c1729
Member
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I haven't really played EpicDuel for quite some time (almost half a year), fortunately there haven't been any updates in between, so my experience should suffice. I started again in late November when I got more time on my hands. My thoughts, I started fresh in early 2016 after leaving at the start of Delta owing to personal reasons. I made an account as a BH (my first class), the low level Dex-Build worked reasonably well. Considering the current buff to Merc, I think the low level field should be relatively well balanced (I made an alt TM which ran a support build and it had a very similar win rate). My suggestion would be to have at least one energy move unlock at level 2 for all classes and move the other to level 10, usually classes which don't have a second energy move have a HP move so that can be included in this category. In the mid levels (10 to 30), most of these trends continue, Str TM becomes workable and in the late portion of this, support bounty becomes barely viable. I didn't see much of Mercs, but I think the current update will be a huge boost. Jugger is very broken at this part, with the Juggernaut easily able to pull win rates above 95%. I already saw this being suggested, and I think it is on the right track to raise the entry level for Jugger (Why not just make it 40? Great Reward for hitting the level cap.) In the later levels (30 to 39), support BH works very well, however on experimenting with various builds as a BH, I discovered that Static and Poison by themselves are very balanced moves (relative to other energy/damage moves in the meta, especially with the merc buff, even more so), the real problem is Massacre, it's damage scales too fast and simply is not on par with the other final moves. I would suggest remodeling the damage and energy costs of all the final moves considering that they were made in a time before the current energy meta hit. Most importantly, do not let level 38 and 39 players face off against Players with a Rank of 10+. This leads to very disproportionate battles and eventually forcing players to either 2v2, npc or quit. As for Level 40, I'm only rank 7 so far, I find high ranks a bit on the tough side to beat, but that is besides the point, the real issue I have is that underdog influences first turn chance, wildly discouraging support builds at higher ranks. I suggest taking a fresh look at underdog, possibly splitting into two versions, one for under level 40, and one for level 40 that provide different kinds of buffs; like say stat boost for levels under 40, and Res/Def/Damage bonus at level 40, both not affecting first turn chance. Some of the rank benefits are utterly useless unless using a certain build (Maybe restrict battles to holding only 50 ranks instead of the full 80?) I've been a TLM and CH at Level 40 and didn't really like the sudden drop in change in pace of the game just for a slightly higher win rate (70%+ with the right build with the right robot). I've observed enough of TM and BM to understand their balance reasonably, even made a couple of builds for those classes for my buddies which work pretty well. I have no knowledge whatsoever regarding Mercs, so, a bit of a biased opinion which may be a bit irrelevant, but I think Blood Commander is a bit too much especially with the Static Smash buff. When I first started playing this game (first day of AE acquisition) it felt really beautiful, I still see some of that and it is what has led me to play for so long.
< Message edited by c1729 -- 12/8/2016 15:08:25 >
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~ Enrich Ilthens
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