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1/12/2014 7:20:17   
kosmo
Member
 

hi all, i wonted to do a short list of those that are the major changes that player are asking for, hoping this would help the staff to make all class aviable and more balanced.

tm nerf (assimilation is the most blamed)

tlm buff (lack of debuffs)

merc (very unlikly to play out of the instability of static smash)

heatchling rush nerf


fell free to disagree whit some changes or to include new ones.
Epic  Post #: 1
1/12/2014 7:31:04   
  Digital X

Beep Beep! ArchKnight AQ / ED


As I have the most experience with TM at the moment in regards to TLM/Merc after the skill changes I will answer about this only for now.

Please note balance is not my strongest point but I will try and suggest options.

As you have said, Assimilation is the most blamed but could this be balanced as such that it does not deal damage to HP, only takes and returns some EP or perhaps decrease the amount it takes a little? As TM's already have Battery Backup and may have Regen Core on their armour it might help a little as they have effectively 3 three ways of gaining EP back, even given one is a one use per battle ability.

< Message edited by Digital X -- 1/12/2014 7:33:08 >
AQ DF MQ AQW Epic  Post #: 2
1/12/2014 8:09:00   
kosmo
Member
 

yeah that would be a good step, for what i belive assimilation is the most cheep moove in game, it drains and regains a good ammount of energy, but differently from the other drains, it doesnt waste a turn because it deals dmg and it gains rage, whitout sayng that tm alredy has battery.
there is a difference between being able to use ur mooves and having and infinite energy suorce.

so yes, supported, that would mostly solve the broblem whit the class being op, but still other class need to be worked on.


out of topic:
i see that ch is not considered that up anymore, but i wont to explain why some ch builds are working while the class is still up in my opinion:
this reason is the strenght sinergy and the abyss wep core, which is helping the class whit the current balance, but ch still lacks many defencive options and counters, infact his energy regain is near to ineffective whitout strenght;
i belive that it would be better to make the regain of this moove determinated like assimilation, decresing the strenght scale or removing it
Epic  Post #: 3
1/12/2014 8:20:54   
Ranloth
Banned


Hm, I actually like the idea of Assimilation being, essentially, Mage's version of Static Smash. I still don't find the actual skill to be an issue on its own, but the stacking effects (mentioned above) may be a powerful combo indeed. Casters shouldn't mind either - they'll likely lose their beloved 30 damage, and then rage-related bonuses, but damage wise, it's almost nothing.
AQ Epic  Post #: 4
1/12/2014 11:28:21   
suboto
Member

Ok what assimilation does:
-damage
-takes energy
-regains energy
-cost nothing
-builds rage
-spammable throughout the battle
-powers up by str
suggestions to do to assimilation
-remove damage
-remove energy regain or cut it down to 25% from 50% similar to bounty hunters bomb skill
-no rage gain
-remain 0energy cost
-remain a energy take skill
That is all.
As for tlm we have these skill:
posion 10/10
support multi 7/10
battery 10/10
heal 10/10
armor 8/10
ds 6/10
blood shield 4/10
surgicial 8/10
stun grenade 3/10
field commander 1/10
suggestions to be made
field commander replaced with either smoke or intimidate
Advantages with smoke:counters dex abuseing opponent
Advantages with intimidate: counters str builds more effectively rather then the need for massive def/res would give another reason for support/focus 5 builds
I as a tatical merc know smoke would be oped so i suggest intimidate as a more tatical skill/counter.
blood shield cost for is set to a % of said shielded blood shield Example: 85% of costed bloodshield 158shield cost 134hp this would make blood shield more worth maxing rather then unused.
Thats all that needs to be done.

< Message edited by suboto -- 1/12/2014 11:32:51 >
Epic  Post #: 5
1/12/2014 11:45:33   
GearzHeadz
Member

How would smoke be OPed. I have heard many players say this but provide no evidence to support it. And really, TLMs poison needs a nerf. And if they get a move instead of field commander, be it intimidate or smoke, they can get technician instead of blood shield. This would create much more synergy and diversity for the class if they got technician. It would increase with dex just like stun grenade and power up their satellite strike.
DF AQW Epic  Post #: 6
1/12/2014 11:46:59   
Ranloth
Banned


Toxic Grenade needs 2-turn cooldown, that's all. Nerf to the effect or the cost doesn't seem necessary, at all.
AQ Epic  Post #: 7
1/12/2014 11:51:43   
suboto
Member

-posion nade 2turn cool down
intimidate rather then smoke i think is better for the tatical class in all honesty tlm was never suppose to have smoke lol.
Technician skill eh it would be ok i suppose
so either
blood shield cost 85% of said shield
technician as the originial technician skill
That is all.
Epic  Post #: 8
1/12/2014 11:52:59   
toopygoo
Member

i think the low cooldowns on any poison is a ridculous idea... no one is gonna heal off 130-260 damage at higher levels :/ and the turn you heal, they will poison you again so you cant heal it off for 4 turns and tthus you take 520 damage, on top of what else they could deal :/ i think for smoke, malfunction, and poison, all effects that the debuff should not be able to be reapplied until the turn they run out minus 1 turn.. thus if youre so keen, you can poison after 3 turns, or smoke after 2... These super fast cooldown, enable high HP/sterngth builds to thrive at higher levels. increasing cooldown means more strategic thinking instead of spamming high cost skills.
AQW Epic  Post #: 9
1/12/2014 11:56:49   
Ranloth
Banned


I've had a different suggestion, for Blood Shield, so I'll quote it from my old thread:
quote:

  • [TLM] Re-work Blood Shield to fit Omega HP scaling and to be more efficient, compared to Shields and Armors.
    • Perhaps 10 HP : 15 Res ratio, so for +50 HP spent on Blood Shield (Level 1), you'd get +75 Res in return.
    • Fits with weaker debuffs and slower HP scaling in Omega, and is on par with Shields and Armors which last a turn or two less but give a bit more Resistance instead.

  • It's a good concept, to have HP-costing skill and a defensive debuff would go with it even better - fits the tank theme, and reduces the "penalty" for spending HP on skills (you can survive without EP, but not HP).
    AQ Epic  Post #: 10
    1/12/2014 12:02:59   
    GearzHeadz
    Member

    The thing is about toxic grenade is that it has 5 advantages over venom strike, for doing the exact same thing but better. No weapon requirement, no stat requirement, 1 turn less cool down, unavoidable, higher poison damage. Only thing it has over venom strike is that it deals 15% less damage. I think it needs to be put from a one turn cool down to a 2 turn cool down and given a stat requirement like venom strike.

    I really do think that giving them technician instead of blood shield would be so much better because sacrificing health and energy is such a big deal in omega. It would also help for the reasons that I previously stated for synergy and diversity in the class.
    DF AQW Epic  Post #: 11
    1/12/2014 12:29:58   
    FrostWolv
    Member

    I really like Trans suggestion for TLM debuff:


    quote:

    [TLM] Replace Field Commander with a new debuff, which works in almost the same way as Omega Override (core).
    Debuffs opponent's highest stat including stat boost from your weapons, excluding debuffs applied.
    Improves with Dex to provide better synergy for Dex builds (blockable skills + Stun Grenade only)
    Weaker than Smoke/Malfunction to compensate for 4-in-1 debuff; maybe -4 less base in comparison to Smoke/Malfunction, which is roughly 10 damage/defense point difference.
    Epic  Post #: 12
    1/12/2014 12:35:52   
    suboto
    Member

    a debuff running off like that would be ideal but if its like
    lvl1 -4
    lvl2 -6
    lvl3 -8
    lvl4 -10
    lvl5 -12
    lvl6 -13
    lvl7 -14
    lvl8 -15
    lvl9 -16
    lvl10 -18
    Then the energy cost would have to be low like 80energy to 180energy due to the low debuff and cool down would have to be 2turns
    Epic  Post #: 13
    1/12/2014 13:26:42   
    Ranloth
    Banned


    Put it this way - it's like Smoke but (say) -4 less to the debuff & improves with Dex instead. Since Dex synergy isn't all that bad, and nor great really, it would be good enough. You'd be able to counter any build with it, and have a mix of defensive and offensive debuff - depends on who you face.

    At least some variety could occur, at last, for TLMs, with such debuff. If they were to get Technician back, that'd actually be fantastic - Stun Grenade + Technician + Debuff, all working off Dex. I smell viable Dex build, with a hint of Tech for a low level Surgical Strike in dire situations. ;)
    AQ Epic  Post #: 14
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