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Healing with support

 
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2/28/2014 4:21:19   
EpicIsEpic
Member

This has been suggested before but i have a different point of view in suggesting it.

Support would decrease ENERGY REQUIRED to use NOT the amount of health you gain.
(Obviously make the heal cost higher with no support than it does now)

With this change you could nerf Battery backup as Tlm wouldn't need as much energy for the heal. (Because probably they will use artilary strike, high heal, maby poison and battery backup.


But we have to be careful with the amount that it lowers the required energy by.... Make it too much and everyone will have a support MAX heal build BUT at a bit lower amounts
this could make builds more diverse...

Post #: 1
2/28/2014 5:25:03   
Xendran
Member

So your plan is to nerf a skill that has an impact on every single build used by two classes so you can buff a skill that every class has while trying to specifically nerf mages and not succeeding, but rather just overpowering cyber hunter and leaving mages the same, and leaving TLM just as bad as they are still...

I don't get what exactly this would accomplish other than breaking the balance more.

< Message edited by Xendran -- 2/28/2014 5:26:59 >
AQ DF Epic  Post #: 2
2/28/2014 6:13:24   
edwardvulture
Member

Interesting mechanic
AQ DF MQ  Post #: 3
2/28/2014 15:32:53   
s0u1ja b0y
Member

@Xendran
U mad?
Epic  Post #: 4
2/28/2014 15:56:11   
Mother1
Member

@ S0u1ja b0y

Xendran is pointing out what this would be doing and I have to agree with him on this one.

I see where this idea is going, and this idea is basically just another excuse to nerf TM as a whole.

But to be honest I see other flaws as well with this.

Even with this idea it would still hurt TLM as a whole as well. Remember this class also needs energy not just for healing but to use it's other moves as well and unlike TM who has two ways of getting back energy TLM has only one.

Nerf their way of getting back energy and they won't be able to use their moves in longer fights because it isn't just healing that matters but the rest of their skills as well. This would reduce the class to a lump of pure garbage with only strength builds being usable at best.

Epic  Post #: 5
2/28/2014 16:05:06   
DarkDevil
Member

i gotta disagree with this because there is something called low levels.

low levels can't get a lot of supp so they will have higher cost than higher levels
AQ Epic  Post #: 6
2/28/2014 17:13:00   
s0u1ja b0y
Member

@mother1
I know what he was saying,but he sounded angry.

Why not scale field medic with support again? Every 6 or 7 support gets you an extra 100 on heal( or 50).
Epic  Post #: 7
3/1/2014 2:46:00   
DanniiBoiixD
Member

^I hope that you were joking about buffing field medic that way...

Why not just make it so that support lowers all energy costs slowly? Maybe by 7 points when at 100 support.
AQW Epic  Post #: 8
3/1/2014 19:37:59   
s0u1ja b0y
Member

I was joking. 7 points lower for 100 support is not enough at all. That's 80 points into support. Are you joking?
Epic  Post #: 9
3/1/2014 20:42:47   
DanniiBoiixD
Member

Sorry, I meant 70 ep for 100 support. Still stuck in pre x10 I guess. I'm not joking about the idea though.
AQW Epic  Post #: 10
3/2/2014 3:26:27   
noremako
Member

Hmm, healing scaling with support was actually something pretty useful.

However, currently scaling would overpower TM's further.

Classes like Mercenary and TLM would really benefit from a powerful heal skill in compensation for lower defense.

How about a new skill that heals over time?

Nano-Bot

Heals a set amount of health per round, for three rounds. Cooldown 4 or 5 rounds (depending on the spammability, although energy regulations would probably make cooldown 4 not so overpowered)

Level 1: 90 per round
Level 2: 105 per round
Level 3: 120 per round
Level 4: 135 per round
Level 5: 145 per round
Level 6: 155 per round
Level 7: 165 per round
Level 8: 170 per round
Level 9: 175 per round
Level 10: 180 per round

Energy Cost: 170 + 20 per level

+5 per round at 25 support, +1 per support after

Level 3: + 5 per round Every 4 rounds after, + 5 per round

Hmm? Any ideas? Overpowered or under?


Requirement: 17 technology + 2 per level
Post #: 11
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