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Suggestions for How to Get a support act. And RAGE

 
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4/1/2014 10:34:11   
santonik
Member

What if. All energy-related attacks in the game to support the device-based.
I mean now, the energy intake of hits. assimilation, static smash and etc. ...
SUPPORT player's role is to be a weak but really (strong), some of the benefits.

Now, all energy-related work (STR) on.

This is a big factor in why many players use (high str, high dex, high hp) builds.

This would require a little bit like a game changes. (they are needed in any case)
This could even act as a long-term balance.

I mean that SUPPORT for should be important part of the game.
Support could be better than others buff, debuff and ENERGY CONTROL.
This in itself is ready to support one of the big balancing factor.
It is a fact that the SUPPORT player has no defense. Not as good as the others. Or a corresponding attack power.

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Rage .

This is the weak point of the game now.
This needs to be changed in a way that would benefit from all of this . Equally.
However, SUPPORT player should have the advantage over the other. Because it suffers from the defense / attack issues. Is it then any benefit . Rage or Criticals . These came to mind first .
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Would the game not to have a unequal critical . More support --- > more piercing ability . ?
( tank against planned? )
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(A poor model for the time being. Main purpose is the idea) RAGE MODEL

Rage could serve as the basis of damage. But the rage number of two things.
damage, and Support.

Today the game to pure damage, and the opponent's defense too much. An attacker can get the full benefits.


What if the game rage intake of change in this way.

rage factor is very small in these.
(High str, high dex high hp) players. because these players do not have support efforts at all. The same factor of these STR, DEX and TECH. The best factor is the SUPPORT player.



I was wondering the factors. Them to act as though purely% based.


What if the game rage intake of change in this way.
attack (100 damage). Calculated on the basis of this rage.

The player who has invested all STR. may not be a very good factor.
The player who has invested all of DEX. may not be a very good factor.
The player who has invested everything TECH. may not be a very good factor.
The player who has invested in Support. Get more factors.

More SUPPORT ---> more factors ---> more rage

STR player could be a factor even if the damage to 1-5%
The same factor could be the DEX / TECH players.
SUPPORT the players can be up to 40-50% (if this is all focused SUPPORT)

Now we go to calculate the intake of rage.

will take 100 damage model.

STR damage is 100. 100 receive a 1-5% damage rage points. Now get 1-5 rage points.
DEX / TECH damage is 100.100 damage may be 1-5% of the rage points. Now get 1-5 rage points.
SUPPORT damage is 100. 100 damage for 40-50% of rage points. Now get 50 rage points. (Stats amount%)

when you have collected a certain amount of points. allowed (the rage) use.

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Rage could get in another way.

If you take a hit. you get a bit of rage. in principle, the more you take the hits. the more you rage.


Again, there would affect factors.
In order to avoid the high HP players should not be disproportionate benefit.

all except SUPPORT: 100 Hp could get even 1-5 rage points.

SUPPORT the player could get even more. 40-50% taking damage. (if you have invested all SUPPORT)

100HP For this you take away 40-50% to 40-50% of rage points. (poor model) (Perhaps it would be a good defensive player weaken the rage intake. )

Is an important factor for attack and defense. because it gives the rage.
Increase of only a factor SUPPORT stats. If you want to rage attacks. Then it is good to invest at least a little support stats.


The idea would be to replace the current rage in full. (the current rage is not fair)

This suggestion rage from is incomplete. (The main thing is just to give ideas)



Rage meter limit could be even 100 points. (rage points)
When the point is collected in a rage so this allows use.

Everything can customize the look and fit better at the game.


Epic  Post #: 1
4/1/2014 14:11:54   
Cyber Dream
Member

instead of having unpredictable rage, how about we have a rage round where each player can perform a rage attack. Rage rounds should loop, like every 10(random number) battles you have a rage round. To me, this can bring strategy. Lets say player x gets rage before player b. Then player b can heal prior to the rage round, or take the opponents mana which could leave them with a gun attack, normal strike, or robot attack. If you use a heal/ buff (blood commander, field medic, hybrid armor, assualt bot debuff, etc) in a rage round then you won't be able to use rage untill another rage round comes up. Though the mercenary skill adrenaline rush will have to be worked.

Could this be the solution for rage?

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AQW Epic  Post #: 2
4/1/2014 17:16:24   
edwardvulture
Member

Well support itself is uneven between classes, for example, artillary strike is only present in merc classes, other classes do not have a skill that directly involves damage from support. Support is completely defensive on the BH and BM skill trees and that makes them unable to be offensively viable with support. Rage is broken, basically the person who attacks the most gets rage a lot faster than support being a factor. So if you play defensively, you get raged and you die faster even against strength builds with 17 support. It is very hard to win battles defensively and strategically at the same time these days.
AQ DF MQ  Post #: 3
4/1/2014 18:28:41   
santonik
Member

I have tried to do a fair rage.

I do not deny that it would be flaws ..

Perhaps one of the lack of the defense buff affect the access of rage.
Perhaps the factor could rise if the use of self-defense matrix (or some equivalent)
This directly affects the opponent's rage kertoimeen.Eli defense buff to increase access to the opponent's rage a little bit. Maybe 1% per skill lvl. (Idea)

And could serve as a debuff vice versa. That is, if you do the opponent with the debuff. (Smoke)
then you will lose a little bit coefficients. Maybe 1% per skill lvl. (Idea)


The basic idea is if you do mega damage. so you'll get your rage quickly. The downside is then this. also die quickly. because you have no defense.
High STR, high SUPPORT. Always coming one big fatal weakness. Is it a defense or HP number? It is up to you to decide.

I am not mistaken the game seems to be the minimum support 17 which is bound to be. (Techmage) Some grades of 1-3 more. These builds are very few rage even though the damage would be big. since the coefficient should be through the support.


If thinking about how I could get the best rage myself. (In its own proposal)
so it should be a high support, and a high amount of HP. Not a very good attacking and defending themselves. But they have two aces in hand. rage supply and support of the benefits. A better chance to make critical and better mahdollissuus to start a match.

I did this through a translator so do not be surprised at the strange word order or strange words.


Please share new ideas .. And tell the cons as well.
Epic  Post #: 4
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