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=ED= November 14th, 2013 - Big Balance Bonanza

 
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11/14/2013 13:47:10   
Mecha Mario
Mechanized Plumber


quote:



November 14, 2013
Big Balance Bonanza



Prepare for one of the most comprehensive balance updates EpicDuel has ever seen! Every class will be affected as we focus on making battle more interesting, strategic, and fair. We understand that these changes can be rough, especially as everyone struggles to find new builds and strategies, but know that we're trying our best to keep all the classes fun, interesting, and competative.

Balance is not my specialty, so I'll defer to our resident Numeromancer Rabblefroth. If you wish to comment about the changes or following the specific nuances of the changes, you can follow this thread in the AE forums! The following is a quote from Rabblefroth in the thread's first post.
    Hey everyone!

    We have quite a lot of balance changes on their way this week, so I wanted to highlight some of the major ones and discuss why we're making them so it doesn't come as a big, overwhelming shock.

    OVERVIEW
    Most of the changes fall under three major areas that we want to address. They are:
    1. Battle duration
    2. Energy flow
    3. Followup balance for the new skills

    BATTLE DURATION
    In general we feel that battles are ending a little too quickly, especially in 1v1. With so few turns available in the average fight, strategic options become limited, and certain events in battle such as critical strikes and blocks have a bit too much impact.

    In order to help extend the duration of battle, we're making a couple of key changes:
    • Increase the amount of health players have.
    • Decrease base damage in a couple of key areas, especially on weapons.
    • Reduce the effect of critical strikes

    The goal here is to both increase Health pools and lower some of the free damage everyone does to slow the pace of battle down, putting less emphasis on each individual turn. Every turn you take should carry weight, but currently we feel it's a bit too much.

    Each individual change is relatively small, but we hope that the cumulative effect will be a noticeable improvement.

    ENERGY FLOW
    With recent updates adding energy costs to cores, and reworking passive skills into useable skills, energy management has become much more important. We feel that this is an important aspect to managing the pace of a fight, but certain things are a little out of line, so we want to review the system in general to make it fit better with the updated skills.

    The major changes here include:
    • Increasing the amount of Energy players have.
    • In general, lowering the impact of energy draining effects. These have become much stronger now that Energy is a more important resource, so they just need a little nudge to bring them in line.
    • Adjusting energy gain on each class. Examples include giving Bounty Hunters a reliable way to generate energy, reducing Tech Mage energy generation, and adjusting Static Smash to be more useful.

    Nearly every energy-affecting class skill has been adjusted in some way. We hope that this will improve the strategies around Energy management and help push the pacing of battle into a more interesting direction.

    One other change I'd like to cover is the removal of the Energy gain effect from Reflex Boost. We want to change skills that have odd sets of effects that don't really make sense together. Reflex Boost currently gives you a stat that makes you take less damage, then gives you energy based on damage taken. The two effects are counter-productive and make the reason to cast the skill unclear. "Do I want this for extra Dexterity, or for extra Energy?" We want each skill to have one clear primary goal, and to accomplish that goal well. Now that the classes that use Reflex Boost have more reliable ways to generate Energy, we feel that this effect can be comfortably removed.

    BALANCING THE NEW SKILLS
    There has been a lot of great feedback regarding the new skills, and you have highlighted a couple of clear areas where we can improve them.

    Some of the planned changes here include:
    • Increasing the amount of defenses given by the Armor skills. They will also no longer be affected by buffs or debuffs. The intention here was to create some gameplay around buffing yourself, further improving your defense, but the real result was that in too many cases a debuff would make the skills not worth casting. Finally, a bug was causing the duration of these skills to be 3 turns instead of 4. In short, these skills should be much stronger than before.
    • Lowering the Energy cost of Mark of Blood. This should make the skill feel worth casting in more situations and lessen the drain on the relevant classes' energy pools.
    • As partially covered in the previous section, we're also lowering the Energy gain from Battery Backup.
    • Not directly affecting any one skill, but relevant to the removal of passives, NPCs got a bit harder in the last update. Part of this was due to a bug in the Bloodlust values on them that was giving them twice the intended amount of lifesteal (Oops!). But they also needed to deal a bit less damage, so we're lowering their base weapon damages across the board.


    CONCLUSION
    There are a few other balance changes coming this week that weren't covered here, but since there are so many I wanted to cover some of the major ideas and explain our reasoning behind them.

    I'll be happy to answer questions or concerns you have, but I might not be able to delve too deep into specifics since things are liable to change before the update. I also might not be able to respond tonight, but I'll be around tomorrow so I'll make sure to address what I can then!


Black Friday Preview
A dark force is awakening in Delta V. Elon Musk may have stopped the Chairman's Ebilcorp factory from destroying the planet, but he couldn't stop the evil Chairman from disturbing something that was better left forgotten.


Something is returning. Something that has slept for thousands of years. Something that is very hungry. Stay tuned for more updates on this new threat!

Tags: balance preview Thanksgiving Skills Weapons Black Friday Nightwraith
DF MQ AQW Epic  Post #: 1
11/14/2013 14:18:33   
Scyze
Member

This seems like one of the busiest month for EpicDuel!
AQ DF MQ AQW Epic  Post #: 2
11/14/2013 14:29:13   
charwelly
Member

Yay changes for everyone, I like the look of Black Friday though.
AQW Epic  Post #: 3
11/14/2013 14:40:32   
Elf Priest JZaanu
Constructive!


As one reads the current design notes, to simply put, EpicDuel wants to provide a synergistic approach for all the skills, cores, bots to fit into a build strategy. This will be fun, and I am curious to see how our players will create and compete with the adjustments for this arriving release. :)
AQW Epic  Post #: 4
11/14/2013 14:53:33   
Scyze
Member

Guess it's time to look into EpicDuel's style of art. Once I'm done with my homework, I'll start to look at the Weapons and see how they are made. I'll be looking at the Suggestion Shop items to see how they are good. I could possibly learn something new by the end of today!
AQ DF MQ AQW Epic  Post #: 5
11/14/2013 15:09:33   
Drianx
Member

I am still waiting for incentives to play.
So far main incentives have always been wins and stars. Only.

Basically I am waiting for valid answers not for HOW to play but for WHY to play.

Always place the carriage behind the horses.

< Message edited by Drianx -- 11/14/2013 15:11:16 >
AQW Epic  Post #: 6
11/14/2013 15:27:40   
Therril Oreb
Legendary AdventureGuide!


Drianx, first the PvP needs to be more optimal in order to give some decent content to give people more things to do in the game.
The foundation needs to be good in order to build on it.
AQ DF MQ AQW  Post #: 7
11/14/2013 15:41:49   
Seteriel
Member

A... spider... theme..? O.O
Call in the Starship Troopers and the guys in the white doctor coats for me, please

Nice and thank you very much for all the balance changes incoming
AQW Epic  Post #: 8
11/14/2013 20:40:24   
Noobatron x3000
Member

All I have to say is

Its heal looping time !

The heal loopers will rise again with this update !
Post #: 9
11/14/2013 20:47:59   
GearzHeadz
Member

^The techies have already been heal looping since last week.

That new art looks fun!

< Message edited by GearzHeadz -- 11/14/2013 20:48:13 >
DF AQW Epic  Post #: 10
11/14/2013 21:27:25   
Chosen 0ne
Banned


quote:


Something is returning. Something that has slept for thousands of years. Something that is very hungry. Stay tuned for more updates on this new threat!


Are the mechachillads coming back? I'll be sure to pick up those 3 primaries in the picture, they look pretty cool.

< Message edited by Chosen 0ne -- 11/14/2013 21:28:05 >
DF AQW Epic  Post #: 11
11/14/2013 21:56:46   
Pemberton
Member
 

Where the heck is the new suggestion weapons located at???
Post #: 12
11/14/2013 22:10:43   
Mother1
Member

@ pemberton

they are all in the nightwraith arcade game. Meaning you have to play the arcade game in order to get a chance to win one of them.
Epic  Post #: 13
11/14/2013 22:48:39   
ReinVI
Member

seriously? all those changes and still not a single mention of actually fixing/ rescaling debuffs? come on devs...
I'm going to "hope" that fixing debuffs is in the other changes 'not listed due to lack of space' section... if not then well that will
probably be another week of me not playing.

other than that I can really only say "meh" as some of these balance changes seem either off / weird or just in general I feel they aren't addressing the biggest problems currently in the game..

< Message edited by ReinVI -- 11/14/2013 22:54:38 >
Epic  Post #: 14
11/14/2013 23:07:01   
lionblades
Member

@ReinVI
I asked a question to Rabble about debuffs this week and this is what he came up with:
quote:

We're giving them a small love tap this week, will continue to look at them since I believe they are another culprit in making battles a little too quick.


So rest assured debuffs will be changed this week.
AQW  Post #: 15
11/14/2013 23:20:18   
ReinVI
Member

that... is a little bit reassuring but the next question will be if that lovetap will be for better, for worse, or won't actually do anything.
Epic  Post #: 16
11/14/2013 23:22:43   
Dual Thrusters
Member

I just hope that Strength builds can still exist in some way for all classes.
MQ AQW Epic  Post #: 17
11/15/2013 0:02:33   
TRizZzCENTRINO
Member

I do hope 12 secret weapons would make it ingame this week.

anyways i hope no-one ingame has arachnophobia otherwise they would be too afraid to play the release :P

< Message edited by TRizZzCENTRINO -- 11/15/2013 0:03:50 >
MQ AQW Epic  Post #: 18
11/15/2013 5:43:31   
Remorse
Member

What would help balance in my opinion would be if you used cores and the new passive to active skill rework to increase variety into the game.

And through viable variety=balance.

An example would be consider the new active skills. What if their were unqiue class passive cores that directly effected their mechanics.


For example the blood mage's new energy parasite is great however it sorta favors strength build via its activating on a strike.

A passive core to change the strike to say the use of an auxiliary to apply the skill for example, by using axillary Blood mage only passive core. (the same sort of passive could be added to any strike activated skill)


If you start making passives to increase viable variety and counter to popular builds then the first major step to balance will have been achieved. ( at least when you consider other games good balance)




Overall I am liking the focus towards balance and agree with many of the focuses outlined in these notes.

I hope one day epic duel will become once again a fun to play strategic balanced game.

Take care, Remorse Less.




< Message edited by Remorse -- 11/15/2013 5:47:55 >
Epic  Post #: 19
11/15/2013 6:37:30   
8x
Member

More mechachillids?
Epic  Post #: 20
11/15/2013 7:26:36   
TRizZzCENTRINO
Member

nope not mechachillids this time, its something more alive
MQ AQW Epic  Post #: 21
11/15/2013 14:44:25   
Noobatron x3000
Member

Don't know if anyone has worked this out yet .

-NErfing battery backup + emps = means their will be pretty much no change to the tech mage skill tree at all
-Nerfing strength builds with the base damage nerf another indirect buff to casters and making it far easier to heal loop with the hp change

Mages are going to be more powerful then ever.
Post #: 22
11/15/2013 15:08:27   
Rayman
Banned


^
That's wrong, we dont know, you dont know what is going to happend and how its going to change the game, just wait and see.
AQW Epic  Post #: 23
11/15/2013 15:58:39   
Noobatron x3000
Member

^ Funny you should say that considering ive almost always been right going back about as far as the heal loopng mages and strength bhes of beta .

You can generally tell from the announced changes of a release. Plus lets face it they have to leave one class vastly dominant over the rest always to cash in on the mass class changes + people having to buy the cores that really make the class unbeatable .

Of course it doesn't work looking at the player base these days.

But observation in the time I played would suggest its being done deliberately over powering classes cause it happened every single release or they've left a class overpowered if it wasn't intended they wouldn't keep repeating it even when their told by many the obvious points that are going to over power classes.
Post #: 24
11/15/2013 18:50:22   
ValkyrieKnight
Member

While the thought of no energy cost emp that drains a ton of mana isn't my fancy, why remove the 15% energy regain from reflex boost? Why force BMs to invest basically 22 stat pts into support just to be able to counter the plethora of free energy regain skills. Weakening a skill that no one has ever complained about was uncalled for.
AQW Epic  Post #: 25
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