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12/22/2012 3:31:22   
Metallico
Member

Sometimes i feel happy when i face cyber hunters with any of my characters, then i think "i got this"

Well is easy to beat a cyber hunter who has not a massacre build, a simple emp and a shield can totally nerf their energy, they have usually low defense so if they have not enough energy for a defense matrix or if they canīt get it they get totally nerfed, they tank like a boss, thatīs right but they need a buff into what to energy regards, they barely depend on their energy to get more energy...

Emp or atom smasher and you can be sure you got the battle, ch is not what was in the pass.

they are tanks? yes indeed, ŋbut is not also a tlm a tank with a great energy flow? tlm since it was introduced has been one of the most devastating tank classes surpassing even the old school tanky mercenary...

A tank is nothing if it canīt use all his skills, the only build which works good with static charge is the strenght cyber hunter...

STATIC NEEDS A BUFF

we should atleast give them a chance to get a decent energy amount...

Im suggesting established energy amounts for static charge

Here is the chart

LVL ENERGY WON

1 2
2 3
3 4
4 5
5 6
6 7
7 8
8 9
9 10
MAX 11

COOLDOWN: 5

It would deal 70% of the primary damage but having a lower chance to get blocked

ENERGY COST: None

Do some extra suggestions if you want, feel free
Epic  Post #: 1
12/22/2012 3:45:59   
TRizZzCENTRINO
Member

sounds good but 5 cooldown is too much, 3 or 4 cooldown is good enough.
MQ AQW Epic  Post #: 2
12/22/2012 4:08:06   
Blitzex/Sr. Zeph
Banned


3 cooldown, but it sounds good.
Only the Str hunters will get a slight nerf because they can easily get more with a rage attack.
Epic  Post #: 3
12/22/2012 4:15:21   
Mother1
Member


On topic

This idea as it is not supported. A lower chance not to get blocked? Right there you would be nerfing dex with this idea which IMO isn't fair since all blockable moves have the same chance to be blocked way should this move get special treatment once again? (I say that because the original static's effect ignored defenses and would give you a percent of your potential damage in energy as long as it connected.) That fact right there made it OP and now that it has been brought back off it's pedestal you want to put it back up on there by making it less likely to block then other blockable moves?

Also static gives back decent energy, you just got to know how to use it correctly. Of course you wouldn't gain good energy if you use static against a tank player or a player with high defense/resist (depending on what your primary weapon damage type is.) The way it was before it was completely brainless and overpowered since the effect itself ignored defenses and as long as you connected you would gain energy back no matter what the build giving CH an unfair advantage with this move. There was no way to stop the move without luck (since block are chance) even with reroute your opponent could plan and stop you with certain situations, however with static you were at the mercy of this move.

Lastly the class even with this nerfed static isn't UP. If it was rabble would have seen it in the data, and would have found some way to buff the class. Only UP classes get buffs and CH isn't one of them.

< Message edited by Mother1 -- 12/22/2012 4:21:08 >
Epic  Post #: 4
12/22/2012 4:27:01   
RageSoul
Member

@Mother
You know , before they had PA , it was neither OPed nor UPed , but IDK why the Balance Team ( wait , what? ) gave CH PA though .
AQW Epic  Post #: 5
12/22/2012 4:37:53   
Mother1
Member

@ lord

Static charge was still OP before PA came. It still went pass defenses effect wise, and even if it scored a 3 in damage it would give back 20+ energy with a max out static. The only thing stopping static since defenses points would was if you got lucky and blocked. I don't know about you but I call that OP. It was because str TLM were owning the class so much that the staff didn't notice how powerful Static was back then as they were more focused on buffing the class so they could compete. Plasma armor was the eye opener to the OPness of static. They gave them PA because they needed passive protection so they gave them PA. Plus from what I heard from the mods PA isn't going to be going anytime soon.

< Message edited by Mother1 -- 12/22/2012 4:38:24 >
Epic  Post #: 6
12/22/2012 4:40:58   
Rayman
Banned


Why Don't We wait omega to see how they perform?
AQW Epic  Post #: 7
12/22/2012 4:46:41   
RageSoul
Member

@Rayman
Agreed .

@Mother
Yeah , that's the bad thing , PA isn't going anywhere , plus how is 20+ EP per SC OPed? In order to loop as long as you want , you gotta have something that will make you survive that long . What's that ? Oh right , PA . Plus , it was also limited by it's own HP , like Tech Mage and TLM . And besides , there's no other way to recover lost HP other than Field Medic , whereas the rest of the classes can regain HP , so to make it up , SC can recover 20+ EP.

< Message edited by Lord Aegis -- 12/22/2012 4:52:31 >
AQW Epic  Post #: 8
12/22/2012 4:53:26   
Mother1
Member

@ lord

Reroute depends on your opponent attacking you meaning they control your energy flow. A fight my partner had with a TM as a TLM is proof of this. My partner was shy 2 energy to atom smash and his opponent's heal was still on cooldown until the next turn. However his opponent choose to skip so he wouldn't give my partner the energy he needed to atom smash, took the damage my partner deal him the next turn and healed. In other words if a player is smart enough they can make reroute work against you.

Static the way it was however the opponent had no way of stopping this without the luck of a block. Plus reroute unlike static back then worked with actual damage not raw damage like static used to. But I digress like rayman said let's see what they do in omega.

Lastly Merc's couldn't gain back health. they didn't have blood commander back then only the old field commander which didn't give back health so it was merc and CH back then that had it not just CH.

< Message edited by Mother1 -- 12/22/2012 4:55:21 >
Epic  Post #: 9
12/22/2012 5:45:38   
Scyze
Member

Well, I partly agree with this idea.

My thoughts on Reroute will be that it will be weaker since your opponent will be doing less damage.

Before, SC was based your Strength and they made it weaker and weaker.
I totally agree with his but I think a 5 turn cool down is too long.
AQ DF MQ AQW Epic  Post #: 10
12/22/2012 7:16:59   
theholyfighter
Member

I'd say
3 Cooldowns but make it unblockable with 100% damage
OR
2 Cooldowns but make it unblockable with 80% damage
OR
1 Cooldown but make it blockable with 80% damage

< Message edited by theholyfighter -- 12/22/2012 7:21:29 >
AQW Epic  Post #: 11
12/22/2012 10:17:55   
Combatoid
Member

I still think that Static charge shouldn't take the "raw damage", and it should give energy based off of the weapon/strength damage. I agree, CH needs a more effective Static Charge. Getting 3 energy per use is kind of under powered in my opinion.

_____________________________


~Chronocide
AQW Epic  Post #: 12
12/22/2012 10:22:00   
KEzAx
Member

@theholyfighter
3rd option suported
Epic  Post #: 13
12/22/2012 11:17:35   
  Exploding Penguin
Moderator


IMO 11 energy being taken in 1 turn is a tad bit much as long as the move isn't blockable. I think static itself is fine right now, it could just use a buff by 5%-8%
Epic  Post #: 14
12/22/2012 12:20:59   
goldslayer1
Member

maybe u haven't seeing those 135+ strength builds with like max malf.
AQW Epic  Post #: 15
12/22/2012 13:13:01   
  Exploding Penguin
Moderator


@goldslayer: I'm supposing a block totally mauls them, either that or their support is terrible and they rarely go first. Either way, phys attacks would kill those builds, or just high dex that blocks static. Plus, that's a bonus for having high strike damage. Focus CH (just using it as an example because its strength is average) typically takes 5-8 energy on a level 7+ static charge. If CH could just penetrate defenses in terms of energy regaining, tanking would become even less effective than it is now, and tanks aren't even that strong without boosters if the opponent knows what they're doing.
Epic  Post #: 16
12/22/2012 13:19:56   
goldslayer1
Member

@exploding
relying on blocks is not a good excuse to "beat" them.

as i myself had about 30 or so more dex than that certain CH i saw, and he blocked me instead.
AQW Epic  Post #: 17
12/22/2012 17:37:00   
Metallico
Member

Well their static is weak, and is unfair because tlm can get the same energy in one turn just by being atacked and they are still a TANK CLASS.

@mother1: I said they would have a lower chance to get blocked by using static charge, but i did not say it was going to be unblockable... I know people have to know when is the right moment to use it, and it is most of the times rage, a rage which comes each 4 or five turns and that if you are not defending yourself from an atacker which will delay even more your rage and your only chance to make static charge a decent move....

My idea is making it a more usefull skill, if i am not wrong i would guess that you have fear of that they become overpowered again... in my opinion this idea would not make them overpowered and itīs also a nerf for strenght abusers...

@rayman: I am giving ideas to de devs in this moment, because i want to help them to make omega the most balanced phase ever, i wont stay with the crossed arms hoping for that they do something better if i donīt contribute for what i want. I am just taking advantage from the delay and i think you guys should do that too, i see it as a chance to contribute with my ideas to make ED better.

My new proposal is reduce the cooldown to 4 and 75% of the weapon, and it wont work like massacre or berserker, you wont have to wait 4 turns to use for first time. It means that it will have a similar cooldown system to robot.

75% is fair in my opinion because abusers wont be able to abuse from the "free strike" like it has happened with platinumīs pride. Also it is fair because it doesnt require energy
Epic  Post #: 18
12/22/2012 17:39:50   
goldslayer1
Member

quote:

Well their static is weak, and is unfair because tlm can get the same energy in one turn just by being atacked and they are still a TANK CLASS.

mercs were intended to be TANK classes.
CH was not. they initially did not have plasma armor. and IMO was a mistake that they added it.

CH was fine with static when plasma armor was not there. although it was "difficult" to use builds, it wasn't completely merc-type weak.

they added plasma armor and made it OP. their solution to nerf the class after it was OP, was NOT to take out what made it OP, but rather nerf static charge instead.
AQW Epic  Post #: 19
12/22/2012 17:47:16   
Metallico
Member

Another option could be making sc charge passive and removing plasma armor and replacing it for technician again, talking a logical sense it is supposed to be the bounty hunter counterpart
Epic  Post #: 20
12/22/2012 17:49:24   
Mother1
Member

@ metallico

Never going to happen. The staff and the mods said that Plasma armor is here to stay so it will never happen.
Epic  Post #: 21
12/22/2012 17:52:12   
goldslayer1
Member

@metallico

i was thinking more of, making static like it was in early delta.
taking out plasma armor and replacing with technician (or some type of resistance shield that DOES NOT run on support)

@mother1
once again, stubbornness IMO. plasma armor made CH OP. i dont see the point in keeping it if all it will do is cause more problems.
AQW Epic  Post #: 22
12/22/2012 22:15:23   
Combatoid
Member

My personal views are that CH will be very much so underpowered without Plasma Armor. I still think that everything will be solved if the base increase of static charge was increased. To be honest, if I was a CH now I probably wouldn't even use Static Charge in my strategic layout for the class. It just isn't effective.
AQW Epic  Post #: 23
12/23/2012 2:24:16   
RageSoul
Member

quote:

Reroute depends on your opponent attacking you meaning they control your energy flow. A fight my partner had with a TM as a TLM is proof of this. My partner was shy 2 energy to atom smash and his opponent's heal was still on cooldown until the next turn. However his opponent choose to skip so he wouldn't give my partner the energy he needed to atom smash, took the damage my partner deal him the next turn and healed. In other words if a player is smart enough they can make reroute work against you.

Static the way it was however the opponent had no way of stopping this without the luck of a block. Plus reroute unlike static back then worked with actual damage not raw damage like static used to. But I digress like rayman said let's see what they do in omega.

Lastly Merc's couldn't gain back health. they didn't have blood commander back then only the old field commander which didn't give back health so it was merc and CH back then that had it not just CH.

1) Still makes TM and TLM limited though .
2) The "TM can heal in the next turn thing"? Then that's not a problem . That's one of the advantages of Reroute
3) And that's why we have Field Medic in 4 Turn CD , right ? Plus , what if i debuffed you another time?
4) You forgot Surgical , CH really hasn't gotten any other way aside from FM though .
AQW Epic  Post #: 24
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