Home  | Login  | Register  | Help  | Play 

Balancing the New Classes

 
Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel General Discussion >> Balancing the New Classes
Forum Login
Message << Older Topic   Newer Topic >>
7/19/2011 21:52:07   
AQWPlayer
Member

I suddenly got an idea to balance the three new classes! So my idea would be to switch a few skills:
Swap Bezerker (BM) with Frenzy (TLM)
Swap Reroute (TLM) with Intimidate (BM)
Give Deadly Aim (BM) to TLM
Give Plasma Grenade (CH) to BM
Give Toxic Grenade (TLM) to CH
Switch SS (TLM) with DM (CH)
So what do you think?
AQW  Post #: 1
7/19/2011 21:54:54   
edwardvulture
Member

I think it belongs in suggestions
Btw You don't mix smoke with berzerker

< Message edited by edwardvulture -- 7/19/2011 21:55:58 >
AQ DF MQ  Post #: 2
7/19/2011 21:59:50   
AQWPlayer
Member

No one reads the suggestion forums and both other classes have skills that increase defense, so why not put smoke with zerker? :P
AQW  Post #: 3
7/19/2011 22:05:29   
elm street
Member

oo str tac merc with bezerker and deadly aim. i could deal with that

_____________________________

God has a sense of humor, just look at the platypus http://www.newhotstuff.net/wp-content/uploads/2008/05/platypus.jpg
Epic  Post #: 4
7/19/2011 22:09:21   
AQWPlayer
Member

Frenzy can counter deadly aim, but berzerker...:s
AQW  Post #: 5
7/19/2011 22:13:29   
ND Mallet
Legendary AK!!!


Berzerker+Smokescreen=OP'd; Frenzy with Bloodlust means huge health increases.

Sure, lets make TLMs take even less damage; now BMs will regain energy and health. Great idea there. :/

Let's take away all the skill that do any good for a str BM and allow str TLMs to do even more damage.

How many BMs would use a tech based skill that has nothing to do with the class description of being a melee class? A str build works better than any defensive build if you're a BM

CHs already have a poison skill. Why on earth should they get another one?

Why the heck should should TLMs get another defensive shield? Is 12 defense for every turn and battle not enough? And giving CH two defensive nerfs? They already take away resistance so why on earth should they take away defense as well?

< Message edited by The ND Mallet Guy -- 7/19/2011 22:20:52 >
AQ DF MQ AQW Epic  Post #: 6
7/20/2011 4:48:08   
Xendran
Member

http://forums2.battleon.com/f/fb.asp?m=19297492
AQ DF Epic  Post #: 7
7/20/2011 5:08:45   
voidance
Member

yea...no
AQW Epic  Post #: 8
7/20/2011 5:28:46   
Remorse
Member

Well...... Id have to say do not implant any of these things unless u won't total balance chaos. (is that what the list says??)

The first major problem is you are pretty much making TLM more oped!! and more like mercs.. Very bad idea when they need to be LESS Oped and Less like mercs.

Epic  Post #: 9
7/20/2011 8:54:40   
Midnightsoul
Member

u forgot that CH's venom strike needs to be moved too. or else it would have poison moves...
DF AQW Epic  Post #: 10
7/20/2011 9:34:56   
Nebula
Member

Horrible ideas. All of them. Did you even think these through? You want Cyber Hunter to have two ultimate skills, one of them in TIER 2.
You also want Blood Mage to have 1 passive. So that's definitly no.

< Message edited by Nebula -- 7/20/2011 9:36:23 >
Post #: 11
7/20/2011 9:59:38   
The Shadow Dragon
Member

quote:

Blood Mage Revamp


Field Medic ------- Blood Bolt ------- Dialysis
| | |
| | |
Hemorrhage Bloodlust Migraine
_________________/| |
/ | |
Blood Magic Leech Paralysis
| |\________________
| | \
Blood Shield Exsanguinate Debilitate


==Blood Bolt==
Renamed version of firebolt. Artwork gains a more red-ish color.

==Dialysis==
Cleanses the body. Similar to the special of the Assault Bot.

==Hemorrhage==
Damage over time. Intimidate animation.

==Migraine==
AoE. Either new animation or red plasma rain.

==Blood Magic (PASSIVE)==
Half of the energy used is instead drained from your health, however the amount of health used is different than the amount of energy that would be required.
The higher you rank the skill, the energy:health ratio becomes lower.


Level 1: +29% Health Cost
Level 2: +23% Health Cost
Level 3: +17% Health Cost
Level 4: +11% Health Cost
Level 5: +5% Health Cost
Level 6: -1% Health Cost
Level 7: -7% Health Cost
Level 8: -13% Health Cost
Level 9: -19% Health Cost
Level 10: -25% Health Cost


==Leech==
Renamed version of assimilate. Identical function, New skill icon.

==Paralysis==
Overload renamed and with red art.

==Exsanguinate==
Draws massive amounts of blood from the enemy dealing incredible damage.
Uses same cost and numbers as massacre. New artwork having something to do with drawing blood from the enemy.

==Debilitate==
Lowers all opponents stats by a small amount.


Cyber Hunter Revamp


Field Medic -- Spark Blitz ----- EMP Grenade
| | |
| | |
Technician Static Charge Defense Matrix
_________________/|\________________
/ | \
Discharge Malfunction Plasma Cannon
_________________/|\________________
/ | \
Plasma Grenade Shock Infusion Stealth Camo


===Spark Blitz===
Same animation and numbers as double strike. Blue sparks come from the enemy on contact with the weapon.
New skill icon.

===Static Charge===
Becomes passive with the numbers of bloodlust (tentative).

===Discharge===
Uses a slightly more electric looking version of the Plasma Rain animation. AoE attack.
New skill icon

===Shock Infusion===
Same numbers and animation as massacre. All red in animation is replaced with bright blue, possibly more electric looking.

===Stealth Camo===
Shadow arts, new skill icon.

===Plasma Cannon===
Moved from blood mage over to cyber hunter.



Tactical Mercenary Revamp


Field Medic ------ Precision Strike --- Personal Shield
| | |
| | |
Sabotage Technician Tactics
_________________/| |
/ | |
Shock Absorb Frenzy Carpet Bomb
| |\________________
| | \
Harrier Atom Smasher Toxic Grenade


===Precision Strike===
Lowers block chance on your attack.
NON PASSIVE
Block chance reduction increases with cost and level

===Personal Shield===
Maxes out at +40% energy resistance (Armor is not factored into this, only the average of your inherent resistance)
Can be switched out for defence at the cost of a turn
PASSIVE

===Shock Absorb===
Damage taken áis converted to both energy and health.
Maxes out at 14% Energy | 14% Health.
NOTE: The energy and health gained is not added until YOUR TURN.

===Carpet Bomb===
Renamed version of artillery strike

===Harrier===
Surgitcal strike replacement. Animation similar to artillery strike

===Sabotage===
Support Nerf

===Tactics===
Support Buff


This. Especcaly the TlM, looks good for Support build's. Awesome builds Xendran.



< Message edited by The Shadow Dragon -- 7/20/2011 10:00:12 >
Post #: 12
Page:   [1]
All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel General Discussion >> Balancing the New Classes
Jump to:






Icon Legend
New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts




Forum Content Copyright © 2018 Artix Entertainment, LLC.

"AdventureQuest", "DragonFable", "MechQuest", "EpicDuel", "BattleOn.com", "AdventureQuest Worlds", "Artix Entertainment"
and all game character names are either trademarks or registered trademarks of Artix Entertainment, LLC. All rights are reserved.
PRIVACY POLICY


Forum Software © ASPPlayground.NET Advanced Edition