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My Feedback About The Balance Update

 
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11/17/2013 20:00:20   
Midnightsoul
Member

I would like to thank Rabble for a very well made balance update. I actually enjoyed it and played some more again which has been a while.


Hey guys, I just want to post some new feedback on the overall balance update. I spent a couple a days thinking about the game changes and trying to think of solutions. I have some rough ideas, but please post criticism that is actually CONSTRUCTIVE.

So let me start off with a big thing everyone is talking about...


Static Grenade:
You know, it is a little overpowered, but it's actually not that bad. I went Bounty Hunter over the weekend to try and see how it was, but I almost got beat plenty of times and did get beat some times. Overall, Bounty Hunters are OK, but yes, this move needs a nerf.
My Solution: Lower the amount by 7-8 points, but increase the energy regen from 50% to around 65%. I actually still want to see Bounty Hunters getting around 20 energy because it makes it a fun class without becoming too abusive.


Reflex Boost:
This skill is a bit weak. It can still be overpowered by tanks.
My Solution: I suggest making its starting energy cost 9 instead of a 12. It might not seem much, but it can make a difference to one's build such as base energy and etc.


Massacre:
The skill is somewhat weak and I barely have seen anyone use this skill.
My Solution: I think if it gave something like +20% Rage, it would be more attractive to use. I do NOT want to see a percentage increase in damage. This would make this skill overpowered again because it would affect one aspect of PvP way too much. It needs to be more diverse such as Supercharge and Surgical Strike where they have multiple effects, but not one heavily focused effect where it can prove to be overwhelming.


Fireball:
This skill is dead like Massacre. I do not know why Plasma Bolt is so much more popular other than the fact that it improves with Technology, but something tells me that strength Blood Mages would rather focus on using Intimidate, Field Medic, and Bludgeon over Fireball.
My Solution: Give Fireball an extra tactical purpose or decrease its energy cost a little bit.


Overload, Stun Grenade, Plasma Grenade:
They should all be equal in value and as worth using as Maul. This does not mean make their damage like Maul's, but the incentive of using each of these skills the same. Honestly, if I had to choose a stun move to have, I would easily choose Maul over any other Stun simply because it has great damage, defense ignore, and its stun chance can be more successful.
My Solution: Make the three moves be less damaging than Maul since they're unblockable and please, make them all have the same energy cost. Why on earth does Plasma Grenade cost more than Stun Grenade if they're basically the same move?


Plasma Rain, Artillery Strike, and Multi-Shot:
These skills need to be equal in power. That's all.
My Solution: What I mean is make them calculated the same way but with different stats still.


Field Commander:
Does this skill even exist anymore?
My Solution: I think this skill needs to give about 10-15 more strength than Blood Commander since Field Commander does not grant lifesteal.


Plasma/Mineral/Hybrid Armor:
Still a tad costly. An average tank would have about 26-32+5 defenses. If you max it out, it's only about +31 but costs way more than moves like Defense Matrix or Energy Shield.
My Solution: Lower the energy cost.


Atom Smash:
Kind of unattractive since there's a better move to use.
My Solution: This skill should obviously steal more than Static Smash. I do not mean that Atom Smash should drain an extreme amount, but it's not fair that Tactical Mercenaries must take inferior version of other skills.



Static Charge:
You know, I have come down to an idea I hope all of you can agree on. I know some of you might remember me trying to strongly promote this skill, but I have a simple idea that will not make this skill weak at one scenario and too strong at another.
My Solution: I was thinking of this skill working like Battery Backup where you strike, but get a fixed amount of energy. Obviously, the amount regained should be lower than Battery Backup by a bit, but not too much. Maybe 5-7 points less. A simpler explanation looks like this;

WEAKER BATTERY BACKUP + BLOCKABLE STRIKE = STATIC CHARGE

This can make sure Static Charge's energy regen does not get affected by defenses. At times, I find that using this skill on tanks is almost worthless, but on strength and support builds just too good to be true. Another positive thing is that this will prevent extreme strength Cybers and keep the game balanced in case this happens. I think the part where it was made unRAGEable and unblockable was kind of uneccessary because with my solution, the Cyber Hunter gets a GUARANTEED amount of energy.






Overall, thank you for reading and again, I would LOVE feedback on your thoughts. This post mostly was for the old moves that were commonly unused that need to get refreshed again.



Feedback 1

Font size reduced. Please don't go over 3. ~Mecha

< Message edited by Mecha Mario -- 11/17/2013 21:21:44 >
DF AQW Epic  Post #: 1
11/17/2013 20:08:15   
Altador987
Member

to the static charge someone came up with the idea of making it like mark of blood with energy and getting hit, so basically like a reroute for a certain amount of turns or at least that's what i think he was suggesting what do you think of that idea.

I really like your tweaks to certain skills and am glad that instead of nerfing you're trying to slightly buff certain skills to make them equal :)

also what do you think of the fire wave skill
AQW Epic  Post #: 2
11/17/2013 20:14:05   
Mother1
Member

Fireball become unpopluar the moment it got nerfed back during the infernal war due to strength blood mage abusing the strength build.

The fact that the masses couldn't abuse it like before made it become unpopular.

Also fireball works with strength unlike tech which unlike tech has been nerfed hard. Even though fireball is the only strength ability that doesn't work with the primary it still scales slower than plasma bolt. Fireball scales with 4 strength where as plasma bolt does with 3.5 (3 before it's nerf)

As for every other strength move in the game those all took nerfs when the staff decided to weaken primary's weapon damage by 2 points in the hopes of increasing duel lengths for planning. So this in turn nerfed massacre, and Static charge since those both worth with the primaries.

As for making all stun moves equal to maul no. Maul is blockable unlike the others which means that there is a chance that you won't get to stun your opponent at all. Maul has to connect for the stun chance to even happen unlike the other stun moves. This was why it got the ignore's defenses perk and the scaling stun chance depending on what level is to compensate.

Also remember that thanks to this update maul got an indirect nerf since damage was reduced where as all the other stun moves didn't.

Also Static charge can't be blocked anymore. This update made it unblockable so cyber hunter has a free unblockable hit that cost no energy unlike the rest of the classes.
Epic  Post #: 3
11/17/2013 20:18:20   
Midnightsoul
Member

@altador987

I actually saw the post about making Static Charge like Mark of Blood but with energy regen instead. I'm pretty sure I said something like "I SUPPORT" on that thread because I liked the idea. Any way can work, I just had my own preferences because I think the fact that the Cybers INSTANTLY get energy in one turn is also a buff compared to making a Cyber have to get energy over 4 turns and possibly have to heal and deflected and blocked and so on (if you're planning to make it like Mark of Blood that is...).

And fire wave? Do you mean Fire Scythe from Tech Mages?

I actually posted a different move that can replace it called Decay. The link is below. (Basically the skill is just increasing the energy costs of your opponent. Read if you like :D)

Decay


I made this skill because I thought Fire Scythe was too similar and superior to Fireball. It gave Blood Mage a disadvantage and I do not quite see Tech Mages using a Fire move. That's more Blood Mage-like. Tech Mages should have got a more unique skill than Fire Scythe.


@Mother1

Fireball: Well, I only mentioned about decreasing its energy cost. I understand that messing with how it scales can make it OP. That's why I wanted to make Rabble take a small step first by SLIGHTLY decreasing the energy cost.

The Stun moves: I don't know what to say. Our opinions are too different, but I understand your reasoning though. Thanks for clarifying about Maul.

< Message edited by Midnightsoul -- 11/17/2013 20:22:33 >
DF AQW Epic  Post #: 4
11/17/2013 20:18:41   
Dual Thrusters
Member

Max fireball does as much damage as a sidearm with deadly aim...
MQ AQW Epic  Post #: 5
11/17/2013 20:18:52   
Altador987
Member

as a cyber hunter i'd be fine with making static charge blockable again that was never a problem because even when it wasn't blocked defense was so high i still only got like 5 anyway, however giving it a 3 turn cooldown when others can steal the exact amount i gained is while better than losing more than i gained... still redundant
AQW Epic  Post #: 6
11/17/2013 20:23:43   
Midnightsoul
Member

@Dual Thrusters

But is it worth the energy? I'm only asking to put it down like about 3 in energy cost.


EDIT: Nothing happened o.o

< Message edited by Midnightsoul -- 11/17/2013 20:31:52 >
DF AQW Epic  Post #: 7
11/17/2013 20:24:55   
GearzHeadz
Member

@Midnightsoul
I also have a CH char, I would say it'd be a worthy and balanced exchange.
DF AQW Epic  Post #: 8
11/17/2013 20:27:45   
Altador987
Member

midnight you have a lot of extremely interesting suggestions (i'll post my opinion about decay on that one) and i see what you mean and i do agree i just thought that idea was also a nice touch as well :)
AQW Epic  Post #: 9
11/17/2013 20:29:17   
Dual Thrusters
Member

@Midnight

My post was referring to how pathetic Fireball is.
MQ AQW Epic  Post #: 10
11/17/2013 20:31:13   
Midnightsoul
Member

@Dual Thrusters

OH, my bad XD

I misinterpreted that... XD

See guys, we all make mistakes...

Now I'm gonna edit that post and pretend that never happened XD

< Message edited by Midnightsoul -- 11/17/2013 20:32:12 >
DF AQW Epic  Post #: 11
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