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Game still needs proper fixing....

 
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6/11/2013 23:20:42   
King FrostLich
Member

1.) Caster mages with an unblockable assimilation and botanical hazard combo.
2.) Bounty Hunters with azrael gear that using smoke and countering it with a shield only renders it useless by the azrael aux. Survival rate requires blocks and deflects or you die before getting the 2nd heal.
3.) Fast killing builds with high hp.
4.) First turn chances. Players with 33 more support than you gain a 100% chance to go first.(I've heard some people going first than the higher support user though)
Epic  Post #: 1
6/11/2013 23:27:41   
Mother1
Member

How do you suggest we fix the game? Naming the top builds (which most only suggest nerfing) without solutions isn't going to be helpful.
Epic  Post #: 2
6/11/2013 23:35:05   
Bloodpact
Member

Legit when are people going to start suggesting buffs??


I mean other then myself.
Epic  Post #: 3
6/12/2013 3:47:40   
martinsen5
Member

When you say "Fast killing builds with high HP", are you implying that just because a build is good, that someone found a good build and are using it, it needs to be /fixed/? Imagine if we /fixed/ every single good build in this game, that's not how it should work. At least explain why they should nerf it?
AQW Epic  Post #: 4
6/12/2013 4:08:33   
Mother1
Member

@ martinsen5

While I agree with you that is what always happens.

1 someone find 1/more decent builds that work.
2 people copy said builds because they want a winning build
3 the build/builds become overused
4 those who can't beat said build complain (even if said build is actually the build that counter's theirs) because said build/builds are making them lose all the time due to them being overused. and make nerf topics

5 eventually the staff nerfs said builds
6 People search for new working builds (AKA Adapt to changes)
7 Someone finds a build that works
8 Repeat steps 2-5 once again.

It is the same thing over and over again. Anything that interfere with someone winning and causing them to lose a lot the masses want nerfed or fixed even if their are counters to said build.

The sad thing is when this happens we are suppose to find counters to said builds not complain here until the staff nerfs it only in return to make something else OP.
Epic  Post #: 5
6/12/2013 6:07:22   
DarkDevil
Member

1. yeh i think that when blocked you should only gain 30% of the energy. ( i may be saying that because i am bounty and usually block it so don't take it form me)
2. the aux does 85% of dmg which is less than 10 dmg at moderate defence builds.
3. it needs 1 point to increase 1 hp so they waste over 60 points to do so and that's what you gain in 15 lvls.
4. support only controls crict and aux and some skills so the first turn makes support usefull orelse your suggesting to remove support from game ?

< Message edited by DarkDevil -- 6/12/2013 6:09:20 >
AQ Epic  Post #: 6
6/12/2013 6:25:55   
King FrostLich
Member

quote:

Naming the top builds (which most only suggest nerfing) without solutions isn't going to be helpful.


When I mean fixing I didn't mean nerfing everything. For #1, make assimilation blockable, slightly weaken its energy drain. However, make the damage back to 100%. Slightly strengthen the Botanical bot's poison damage but make it last for 3 turns. You cannot use it after a player has just used field medic until the turn you and the opponent used up is over.


For #2, make the azrael aux weaken 75% of the shield. Once the shield is gone, you cannot cast a debuff(smokescreen and malfunction only) on the target for 2 turns. This prevents an immediate usage of smokescreen or malfunction to completely overpower another player with debuffs or forcing them to always use shields and healing and prevents the offensive player to gain quick damage over them.


For #3, increase the block rate but make its minimum % to 1%. Maximum chance to block is 50%. If your hp is higher than your opponent, you have a slightly smaller chance to go first *requires a certain math formula*. Support however will still mainly determine your chance to go first.


For #4, adjust the formula. For every 1 support point more than your opponent, you gain an extra 0.82% chance to go first. Chance to go first caps at 90% and does not go below 10%.

< Message edited by King FrostLich -- 6/12/2013 6:27:22 >
Epic  Post #: 7
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