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Random Interesting Bunker Buster and Surgical Strike Ideas

 
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12/30/2016 21:16:55   
NDB
Member

This idea has nothing to do with whether Mercenary is under- or over-powered. Just random ideas that I thought of that I thought might be interesting. Basically, for bunker buster, instead of having a hard 25% crit chance with 10% defense ignore, this part of the skill could be incorporated into skill leveling BUT in an interesting and strategy empowering fashion: lower level bunker would have a higher crit chance but a lower defense ignore while higher level bunker would have a lower crit chance with higher defense ignored to compensate. But in order to help prevent cases of critical level 1 bunkers dealing more damage than non-crit level 10 bunkers, the damage improvement between levels could be changed from 15 to 20 with the lower level bunker receiving the damage shift down. And since this change would make higher level bunker more consistent at dealing higher damage than the current bunker due to higher defense ignored especially at higher player levels, the overall damage could be slightly lowered at each level and player level scaling mechanics could be slightly adjusted. For example, the skill could look like this:

Level 1: 130 Physical Damage; 5% Defense Ignored; 30% Critical Strike ADDED to player crit chance
Level 2: 150 Physical Damage; 7% Defense Ignored; 27% Critical Strike ADDED to player crit chance
Level 3: 170 Physical Damage; 9% Defense Ignored; 24% Critical Strike ADDED to player crit chance
Level 4: 190 Physical Damage; 11% Defense Ignored; 21% Critical Strike ADDED to player crit chance
Level 5: 210 Physical Damage; 13% Defense Ignored; 18% Critical Strike ADDED to player crit chance
Level 6: 230 Physical Damage; 15% Defense Ignored; 15% Critical Strike ADDED to player crit chance
Level 7: 250 Physical Damage; 17% Defense Ignored; 12% Critical Strike ADDED to player crit chance
Level 8: 270 Physical Damage; 19% Defense Ignored; 9% Critical Strike ADDED to player crit chance
Level 9: 290 Physical Damage; 21% Defense Ignored; 6% Critical Strike ADDED to player crit chance
Level 10: 310 Physical Damage; 23% Defense Ignored; 3% Critical Strike ADDED to player crit chance

Level Changes:
Improves by 1 Physical Damage every 0.2 levels above 20.
Weakens by 1 Physical Damage every 0.3 levels below 20.


For reference, the current Bunker is this:

Level 1: 225 Physical Damage; 10% Defense Ignored; 25% Critical Strike REPLACING player crit chance
Level 2: 240 Physical Damage; 10% Defense Ignored; 25% Critical Strike REPLACING player crit chance
Level 3: 255 Physical Damage; 10% Defense Ignored; 25% Critical Strike REPLACING player crit chance
Level 4: 270 Physical Damage; 10% Defense Ignored; 25% Critical Strike REPLACING player crit chance
Level 5: 285 Physical Damage; 10% Defense Ignored; 25% Critical Strike REPLACING player crit chance
Level 6: 300 Physical Damage; 10% Defense Ignored; 25% Critical Strike REPLACING player crit chance
Level 7: 315 Physical Damage; 10% Defense Ignored; 25% Critical Strike REPLACING player crit chance
Level 8: 330 Physical Damage; 10% Defense Ignored; 25% Critical Strike REPLACING player crit chance
Level 9: 345 Physical Damage; 10% Defense Ignored; 25% Critical Strike REPLACING player crit chance
Level 10: 360 Physical Damage; 10% Defense Ignored; 25% Critical Strike REPLACING player crit chance

Level Changes:
Improves by 1 Physical Damage every 0.3 levels above 20.
Weakens by 1 Physical Damage every 0.3 levels below 20.

In the end though, the idea is more important than the numbers I laid out.

----------------------------------------------------------------------------------------

For surgical strike, I was thinking that the life steal could be changed to be inversely proportionate to the amount of rage stolen. With the current skill, we all know that the best time to use it is when the enemy is at full rage and it sucks if you have to use it right after they just used their rage. To make the skill a little more powerful at dealing with multiple situations and becoming more versatile (perhaps this will increase strategic or usage or perhaps its might kill it), the health gain could be more, say 50%, when you reduce less of the enemy's rage and if you reduce the enemy rage by 50% (they were at 100% when you used it) then it grants no health or 0%. In another example, if you reduce the enemy rage by 30% (they were at 60% when you used it) it would give 20% health or if you reduced it by 10% (they were at 20% when you used it) it would give 40% health.

Since this change would make the skill less effective than the current one if used when the enemy rage is greater than 40%, which is not a lot, either the energy cost of the skill could be slightly lowered (something that should really be done to the other ultimate skills too!) or the damage increased, but I think it is already strong enough. Alternatively, the health steal could somehow be incorporated into the leveling so that a higher level surgical would grant greater percentages of health than the numbers named in the examples above so the skill would be more powerful at higher levels.


< Message edited by NDB -- 12/30/2016 21:31:44 >
Epic  Post #: 1
1/7/2017 5:21:02   
Warmaker04
Member
 

Isn't the main purpose of the Bunker Buster to have a high chance of critting at all levels?
AQW Epic  Post #: 2
1/7/2017 12:13:41   
Stonehawk
Member

It doesn't make sense to increase here and decrease there considering that costs always increase for each level.

The surgical strike seems quite interesting though, but I bet it's hard to be implemented and probably going to be unfair in some situations, other skills would need to be balanced afterwards... Nah, in general I don't support.
AQ DF MQ AQW Epic  Post #: 3
1/7/2017 12:54:19   
NDB
Member

quote:

It doesn't make sense to increase here and decrease there considering that costs always increase for each level.

The energy cost increases each level but overall, a higher level skill is going to be stronger than a lower one because the base damage is still increasing each level; there is no change there to how the skill works. The purpose of lowering crit chance in favor of increased guaranteed defense ignored is to make the skill more consistently powerful and less luck based as it is now. The higher crit chance at lower levels is just an added twist. I want to make it clear that I intended the max level skill to be slightly more powerful than the current one assuming no crit. It is also unfair to me right now that support has no influence on the crit chance.

And no, I do not want to appear as though I am aggressively promoting (or in this case defending) my suggestions as the purpose of introducing them was NOT an attempt to fix balance issues but simply to bring some fresh ideas to the table as stated in the first sentence of my original post. But I do want to clarify.

< Message edited by NDB -- 1/7/2017 13:00:29 >
Epic  Post #: 4
1/7/2017 13:59:24   
Stonehawk
Member

I just think it's too much information on a single skill... Devs wouldn't make such complex skill, in my opinion.

By the way, I think massacre, cheap shot and some other skills need an improvement.
AQ DF MQ AQW Epic  Post #: 5
1/7/2017 14:03:19   
.Lord Ginger.
Member

Yea but it doesn't matter because the energy meta and the fact that no one drains all their energy in the 4th turn and wins anymore with these stupid nerfed CSWs and crappy meta where all skills cost energy
AQW Epic  Post #: 6
1/7/2017 16:02:24   
  Exploding Penguin
Moderator


From a game design standpoint players (like the ones that don't really think much and just play) wouldn't like a skill that loses stats of any sort when you level it up, even if other stats are being buffed to compensate.

I have and always will be an advocate for skills with really cool unique effects like what fireball has (despite it being weak still), but I don't quite think this is the correct way to push it in terms of player satisfaction.
Epic  Post #: 7
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