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Minor modification to stun skills

 
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1/20/2014 20:50:48   
Xendran
Member

EDIT: Removing all current suggestion/balance ideas i have posted.

< Message edited by Xendran -- 1/21/2014 23:07:32 >
AQ DF Epic  Post #: 1
1/20/2014 22:19:51   
GearzHeadz
Member

But they're already given lower then normal damage as is.
DF AQW Epic  Post #: 2
1/20/2014 22:40:13   
Mother1
Member

I have to would this affect the stun guns and players using the stun aux cores as well? or it is just for those who use Overload, Stun gernade, plasma grenade, and maul?

If so I think this shouldn't affect maul since out of all the stun moves it is the only one that already has to go through the condition of not getting blocked for even the stun effect to come through.
Epic  Post #: 3
1/20/2014 22:57:04   
Xendran
Member

Actually, i personally think that if maul is blocked it should guarantee a stun.
AQ DF Epic  Post #: 4
1/20/2014 23:25:25   
GearzHeadz
Member

In that case people would just use a level 1 maul. Almost no point in any other.
DF AQW Epic  Post #: 5
1/20/2014 23:31:39   
Pemberton
Member
 

I'm just glad you are not a balance team member.
Post #: 6
1/21/2014 0:05:40   
Xendran
Member

Maul is a broken skill in general. The problem is, a lot of things i suggest are under the assumption that other things are fixed before they are implemented. Also, this is not the place for personal insults. Epicduel's balance is so broken that using traditional balance methods do not work as they are blatantly ignored. Only extreme or super-super-minor ideas are taken, so it's usually a crapshoot of attempting to get in combinations of things that added to provide synergies or pseudo-balancing to temporary fix problems.

They're unwilling to restart the balance from scratch, so there's not much that can be done to fix it properly.
It's almost as if their method of balancing is "this is broken, so let's break something else to attempt to fix it". All mathematically based and reasoned suggestions except stat multiplication get ignored regardless of quality, so it's better to just go along with their style when aiming for changes to this game.

Or they can restart, and make it so the games systems arent fundamentally broken.

< Message edited by Xendran -- 1/21/2014 0:07:55 >
AQ DF Epic  Post #: 7
1/21/2014 0:10:11   
Altador987
Member

nothing personal but to me, the problem with your suggestions is that they are thought up with the assumption that other problems will NEVER get fixed and yea, it would seem that way due to history but that doesn't mean it isn't worth trying to fix and we'll never get anywhere if we just admit defeat and settle
AQW Epic  Post #: 8
1/21/2014 1:08:24   
Remorse
Member

I have always thought something should be done about the massive advantage stuns give.

Perhaps the answer lies on the defenders side?

How about getting stunned gives the defender a boost of bonus rage?
This would at least make up for the rage loss missed in the skipped turn.


< Message edited by Remorse -- 1/21/2014 1:09:01 >
Epic  Post #: 9
1/21/2014 1:11:00   
Altador987
Member

^ does the stunned player still get rage for the attack he or she receives... i'd never paid much attention but your idea could be implemented in the second attack with it giving extra rage (the same amount as if the player had attacked and not been stunned)
AQW Epic  Post #: 10
1/21/2014 1:14:02   
Xendran
Member

Rage itself is a broken system. It was implemented because defence and resistance were overpowered without being able to pierce them (a result of flat numbers being used instead of percentage reductions).
The entirety of the rage system and everything related to it was itself a bandaid fix.
AQ DF Epic  Post #: 11
1/21/2014 1:21:10   
Altador987
Member

well... that does make a lot of sense especially when considering the ridiculousness of rage when it comes to pure strength builds... sigh that just complicates it even more
AQW Epic  Post #: 12
1/21/2014 2:47:44   
Remorse
Member

^
What I meant is keep everything is the same except the person that gets stunned gets a boost of rage eg. say 25% of the max bar.

It also makes sort of logical seance since if you were stunned in battle you would probably wake up angry, unless you were the kind that curled in a ball waiting to die..

What this will do is stop the stunner getting a major rage lead advantage lowering the impact of stuns a great deal.

< Message edited by Remorse -- 1/21/2014 2:49:13 >
Epic  Post #: 13
1/21/2014 2:55:50   
edwardvulture
Member

xD is this all because of how POW3r(my CH) got stunned 3 times in a row and caused you to lose a 2 on 2 where we had a 6 level advantage? I don't think I've ever had that happen either. My 2 on 2 ratio on him through Delta was like 700 wins to 300 loses without enhancements.
To be honest, there was just one mistake you made. You should have backed up yourself instead of me because I knew that they were out of energy draining skills. That would have been enough for you to heal.
Rest assured, I have a much better build on him now and that if we ever 2 v 2 again, it'd be unlikely that we lose.
AQ DF MQ  Post #: 14
1/21/2014 3:06:59   
Ranloth
Banned


That damage penalty is pathetic, when you get a free turn - no damage, and your blockable attacks will always land because your opponent cannot block whilst stunned. You get guaranteed damage next turn AND don't take in any damage.

Instead, being stunned shouldn't make it impossible for you to block. AQ has that on its paralyze effect, and players have suggested for monsters to never be able to block whilst stunned/paralyzed/etc., but the Staff has vetoed the idea, so they can always block unless your Bonus to Hit (BtH) is that high, you'll hit 100% of the time.

Maul... I've suggested making it blockable, but few people disliked it. Keeping its scaled % chance to stun, no defense ignore anymore and 85% damage to compensate. It's like weaker Static Charge which is also unblockable, but that one cannot be raged nor critted.
AQ Epic  Post #: 15
1/21/2014 5:29:24   
DarkDevil
Member

the idea of stun skills is you give up on some damage for a chance to stun.
if you failed a stun , why will you get your damage back ?
its up to you to throw the dice but you won't win if you failed it.
also what if you had low support ? why would the enemy take more damage for having higher supp and so not getting stuned as frequently ?
this will only lead into more abuse especially the merc one , why would he get stuned for having more dex , this will just make ppl not invest in dex to increase their block chance.

also on the maul , as trans pointed , for it to be unblockable it will have its defence ignore taken , because its a stun skill not a damage skill.
AQ Epic  Post #: 16
1/21/2014 5:34:48   
Ranloth
Banned


The issue with Maul, is the fact the damage is the same across the board - you're only upgrading the chance to stun. You'd have to make it a copy of Overload, but perhaps working with Strength, in order for it to be the same as other skills - hence why, my suggestion from a while back for Maul, is to penalize the damage (85%) and remove defense ignore, since it improves with weapon damage + Strength, and its damage is the same at all levels.

It's either keeping Maul as it is + allow it to stun on block, or making it unblockable and either Str-version of Overload or my version above. At least the damage could be blockable, which is a disadvantage over other Stun moves.
AQ Epic  Post #: 17
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