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Increasing Health to Better Conditions

 
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2/7/2013 15:06:32   
Stabilis
Member

As you can tell, gameplay is in crisis because battles are un-enjoyable to the full extent since low health on players is being depleted much faster per turn than in Delta. Health needs to be raised to suitable numbers for players to be able to enjoy a full battle.

A common suggestion by players was to base health by level, and I agree, and that is what this suggestion is.

The logic is very simple. We just need suitable starting amounts at level 1, and then a suitable ending amount at our max level of level 35. Stat points can be added to health with this suggestion... I have no comments for that though. Health will be decent without stat points here so I would find it redundant in many ways. Anyways, between 40 and 50 was the base health in Delta, but this is not Delta. Less stats to Dexterity and Technology everywhere means more influence from weapon damage which has not changed on each level. 40 to 50 health is acceptable in Omega to at level 1 because there barely are any stats to count anyways.

So at level 1 the Tech Mage and Blood Mage could start with 40 health, Bounty Hunter and Cyber Hunter starting at 50 health, and Mercenary and Tactical Mercenary at 60 health. I used 50 health as the mean/median just because (symmetry).

What takes more consideration is how much base health a max level player should have... so what would it be? Honestly this is up for debate but if players are damaging for 20 to 40 health at a time we need to provide enough health to last them a decent amount of time in battle. The longer the battle the more equalized the outcome is. But how long is too long? This is up for debate because what you would be interested in looking for is how long until all of a player's resources in battle are exhausted. That means you have to pay attention to player energy and how long until player's use up their energy reserve but also any other dispensable resources like 1-use items or skill cores. This is a massive range between the player base and honestly I would need to refer to battle tracker for this info. But in my opinion, a fair number would be a mean/median of 180 health.

Therefore at level 35, Tech Mage and Blood Mage could end at 160 health, Bounty Hunter and Cyber Hunter ending at 180, and Mercenary and Tactical Mercenary at 200 health. If this is too much the average can be dropped to 150 instead of 180. What we are looking for is not a short battle, but not a long battle. I realize these numbers are really high and you have never played with these for health like it was normal but you have to trust me here. Remember, more health!

Level scaling, or level increments, would look like this:

Data Spread / Data Spread 2

f(x) = ROUND ( startHealth + ( endHealth - startHealth ) / ( numOfLevels - 1 ) * ARRAY ( 0 : numOfLevels - 1 ) ) ; 0 decimal place )

[another change to the formula was made on 7:40AM 8/2/13]

< Message edited by Depressed Void -- 2/8/2013 7:49:43 >
AQ Epic  Post #: 1
2/7/2013 16:04:15   
ValkyrieKnight
Member

We're all in agreement about the health situation.

What I always wanted was another stat like say, Wisdom that effects skills and debuffs. What always confused me about this game is the fact that for some classes, the more defense you have the stronger you are. Take Technology for example, I hated this stat since the day I played this game. So many good skills are effected by this stat weather it be smoke or bunker cannon, surgial strike, dex has multi shot, stun grenade etc so even if you had more strength than your opponent it doesn't make much of a difference since its nullified by defense and since to have high strength means low defense they hit you the same damage as you hit them, if not a little less while they maintain their high rate of blocking not to mention buffed robot damage.

Adding another stat like Wisdom we could have more roles in 2v2 / juggernaut whatever like a debuffer, support, or caster. As for removing robot damage increase with tech just move that to support, support can maintain its usefulness with initiative, critical rate, stun resistance, auxiliery damage and robot damage.
AQW Epic  Post #: 2
2/7/2013 20:54:29   
xGreen Warriorx
Member

@Depressed Void
I don't understand the formula at all, but I like the idea of automatically gaining health with every level. Currently battles are way too short, and when a merc goes first and stuns me and then berzerkers, I'm usually dead because my HP is too low compared to his huge amount of str. However if I go first or live, I heal and I can usually turn the battle around. If we both had more HP though, it would come down more to who has the best strategy, and less to luck (going first, stunning, blocking, criting).

So, in short, something along those lines I support.
AQW Epic  Post #: 3
2/7/2013 23:48:47   
Stabilis
Member

Thanks for the positive feedback so far.

To help you understand the formula a bit better Green, here is an example for a Bounty Hunter at level 20:

Health = 50 + (180 - 50) / 35 * 20

= 124
AQ Epic  Post #: 4
2/7/2013 23:55:19   
ND Mallet
Legendary AK!!!


180 is way too much health at max level, even if you can't add points to it. Back in Beta, 140 was all you need to make an OPd str build with level 30 stats.
AQ DF MQ AQW Epic  Post #: 5
2/8/2013 0:44:22   
Remorse
Member

I think that having crazy high amount of HP just might work,

Providing they actully nerf STR and STR based attacks sufficiently.
Epic  Post #: 6
2/8/2013 7:25:29   
Stabilis
Member

No problem ND, we can still modify these to the mean health of 150.

I will upload shortly: Mage at max 140, Hunter at max 150, Mercenary at max 160.

EDIT: Done.

< Message edited by Depressed Void -- 2/8/2013 7:48:05 >
AQ Epic  Post #: 7
2/8/2013 7:28:42   
madman 13
Member

@ Remorse: Crazy health that high would require everything else not to be nerfedd at all

If you raise health, I think the same must be done for energy, because right now that runs out SOoooo quickly.
MQ  Post #: 8
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