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why tech mages are ruling ED

 
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3/12/2014 11:21:43   
zzzz....
Member
 

hi all
no doubt dex mages are ruling, but thats not primarily cos of overload or blocking with high dex. even BH have their sun grenade scaling with dex.

the reason i think dex TM rules are :
1. technician scales with dex, so investing in dex gives you a 3 turn technician which kind of counters your low resistance. its the cost of tech which is important here. (very cheap when compared to others and 1 turn cooldown which exposes you to one hit of attack if you keep on looping tech).

2. more importantly TM have two zero energy skills which can give them energy, assimilate and battery back up. battery back up gives a whooping 350 odd energy.

now problem is when reroute was there energy gained was in small increments and related to damage done which meant if tm goes low on hp, it was unlikely he'd be able to use energy that freely. and hence heal looping and energy regain builds were mostly possible with high hp builds. With battery back HP is out of question.

3. high str high hp builds are possible with all classes but reason TM does well is cos of bludgeon and unblockable fire scythe.


P.S: its not that TM are overpowered, they are bloody efficient as the skill tree , stat progression has just the right balance of attack and defence. you can say TM have hit the sweet spot wrt builds possible.

< Message edited by zzzz.... -- 3/12/2014 11:22:45 >
Post #: 1
3/12/2014 11:42:25   
Mother1
Member

Actually here is the real reason

1 Adding cost to active cores
2 Changing passives to actives which added even more stress to energy for the majority of the classes except TM.
3 Not adding a way to relieve this stress on energy so other classes could compete.

Number one and two were not done on this list TM wouldn't be in the state they are now and other classes would be able to compete better.

Epic  Post #: 2
3/12/2014 13:08:23   
dfo99
Member
 

prints of a "dex mage" in action

http://prntscr.com/306ssh
http://prntscr.com/306t5g
http://prntscr.com/306sz0

the problem in my opinion is the new infinite mana concept added after replace of reroute to battery pick up
Post #: 3
3/12/2014 13:16:17   
dfo99
Member
 

the second print not was rage 0.o
Post #: 4
3/12/2014 14:09:09   
Darkforce832
Member

Mother1 reason number 2, is the main reason. There is no down side with the Passive to Active change when it comes to TM, and now some players believe the way to solve this is to nerf there other skills besides the main ones causing the problem. I still don;t like the fact they nerfed Plasma Bolt to a level were it's worse as a power move then Overload.

The Problem is the energy control, not there other skills.
Post #: 5
3/12/2014 14:12:47   
Ranloth
Banned


^ There's an interesting solution which someone has posted: reverse Plasma Bolt and Overload costs. What this would do is make Overlord weaker (due to higher EP cost) and buff Plasma Bolt (due to lesser EP cost). Despite roughly the same damage, one would pay a bit more EP to pay for the Stun effect.
AQ Epic  Post #: 6
3/12/2014 14:26:19   
Darkforce832
Member

That would affect my build, but it would be a start.
Being a Overload, BM
Post #: 7
3/12/2014 14:30:55   
Ranloth
Banned


Yeah, shared skills have always been this way. Unless you replace BM's Overload, which is the plan for the future anyway. Right now, it's nerf both or keep both as they are (and leave Bolt a bit meh).
AQ Epic  Post #: 8
3/12/2014 14:36:53   
Darkforce832
Member

There going to replace Bm Overload?
Post #: 9
3/12/2014 14:38:51   
Ranloth
Banned


They'll replace every shared skill, so each class will have unique skill-tree and no more shared skills - where nerfing one class affects the other.

Either that, or TM's Overload will get replaced. Either one of those. I'd be betting BM's will, since they are evolved classes after all.
AQ Epic  Post #: 10
3/12/2014 14:44:18   
Darkforce832
Member

Replacing every shared skill is planned and stated by ED devs, If yes is there a link to see this?
Post #: 11
3/12/2014 15:20:02   
edwardvulture
Member

They're probably gonna scrap that, they cannot risk another exodus of players.
AQ DF MQ  Post #: 12
3/12/2014 15:21:51   
Ranloth
Banned


Y'know, it could be the same skill but different art and name. It's only to make them separate skills, not shared. Changing the art isn't really difficult, since the code remains ~the same, really.

I see no harm in giving a different name and art, at all.
AQ Epic  Post #: 13
3/12/2014 15:50:06   
My Name is Jake
Banned


quote:

prints of a "dex mage" in action

http://prntscr.com/306ssh
http://prntscr.com/306t5g
http://prntscr.com/306sz0

the problem in my opinion is the new infinite mana concept added after replace of reroute to battery pick up


Great build!
AQW Epic  Post #: 14
3/12/2014 17:33:24   
santonik
Member

quote:

Techmage ruling this why.


in the past when it was passive skills. then came the big things. techmage got the better of energy intake. Battery. Battery caused this issue. the opponent can no longer control the techmages energy at all. yes you can but a lot less. This explains how the behavior of passive and battery different behavior. Battery benefit in that it gives a lot of energy. 1 turn cost. This, together with assimilation is already too good.


Figuring out how to play the benefit is calculated.

now can not calculate the damage per minute, because the game is turn-based.
To be calculated turn base and benefit through. (damage, HP or energy. Gain/lose)



Battery (no requirements at all)
350 energy battery.

Assimilation (only requirements is staff)
-240 Energy from the opponent off and get yourself 120 energy. Overall, the energy utility 360 No matter block opponent. because the energy is always based off at full power.

Think of all the energy benefits.

350 (techmage get the energy benefits)
-240 (The opponent to lose energia.techmage get the energy benefits)
120 (techmage get the energy benefit) "
= 610 energy benefit. (NOTE) numbers can be changes because game is different build every battle.

Too little requirement those 2 skill too. Both skill can be spammable very easy.

The big thing to the detriment of the game is that the same skill are two different class. Every changes effect unwanted to other class too. Every class need own skill. Even it is basically same skill than other class have. This allow changes skill up and down if we need more balance.

Techmages Ruling because it is SUPERIOR ENERGY CONTROL. No matter what build techmage is. Techmages is the game's toughest skills as well. These combine to ensure techmage superiority over others.



Epic  Post #: 15
3/12/2014 18:49:22   
s0u1ja b0y
Member

Tech mages have always been a highly used class to due the quick kills they can get. Battery backup was and is one of the biggest buffs to a skill since alpha and it needs a Nerf. With reroute before Dex tms got at the most 15 energy in a fight(150 now). Battery backup should either cap at 200 and weaken energy taking skills or make battery backup affected by tech and Dex.
Epic  Post #: 16
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