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Buff the new promo

 
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5/31/2019 21:26:17   
.Lord Ginger.
Member

This promo needs to be looked at. None of these cores will outclass or even come close to tying any of the current cores that are "meta"


EDIT: Both of them
AQW Epic  Post #: 1
6/1/2019 0:03:10   
NDB
Member

Yeah. I guess they're just always paranoid about releasing overpowered stuff that might break the game and don't realize when they make stuff that is clearly underpowered.

Infernal Surge (armor active) - I noticed he already buffed it from 15% to 20% between the time he tweeted the preview and the actual release. But that's clearly not enough. It provides very little objective benefit; even if you have like 220 stats, the buff will only add 44 stats, which is arguably worse than the likes of Field Commander, Reflex Boost, or Technician which already aren't the most amazing skills. And unlike those skills, Infernal Surge is spread out on all for stats, which makes it worse. Also, I think they need to realize what active armor cores are competing against, which is Health Booster. Maybe if this core also healed you 20% of your health and energy and didn't have an energy cost it'd be okay. Or do the lazy thing and just buff it to 30%.

Master's Strike (armor passive) - This core is actually not bad if the 7% is really on all attacks. It's the one core from this promo that doesn't need a buff but, unfortunately, it's locked with Infernal Surge. Bummer.

Infernal Fury (primary active) - Something I noticed: this thing has the same animation as Chairman's Fury and, based on some brief testing, I think it's also unblockable. If it is, then that makes it not as bad as I thought. But it along with Hair Trigger still ought to be buffed. In their current state, they don't actually add any damage, which sucks. You would only ever use them as finishing move or very near your finishing move; otherwise, it's suicide since you spend energy to do nothing in the long run. Things like Infinity Power Strike and Icy Overkill (Aux) are clearly better options. Heck, even Infinity Mind Spears, which is also a really underpowered primary core in itself (it's literally a worse version of Cheap Shot), is arguably a better option than Infernal Fury (since Rage = defense ignore). I would do either one of two things to buff this core and Hair Trigger: (1) Make the Rage to defense ignore conversion better. Currently the amount ignored is directly proportional to how much your Rage bar is filled (e.g. if it's filled 50%, then you'll ignore 50% of what you'd normally ignore on a regular Rage). Maybe make it so it converts 25% better or something. This would also make the core useable on full Rage, where it'd ignore 1.25 times the amount you would normally ignore. Currently, if you use it on Rage it does absolutely nothing, which is suicide. (2) Slap on a flap 5-10% defense ignore. This will also make it useable on actual Rages.

Molten Bullet (sidearm active) - This is Deep Plague 2.0. Literally. The code is exactly the same because it's blockable, which definitely shouldn't be happening for a gun core (therefore, it's bugged). Anyways, Deep Plague is already one of the worst primary cores in the game (really, try to think of a primary core that's actually worse) so why would the gun version be any better? Both of them need a buff. It takes two turns to use this thing (one turn to apply and one turn to detonate) and three turns to get to full power and even after all that effort it's a measly 24% more damage. (And if you don't use it within 4 turns, it automatically disappears.) I don't even think this 24% refers to the whole damage like Blood Bullet/Infinity Power Strike. It's 24% of your weapon bonus, which would be like 84-90 damage depending on if you're using a sword or not. Double Strike is 23%. I think both cores should be buffed to 12-15% per turn for them to be any worth it to use.

Tremor Blast (aux active) - I'd like to know the percentage on this, so I tested it for myself. I got an alt, made him train all on dex (total of 210 dex) and did challenge battles with my main (54 dex) where the alt's block chance should have been maxed out at 40% (block formula = 8% + dex advantage/4). I tested the core 80 times using strike and got 21 blocks, which is a block rate of 26.25%. That means the percent reduction on the core is probably about 15%, or maybe it works by reducing the percent by 1/3 (1/3 of 40% would be 26.67%). Not sure which is right, but neither is great. What makes it worse is that it has a 1 turn warmup, which makes it hard for Support builds to use. I would remove the warmup and make it flat out remove all chance of Block, Deflect, and Crit for 4 or 3 turns. Then it'd be pretty good for certain builds.

Plasma Fly - First of all, I don't understand why Plasma Super Beam is in the normal bot attack spot. It should be the special since Infernal Sting is the one that can be used more than once. This bot is so bad, it's not funny. It actually feels like it's broken in an unintentional way since it doesn't have a normal attack. Basically, you're forced to use Infernal Sting, but it only does 75% damage and has an absurd 5 turn cooldown. The effect is practically useless since it picks any skill at random (not even top 3 or 4) and only puts it on cooldown. The bot is essentially the same as Infernal Android except the special is 4% worse and the normal attack only does 75% damage with a 5 turn cooldown. That's my definition of a suicide bot. Either (1) make it so Super Beam is useable more than once or (2) make Infernal Sting 100% damage with a 3 turn cooldown. Or if there's a better idea, use that. In any case, something needs to be done because this bot is a suicide bot, period.


This isn't part of the promo but I may as well address it too:

Infernal Fortitude - This is basically Armored Roots for Defense only. Armored Roots, which works like active Hybrid Armor, was always terrible and this Infernal Fortitude is even worse. Why would you ever need to only stack Defense and so much of it? It just makes no sense. All it'd be good for is killing Bounty Hunters. And like I mentioned before, these cores are competing with the likes of Health Booster and none of them are cutting it. I like how they are trying to bring back the active versions of skills as amor cores (e.g. Hardened Armor = Shadow Arts, Infernal Fortitude = Mineral Armor, probably a Plasma Armor one coming soon), but they just aren't any good if they can only be used once per game. If they were useable multiple times per game with 4 turn cooldowns, they might be pretty decent and it'd give people a chance to actually build viable strategies around them.

< Message edited by NDB -- 6/1/2019 13:05:01 >
Epic  Post #: 2
6/1/2019 18:57:52   
Foulman
Member

Oh, if the weak armour cores were usable with cooldowns, then people would start using things outside of Tranquillity, Boosters, Generator and Spirit Meld.
AQ DF AQW Epic  Post #: 3
6/2/2019 13:32:25   
Armagedon2018
Member

Sometimes there is not enough time to modify the promotions cores. It is not that we want to make the cores very weak or very strong. But it is better that they look ¨weak ¨, and then improve them if is necessary. If we put ourselves in the example that we make them very strong, and then we weaken it, then the players who bought the pack, could feel cheated.

And yes, need an improvement.
Thanks for the suggestions.

AQW Epic  Post #: 4
6/11/2019 2:21:25   
NDB
Member

I think the promos need more buffing. The primary and gun cores weren't even touched and the gun especially is terrible. As for the things that were changed, I guess the aux is as good as its going to get, so that's fine.

But Infernal Surge is still pretty useless compared to the default option (Boosters/Generator), even with zero energy cost. In the current meta, buff skills (Field Commander, Reflex Boost, Technician, Growth Serum, Feast of Flesh, shield skills, anything else that skips your turn to buff your character with the exception of Blood Commander) are really underpowered unless they're being used as shields to counter a debuff, which is why this core was bound to fail from the start. Skipping a turn is just way to big of a cost for something like this. That's why I suggested making it also increase your current health and energy as well with the %. That'd could be a tad much now that it's been buffed to 25%, but still.

As for the robot, it's still really bad and I'll explain why. Infernal Sting is still never going to be used since it does 75% damage. Plasma Super Beam sounds good at first now that it's useable unlimited times, but there are two things that make it bad. First, because the bot doesn't have a normal 100% damage attack like Infernal Android, that means that you're forced to be weak until round 4/5, which seriously sucks. Second, the unlimited use only helps to increase your damage output in really long fights, but the four turn cooldown counteracts that by making it so you use it less times, which is too harsh. Both these reasons defeat the entire purpose of the increased damage of the skill. In a 18 round fight, I'd much rather use a 100% robot like Infernal Android four times + one 115% than a 111% damage core three times + one 96% (if you use it on round 3, since it won't reach 111% damage until round 8). I get that doing more damage at once does come with its advantages but what I've shown is that Plasma Fly's "average" damage output is still very underwhelming and in most fights you aren't even going to use Super Plasma Beam more than once. If you only use it once, then it's still purely a worse version of Infernal Android since, like I said, it doesn't have a normal 100% attack that you can use on round 1, and it only caps at 111%. I'm not exactly sure what to suggest, but maybe bring to cooldown down to the normal 3 turns or buff Infernal Sting to 100% damage.

< Message edited by NDB -- 6/11/2019 11:57:08 >
Epic  Post #: 5
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