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Rage gain and ideas

 
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6/25/2013 23:56:02   
Midnightsoul
Member

Hi everyone, I just wanted to present the idea of rage gain.


Currently, right now, this is how support works:

quote:


Rage will cause the next attack to ignore a percent of defenses, dealing extra damage.

Formula: Filled Rage Bar = 40 + (2.5 * Level)

As an attacker, rage is gained at a rate of 110% of damage blocked (by the opponents defense/resistance) + 1% per 4 support you have over the defender, up to a maximum rate of 125%. If at a support disadvantage, the minimum rate is 95%.

As a defender, rage is gained at a rate of 25% of the damage taken, +0.25% per 4 support you have over the attacker, up to a maximum rate of 29%. If at a support disadvantage, the minimum rate is 21%.



I personally think this is going against tanks a bit too strongly.
Basically, what this means is that if you attack someone, the amount of damage that was reduced multiplied by 1.1 goes into your rage bar. It might not sound a lot but I'll post examples on the way bottom. Right now, we need to get to the point.

When being a defender, when you get attacked, a quarter of the damage you've taken will also go into your rage bar. Lol seriously, EpicDuel has really low numbers, how does this even help? It's almost like not gaining rage at all.


EDIT: Post any criticism you think about the idea or post your idea about rage.


So my solution is that I believe it might be better if rage gain between attacking and taking damage should be more equal. In other words, attacking an opponent won't give you as much rage as it is right now, but when you take damage, you will get more rage compared to the current state.
I believe that....

the attacker should gain rage from around 80% reduced
and
the defender should gain rage from around 60% damage taken (assuming both Players have equal support)


I think once again, this can prevent strength from not only dominating in efficient damage, but also the inevitable rage. Their low defenses makes it hard for everyone to gain rage and they gain rage pretty fast since they have a lot to be deducted while dealing good chunks.
Remember guys....
Numbers are not official, they are to be balanced by Rabble or any other authority, not me. I posted this as a rough idea.



So here are the examples I mentioned earlier about why the current rage system is a problem towards PvP balance:
(If I assumed that both player A and player B had equal support)

Player A attacks Player B for 20 damage. 30 damage was reduced from Player B's defenses.
Player A: Gains 33 rage points. (30*1.1)
Player B: Gains 5 rage points. (20*0.25)

Do you see the difference? The difference is 28 rage points! That's quite a lot...nowadays, rage depends nearly all on offense which is another reason why damage has become so imbalanced.
In my solution, I will provide my example.

Player A attacks Player B for 20 damage. 30 damage was reduced from Player B's defenses.
Player A: Gains 24 rage points. (30*0.80)
Player B: Gains 12 rage points. (20*0.60)

Now the difference is 12. The attacker still has an advantage, but not as devastating compared to how it was previously.

< Message edited by Midnightsoul -- 6/26/2013 16:43:27 >
DF AQW Epic  Post #: 1
6/26/2013 7:10:29   
Remorse
Member

Agreed and supported.


Rage has been giving effortless quick kill builds effortless wins for far to long.



I also support the increase on rage built from defending.

I mean COME ON, having to put up with powerful constant bombardment of high powered attacks is hard enough to deal with when playing defensively but then on top of that them getting 2 rages before your first....

The system is very broken, mainly due to the favoring of High power and consistent and immediate attacking over setting up strategy.


Something the game has had unfavorable IMO since beta.


They need to reward strategy and defensive play styles much more.

< Message edited by Remorse -- 6/26/2013 7:11:03 >
Epic  Post #: 2
6/26/2013 7:35:31   
Ranloth
Banned


I'll agree with everything but this:
quote:

They need to reward strategy and defensive play styles much more.

Only because you prefer defence, it doesn't mean you're any better than an offensive-based build, i.e. glass cannon, since they each have their own strategy and flaws. Only because one kills enemies easily, doesn't mean it's effortless and inferior to defensive which kills enemy slower but more reliable. It comes down to fast kill but poor ratio OR slow kill but high ratio.
AQ Epic  Post #: 3
6/26/2013 7:41:42   
Remorse
Member

^ Im referring to defensive PLAY STYLES.


I completely agree with you tanks, can be just as effortless as SOME glass cannons.


When I mean defensive play styles I'm meaning shielding, Intimidating, Energy draining not necessarily a a tank build.


And by the same token glass cannons can play defensive for example if they dont start that is exactly what they do when up against another glass cannon, however because what I was meaning before the favoring of attacking usually the only chance of a glass cannons chance of winning when not starting is luck.

And hence the constant luck complaints when the root of the problem would be a lack in usable counter strategies.


P.S
Nice to be discussing with you again trans.
Epic  Post #: 4
6/26/2013 7:55:36   
Ranloth
Banned


Rage should be independed effect, not relying on Support. It'd solve one build from abusing it. The "Rage pool" would be scaled per level and players should get it at an equal rate, depending on the damage dealt and received BUT there should be a cap to how much Rage Points you can get per turn (solves the problem with glass cannons), yet doesn't favour tanks either, since Rage is against tanks.
Furthermore, Rage should ignore around 33% defences. Why so little? With equal rage, lower Rage pool, you could get it faster thus effect would be minimised and even less in favour of glass cannons. Yes, it's lower than Crits but Criticals are meant to be strong whilst Rage was designed against tanks.
AQ Epic  Post #: 5
6/26/2013 8:00:40   
Remorse
Member

^ Agreed,

I especially like the rage gain Cap per turn. (This cap should not include however any cores/skills that effect rage.)

This means skills like adrenaline can actually be useful, similar to how shadow arts is useful via increasing the block cap.
Epic  Post #: 6
6/26/2013 8:09:21   
Ranloth
Banned


Yeah, Adrenaline would end up being universal skill instead of being aimed to Support builds since they can get more out of Rage. Cap prevents abuse and that one can be level scaled as well, not too low but not too high either. 33.33% of total Rage pool would be good, so you couldn't rage faster than on the 4th turn, and since % ignore is lower, it shouldn't really be that bad.
AQ Epic  Post #: 7
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