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RE: Assimilation effect

 
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2/3/2011 15:36:09   
hardcore59
Member

i got killeed by assimilation once ... was that supposed to happen
AQ DF MQ AQW  Post #: 26
2/3/2011 15:41:27   
InTheSky
Member
 

Assimilation is very useful 3 energy ruins a build.
The staff doesn't need to be physical.....

Blood Shield is useless garbage. so what's your point?
Post #: 27
2/3/2011 16:06:16   
goldslayer1
Member

@griss
i would vote unblockable skill drain and attack
maybe this way it can give BH a good run for their shadow arts.
not to mention it already has an insane cooldown of 3.
AQW Epic  Post #: 28
2/3/2011 16:08:13   
Nebula
Member

None of you even seem to be considering that it costs no energy. Its just gamble of ruining builds and getting a small ammount of energy for absolutely nothing. Making it too powerful will mean it has to cost energy or else it will be unbalanced. Right now, the energy it takes away is a bit of a joke. I think 20 at max would be good, still blockable though, and regains 50% of what you drained.

< Message edited by Nebula -- 2/3/2011 16:11:57 >
Post #: 29
2/3/2011 17:17:12   
Ashari
Inconceivable!


Assimilation is far from weak. First it's a 0 Energy skill that also does the damage of a normal strike. You can't compare it to EMP Grenade and Atom Smasher. Both of those cost energy and also do no damage. Assimilation is aimed at stopping BHs and Mercenaries and it does just that. A level 3 assimilation can stop an Artillery Strike or Massacre at no cost to you.

Making it unblockable would give TMs a third unblockable attack (with no energy cost) which would be very unbalanced even if you considered it just as an unblockable strike.

@goldslayer1: I have to be against making just the energy drain unblockable too. Assimilation (like all the energy drains) is a skill that can completely lock out a build if used at the right moment. EMP is only unblockable because it costs a large chunk of energy to use itself. Dexterity needs to remain useful, it's not the overpowered stat right now.

A month ago I would've complained that requiring a staff to use Assimilation was a weakness, but with Kringle Bot Staff or Charfade's Staff now released there's no disadvantage for not using a sword. These are both very powerful staves that can match up against any sword. So I guess I'm up in the air about its Staff requirement. I don't see it making much difference either way.
AQ DF MQ AQW Epic  Post #: 30
2/3/2011 17:23:45   
goldslayer1
Member

@nebula u forget that mage is completel UP right now tho.
i mean sure u have new good items, which are only varium. what about non varium players. non varium mage is possibly the worst thing that could ever happen u.
BH non varium can still be good. and str abusing non varium merc is possibly best build for non variums.
and bh energy drain cant be missed while merc is low energy but takes away huge ammounts.
mages need to be buffed and buffing assimilation would be good. or are u forgetting that the biggest overpowered passives are shadow arts and hybrid armor
perhaps if they made this unblockable while still requiring a staff it would even out the fact that BH block around 2-3 times a fight.
i just hate having to know that a BH has like 10-20 hp and them having a rage coming up when i know that they will mostly likely block
AQW Epic  Post #: 31
2/3/2011 23:12:07   
H4ll0w33n
Member

@IsaiahtheMage
quote:

@hall4w Blood Shield isnt useless I have a lvl 10 blood shield and it really comes in handy.


Well it isnt completely useless.... i know tat

but for the most part its a useless skill because..

you need to spend 10 skill points, that really kills the use for multi because you want a good heal to get the 13 hp back.
in a battle it doesnt defend 13x5=65 damage because they use physical attack too unless they are full energy which is usually bad-ok builds. yeah you sacrifice 13 hp but robot is usually more effective in battle. your forums name kinda says ur a mage but what ever. if your fighting a merc or bh its pretty much useless. well 90+ of the merc find it useless and i rarely lose to someone with it from level 8-10 because it just isnt useful ;p.





@Below
yeah she used emp:

costs energy
doesnt hit hp
unblockable
doesnt gain back en

you used assimilate:
no energy
hits hp
blockable
you gain back en

-----------------------------------------------
whats so fair about one paying energy to use a skill and one not? the way i see it that mages cant have a high energy drainer is because they have reroute. this would make them outlast almost any build. if you want to buff assimilate then put a energy requirement and energy cost.
-----------------------------------------------
And why do you have it at level 10? people have just enough energy to use the skills they want, a smart mage uses level 2 so they can make someone not use the skill. What if they energy booster? well yay you basically just got a free hit. theres a reason for boosters you know. if you couldnt regen energy then dont you think it would be who ever starts first wins? bh starts yay he has a full draining emp he wins unless you critical.


Support merc using everything that doesnt take energy? we heal, bunker, zerker, SS, maul, AS, intimidate.

the fact that you are saying your build doesnt work does not mean a thing when the vast majority isnt even using it.

^ this is like saying: MY build doesnt work, i have level 10 double strike, level 10 intimidate and level 10 blood shield. my stat is 100 dex 80 tech !?!?!
(the majority of players dont do that for normal builds so therefore its ineligible.


-----------------------------------------
anyways i wasnt talking bout u in this topic so pm me if u have a personal grudge, issue, i dont check every topic i post a comment on twice. :P
-----------------------------------------

< Message edited by H4ll0w33n -- 2/3/2011 23:36:59 >
Post #: 32
2/3/2011 23:24:27   
Hun Kingq
Member

You say my suggestion is unbalanced , I just fought a bounty hunter she went first and used the EMP grenade took away 38 points of energy leaving me with 10 while I could only take 10, if Assimilation is not blocked, so what is fair about that one player taking away 38 the other takes away 10 not even leaving me with enough to heal and reroute works every other round starting with round 1. Now what support mercs are doing is using everything that does not take up energy and when they rage use artillary strike so if my suggestion is incorporated like I wrote having Assimilation made unblockable and take away 35 points of energy would force the mercs, bounties, and mages to take points away from strength and support and put it towards energy. Also make Assimilation a 3 round turn around.
Epic  Post #: 33
2/3/2011 23:54:19   
Silver Sky Magician
Member


@ Hun Kingq

That's unfair. Taking away 35 energy for a mage is too much. Have you considered that mages make NO sacrifice in using assimilation, whether in terms of damage to the opponent's HP or energy consumption? And if the bounty hunter did EMP grenade and you did assimilation, I doubt he had any good skills left to use-while you have plenty as you regain energy throughout the battle. In fact almost no one does an energy-draining move on a mage because it would be a waste of one turn and considerable energy, as the mage can easily regain that energy through reroute.

The other classes have no convenient energy-regaining passive skill. Thus if a mage, which has a continuous supply of energy, should completely destroy the opponent's build with a single hit, it would be overpowered. And if you want other classes to add to energy, you should notice that mages themselves don't add to energy as they have reroute.

An unblockable Assimilation that costs 0 energy would result in a malf-assimilation-gun-auxillary-malf-assimilation-gun-auxillary loop that would be completely unstoppable. Assimilation is fine as it is. It is not a skill like malfunction that can be used in any battle. It is for specific situations, and you should recognize what these situations are.

Similarly the bounty hunter's EMP and the merc's Atom Smasher waste one of their precious turns without doing any damage. Should they use these skills whenever they can without taking into account the opponent's strategy, they would inevitably lose. So would a mage if he blindly uses Assimilation.

What you are trying to do is make Assimilation a skill for all situations that will completely destroy the opponent's strategy while continuing your offensive assault. It would thus be the single most powerful skill in the game. Giving tech mages an overpowered skill won't help balance at all.

< Message edited by Silver Sky Magician -- 2/3/2011 23:57:14 >
Post #: 34
2/4/2011 1:50:47   
Hun Kingq
Member

Emp is unblockable and you call it fair that 38 points of energy can be taken away and reroute does not work again until the 3rd round. Agian reroute takes effect like this 1, 3, 5, 7, etc. so we don't get energy back every round. Take a look at all the mage skills, Malfunction, bludgeon, plasma bolt, overload, plasma rain, Super charge, all cost energy, defense matrix, technician, field medic, cost energy

Things that don't cost energy strike (low physical damage) side arm or aux (opponent with max shadow arts, hybrid armor or high support) (low physical damage)

The mage don't have multiple strike skills like the bounty or merc, is that fair.

So as you can see all of our skills depend on energy (not low energy but high energy costs) and when our energy is taken away then all we have is a big stick and two guns, is that fair. Anyone that says my suggestion is unfair is either a bounty or a merc that believes the mage should be kept underpowered while allowing those two classes to abuse strength or support. My suggestion is one way to have a small solution to that problem.

Mercs and bounties both have multiple over powered skills so why can't the mage have at least one that cost no energy,and unblockable, it would force a balance in the game as well as a variety of mage, bounties, and mercs on the leaderboards instead of bounties or mercs.

Epic Duel Handbook:

" EMP Grenade zaps away your opponent’s energy points by the effect/level number, as improved by
technology. It is similar to the Mercenary’s Atom Smasher skill, but better, because it cannot be blocked.
This skill can absolutely ruin your opponent’s whole strategy, or even leave him with no good possibilities
at all! To be best used, you need to know what your opponent’s finisher skills are, and how much energy
they require. Then, let him use some energy on basic skills, then pop him with the EMP Grenade when
his energy is low enough that the EMP disables his finisher.
Alternately, especially against opponents with strong skills-based strategy, pop an EMP first thing, and
then again in 3 rounds! This skill is a big reason why you need to be effective with and without your skills!"
Epic  Post #: 35
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