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Does ED feel overly boring and monotonous to anyone else?

 
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1/27/2014 15:33:04   
  Exploding Penguin
Moderator


IMO with the passive-to-active change and energy flow changes, pretty much every single class lost its specialty and just became...well...a "class" that's different from the others.

TLM used to be amazing at neutralizing opponents' offensive capabilities. Atom smash cost literally nothing, took a decent amount of energy, and had a short enough cooldown to spam to a point of being more annoying that static grenade before the nerfs. Now, it's just a class that doesn't really specialize in anything and just has different skills. Merc with static smash before the change used to be great because it was well-known for hybrid armor and bunker. Bunker hit ridiculously hard considering that you didn't have to invest too many skill points into it, but now Merc is also just a class with different skills. It really doesn't have anything unique compared to other classes in terms of engagements and metagame. BM used to be a great class that didn't need energy to do very well compared to other classes that demanded energy to function such as TM and BH, but now the class itself is just trash and it doesn't even function well at all like it used to.

Basically, classes used to be more individualized and unique. TLM was OP at one thing, but CH was OP at another type of thing. Now, it's just a class is OP or not OP and the metagame has pretty much just disintegrated. There's no fun switching to any particular class for a few reasons:

1) All the classes feel the same; they're just different skills. If you're gonna switch classes then you might as well just switch to the best ones at the time like TM and BH
2) Since no classes are individualized, the feel of " I can't wait to try this build out on *insert class name*" no longer exists. Before, people would be exited to try out a certain build type on a new class they switched to. But now, since there's no metagame and rarely any variety in encounters, there's no excitement. All people do is prepare their class and build for a single type of encounter which is the same every time. This is partially due to overused builds but I don't recall there ever being such a monotonous feel to PvP in ED.

To fix this monotonous feel, I'm thinking that ED should go back to its rock-paper-scissors balance system. Right now the balance system is literally just one person is better than the other through level or OP class/build. The previous rock-paper-scissors build at least had a metagame and variety of encounters to it. While it wasn't the best system it's definitely better than this binary "better or worse" system. Here's an example of the current system:

Build A is higher level. Build A wins.
or
Build A has an OP build/class Build A wins.

The rock-paper-scissors system is something along the lines of this:

Build A fights Build B. Build A beats Build B because Build A is meant to kill builds like Build B.
Build A fights Build C. Build A loses to Build C because of a flaw that Build A has that Build C is designed to take advantage of.
Build B Beats Build C. Build B wins because while it is weak to something that Build A has, it can exploit the weaknesses of Build C quite easily.

The thing about the rock-paper-scissors system is that the metagame exists in almost any encounter, and the types of encounters are many. Even if the rock build is 2 levels higher than the paper build, the paper build will still have a good chance of winning. Or, at least there will be a metagame and some skill fight to see who wins. The metagame thus exists in many more situations, and there are multiple different rock-paper-scissors engagements, not just one triangle. In the current system of balance, the metagame does somewhat exist, but only between 2 people of very similar build and level. The metagame is nonexistent in 90% of random PvPs, if not more.

If classes were to gain some features that they specialize in, then they would be more fun to switch to. After that, there would be different types of engagements because it would promote more class variety even if there was a single OP class/build, and the previous system of more randomized engagements and more metagame situations would be brought back up. This can be done by giving some classes back passives (not necessarily the same ones), because honestly the energy flow skills are literally passives and the original purpose of removing passives was never resolved since energy flow skills always have highest priority in investment.

I think the passive-to-active and energy flow changes made ED have the boring feel it has today. Does anyone else feel like this is the cause?
Epic  Post #: 1
1/27/2014 16:10:30   
Mother1
Member

I have to agree with you on your first statement.

When I first started this game every class had something they were good at and had something they lacked. However this is what made the game fun. But the whiners who couldn't accept this complaining "if X happens to me then I am screwed, I need Z so I can counter X" Wouldn't let up.

Then there was those players who felt "Passives if they are a must have must be reworked" Which lead up to the passive to active change. Problem with this change was it put way to much stress on energy since before this change active cores gained an energy cost. As a result all the classes now needed ways to gain back energy due to the over stress the staff put on energy.

Now because of all this the original problem (if it is a must have it needs to be reworked) Has been shifted from passives to energy drainer/gainers. Which is ironic if you think about it because all the staff really did was change the flavor of the must haves like they did with normal balance changes instead of doing what they hoped to do which was make the game more diverse and add more variety.

Overall I would love to see the epic duel where these actives were gone and our passives came back, but from what I read the staff won't bring that back.
Epic  Post #: 2
1/27/2014 17:00:48   
s0u1ja b0y
Member

To be honest, complainers ruined the game then complained about it and quit. People never really suggested balance changes for the entire community but only for their build
Epic  Post #: 3
1/27/2014 17:04:40   
lionblades
Member

Yes passive to active ruined many good builds. My favorite TLM focus tank was awesome at nullifying damage but now its a useless tank without the constant passive-even TM is tankier

There was no point in passive to active change. Everyone still invest in max battery, max Mark of Blood etc. All this did make some classes with good energy control strong (TM) and some classes with bad energy control bad (BM).
AQW  Post #: 4
1/28/2014 3:48:55   
Xendran
Member

Passive to active was done very poorly because of how extreme things like battery backup are.

Battery Backup is probably the biggest offender out of anything and if anybody remembers this thread , they basically took my version of active reroute and removed the most useful parts from it (being based on maximum energy, and also regenerating EP they spend), and then threw it onto the wrong class.

< Message edited by Xendran -- 1/28/2014 3:51:39 >
AQ DF Epic  Post #: 5
1/28/2014 16:44:33   
lampur1
Member

My main problem that i find is that every class is too energy reliaient and for some reason i think that tm has too much energy regain but i find the class most energy reliaient srsly cast 2 weak spells and ur out of energy and that goes for all classes. The reason passives were good was that they didn't recuier energy . I still don't know why i don't love the game as much as i used to
AQ DF AQW Epic  Post #: 6
1/28/2014 22:26:23   
Dual Thrusters
Member

For the most part, the battle for energy really restricts many builds.
quote:

All the classes feel the same; they're just different skills.

Yea, each class should be able to accomplish its primary focus. Not just copying stats and improvising the skill points.
MQ AQW Epic  Post #: 7
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