Home  | Login  | Register  | Help  | Play 

TLM Balance

 
Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel Balance >> TLM Balance
Forum Login
Message << Older Topic   Newer Topic >>
1/26/2014 13:35:01   
GearzHeadz
Member

TLM is still a class with some flaws in many areas. These would be my suggestions to balancing the class.

Toxic Grenade
-Lower damage back to 70%
-Give support/tech requirement similar to venom strike

Frenzy
-Put back on club requirement
-Boost to 20% armor ignore

Atom smasher
-Give 70% weapon damage on the strike
-Increase base cost from 60 to 100

I will now explain my reasoning behind my suggestions.

Toxic grenade is a poison skill similar to venom strike, but is still far more powerful. It has no stat or weapon requirement and is unblock able. To balance it, I suggested lowering its damage back down to 70%, because it is unblock able, and giving it the same support requirement as venom strike, because currently the skill is still spammable with no requirement to attempt to balance it.

For frenzy, I suggested putting it back on the club requirement but increasing the armor ignore. I suggested putting it back on the club requirement because currently the class has only 1 skill on club, atom smasher. I was originally the one to suggest that this skill DID need an improvement, so I recommended giving it a perk, as most weapon requiring skills have one. I recommended giving it 20% because most other skills have the 20% armor ignore (maul, bunker buster, plasma cannon, supercharge), because it is effective, but not too powerful.

For atom smasher, I suggest giving the skill the ability to inflict 70% weapon damage, and increasing the energy cost as a way to compensate for it. This makes the skill more helpful in many ways, it will deal damage to the enemy and give rage, making much more useful, even when it is blocked, as of now, if it is blocked, was essentially a waste of a turn and energy. Now if it is blocked you will deal a little damage, drain a little energy, and gain some rage to compensate for its effect not taking place. This will not overpower the skill like assimilation, even though it is quite similar. Unlike assimilation, the energy drain is avoidable, returns no energy with use, and has a cost.

I would like to suggest replacing field commander with blood commander or smoke, but I am not too sure on it. If you would like to suggest anything that is reasonable, please do, and include reasoning.

If you agree or disagree, feel free to post. Have any better ways of balancing the class, post it! Feel free to criticize and critic my ideas as you see fit, I may defend my suggestion, but I am also open to reasonable ideas.

< Message edited by GearzHeadz -- 1/26/2014 14:33:24 >
DF AQW Epic  Post #: 1
1/26/2014 14:07:39   
DarkDevil
Member

i agree on all except atom smasher.

other drainers as emp and static smash and static grenade doesn't give rage.

the skill isn't underpowered in the first place.
therefore for it to have such effect , its effect will be halved.
so no , keep it a draining skill.

< Message edited by DarkDevil -- 1/26/2014 14:10:20 >
AQ Epic  Post #: 2
1/26/2014 14:12:04   
Ranloth
Banned


I see no reason to dump Support requirement onto Toxic Grenade. Venom Strike having it does not justify it - requirements are there to prevent abuse, not for the fun of it. I don't see Toxic Grenade abused, to the point where Support requirement is necessary to nerf it. In fact, there's no balance issue with Toxic Grenade at all apart from when compared to Venom Strike; unblockable vs. blockable.
If you insist so much with Toxic Grenade, perhaps make it deflectable instead? After all, it's a ranged attack. One is blockable, and other one would be deflectable. But requirement is really not necessary, unless it's abused greatly.

Blood Commander will never be added to TLM's skilltree. Devs have confirmed it upon its release, so the two classes have different skills and Mercs get a boost from having BC. It's an exclusive skill for Mercs.
AQ Epic  Post #: 3
1/26/2014 14:19:45   
GearzHeadz
Member

I've seen issues with toxic grenade for a long time. This class has essentially no need for support at all on any skills except for artillery strike damage. I see toxic grenade being spammed all the time and even though now it has a 2 turn cool down, it is still easily spammed since it has no requirements on it, and the higher damage now is just making it worse. The poison moves are strong skills in general, guaranteeing at least 420 damage at max if not healed away, so I feel the support requirements on toxic grenade similar to venom strike would be fair.

< Message edited by GearzHeadz -- 1/26/2014 14:32:57 >
DF AQW Epic  Post #: 4
1/26/2014 14:24:02   
Ranloth
Banned


There's a difference between being spammed and overpowered. One is a fad - often temporary due to poor balance/synergy - and other, obviously, calls for a nerf. The only non standard builds using Poison, which I've seen, was Str TLM with almost no Support. They'd be affected by the requirement. Others? Support abuse, and Tanks (Focus 5) already have high base Support, so the requirement would do absolutely nothing.

So, which build in particular is abusing it then, to the point where requirement is needed? If it's Strength, thus low defense (Dex/Tech), then making it deflectable could lower their initial damage - which relies on your Primary + Strength.
AQ Epic  Post #: 5
1/26/2014 14:27:52   
GearzHeadz
Member

I have not seen a single TLM build not using toxic grenade. It is effective for all builds, and all builds can spam it. Initial damage isn't the key issue, because it would still inflict the poison damage if not healed away, but it just makes it that much worse. Making it deflectable isn't a viable solution. Giving it a support requirement would be, because it would make it only effective for certain builds in the class, unlock how all builds in the class now can spam it.

< Message edited by GearzHeadz -- 1/26/2014 14:28:36 >
DF AQW Epic  Post #: 6
1/26/2014 14:36:44   
Ranloth
Banned


My point is, the requirement wouldn't affect but one build - which I've mentioned above - and make it a bit difficult to use at lower level instead. In addition, what kind of requirement are you talking about; capping at around 34-38 Support, or going as far as Armors go which is 42 Support?

Hm. What if you make Toxic Grenade rely on your Primary weapon's damage (i.e. 300) and deal 100% damage on initial hit? This would give Venom Strike an edge, due to working with Strength, whilst the range for Toxic Grenade would always be fixed.
AQ Epic  Post #: 7
1/26/2014 14:39:50   
GearzHeadz
Member

Capping at 42 support. It would essentially be venom strike's scaling, but with support instead of tech, although I am willing to give it a tech requirement identical to venom strikes, as that would still help. Just some requirement in general is needed on this skill. Like you said, it wouldn't effect many builds, but a requirement on such a powerful skill should still be in place.

< Message edited by GearzHeadz -- 1/26/2014 14:45:15 >
DF AQW Epic  Post #: 8
1/26/2014 19:14:54   
NDB
Member

quote:

Toxic Grenade
-Lower damage back to 70%
-Give support/tech requirement similar to venom strike

I'd say one of these changes is enough; no need for both.
quote:

Frenzy
-Put back on club requirement
-Boost to 20% armor ignore

This is good, but then the energy cost may also need to be raised slightly (maybe to 110 at level 1).
quote:

Atom smasher
-Give 70% weapon damage on the strike
-Increase base cost from 60 to 100

70% damage will deal 30 damage in most cases, so yeah, this is pretty balanced.
Epic  Post #: 9
1/27/2014 7:44:00   
Jekyll
Member

I used to care so much about balance for the UP classes. I'm just going to agree with everything since I haven't played for a long time now.

< Message edited by Jekyll -- 1/27/2014 7:45:19 >
AQ DF AQW Epic  Post #: 10
Page:   [1]
All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel Balance >> TLM Balance
Jump to:






Icon Legend
New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts




Forum Content Copyright © 2018 Artix Entertainment, LLC.

"AdventureQuest", "DragonFable", "MechQuest", "EpicDuel", "BattleOn.com", "AdventureQuest Worlds", "Artix Entertainment"
and all game character names are either trademarks or registered trademarks of Artix Entertainment, LLC. All rights are reserved.
PRIVACY POLICY


Forum Software © ASPPlayground.NET Advanced Edition