wouldn't do any good since they are scrapping passives anyways. But even if this wasn't happening I couldn't support it. Why because we already have plenty of support merc's using it for extra rage gain.

They already got high crit chance with all that support as well as high chance for first strike. They don't need another way of draining rage, and the class itself doesn't need 2 moves that drains rage since surgical strike can already do this. 3 if they are using the platinum pride armor.

As for artillery strike no since support merc doesn't need another buff (since this class uses this more then anything as well as support getting a nerf due to it being overpowered.)

For the other multi's however those could use a small buff but nothing too major.
Epic  Post #: 2
9/12/2013 2:15:45   
rayniedays56
Member

Yes, mother1, I see your concern with Artillery Strike.

However, please understand that with this small buff to artillery strikes, I still havent stated my nerfs/changes. And I have taken away the extreme power of support mercs in 1v1 by a little bit with the 85% change to 100%, stated here:
quote:

*Reset the 85% damage to multiple targets, to 100% damage, BUT, in retaliation, reset the 100% damage to a single target to 85%. This will help prevent abuse of the multis in 1v1 while allowing it to be a bit better in 2v2 and 2v1.



For adrenaline, I also understand that passives are getting changed, but that doesn't mean that I can't make balance ideas. It is DOES make a change, then the extra ability to this skill will help a deal more. Also, Rage Drain is NOTHING drastic. I take it that you possibly see 40% and are thinking WOW TOO MUCH. However, think of how the rage bar fills. 40% of a +5 or +15 to an opponents rage is 1-4, at best.

And also, an extra 3 damage is something of an...incentive to not have to abuse a stat for damage output.

AQ DF MQ AQW Epic  Post #: 3
9/12/2013 2:25:44   
kittycat
Member

I see that the multi attacks are having a shift in damage, but Plasma Rain and Multi Shot both improve with Dexterity, and I believe that Artillery Strike should improve with Dexterity for consistency reasons.
Although multi-attacks are having it's purpose restored such as dealing full damage, maybe it is necessary to raise the energy cost back to its former, or 44 Energy for multiple enemies.
Adrenaline should increase by the same amount as you increase levels.
AQ MQ  Post #: 4
9/12/2013 2:50:31   
Mother1
Member

@ Rayniedays56

I was more worried about more of the lines of it being impossible to rage. Also with blocks and deflections gain more rage to compensate for the block or deflection. It is bad enough that you lost 50% of your damage (or even more depending on what passive core your opponent has) as well as 85% damage when you block but to lose that damage and lose up to 40% of the rage you would gain to compensate for this happening? No offense raynie but that would really hurt players since not only are they losing damage but the compensation for said event takes a hit because of a passive a class has.

< Message edited by Mother1 -- 9/12/2013 2:53:35 >
Epic  Post #: 5
9/13/2013 2:46:06   
rayniedays56
Member

@mother1

Hmm. You do make a valid point.




NERFS ARE NOW POSTED

< Message edited by rayniedays56 -- 9/13/2013 3:33:16 >
AQ DF MQ AQW Epic  Post #: 6
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