Merc's and their two turn kill needs to be fixed (Full Version)

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PoiZen -> Merc's and their two turn kill needs to be fixed (3/15/2011 16:14:50)

A merc with all strength will never lose unless they are blocked 50% of the time. With all strength, a merc has not only unbelievable striking power and gun. They also have five moves which are at an unbelievable height of power even with one skill point.

In the two hit kill, mercs first use Maul which will stun the enemy and this move is also improved with strength. Maul has no stat requirement which I believe should really have a tech requirement. Then, if the merc feels his opponent is done, the merc will finish with Berzerker which will kill if it hits.

Mercs are the ones who, I feel, have not yet suffered from an update.

I feel these are some changes that should happen.

-Maul and Atom Smasher should have a Technology requirement
-Hybrid armor should have a support requirement and I feel that the shield should have to be applied during battle even if it will last the hole battle


This must be fixed because no other class can abuse strength and support so easily nor can they attack or defend better then a merc.





voidance -> RE: Merc's and their two turn kill needs to be fixed (3/15/2011 16:45:07)

Ah i would just be happy if they made it where you can block/deflect while stunned.


Oh and try a high hp/support build because str merc's cant win unless they go first and stun, and the odds of both happening isnt very high.




Snaipera -> RE: Merc's and their two turn kill needs to be fixed (3/15/2011 16:47:57)

Indeed mercs are yet to be affected by any balance adjustments . You see, mages suffered horribly when agility was introduced since the more hp mages have , the more MP they can return thus giving them a chance for a caster build... yeah , they whined and whined , so the mage class got a ....... crippling . Bounties were weak until focus arrived and mercs ...they only benefit from stuff [:)]




TurkishIncubus -> RE: Merc's and their two turn kill needs to be fixed (3/15/2011 16:48:10)

which class are you?

If you are a mage than you cant win Energy gun user STR Mercs.

If you are BH than You need to block or start first and reduce their energy.

If admins nerf Merc all ppl will change to BH and Bh class will become much populous , im bh now i lose %40 of the time to STR merc so nerfing them is good for me but they dont need nerf they got fast wins but their low ratio cover the fast wins




Competition -> RE: Merc's and their two turn kill needs to be fixed (3/15/2011 16:59:32)

With STR mercs it's either a fast win or loss. I'm a merc and I use a 5 Focus build, and I kill 90% of STR mercs.

EDIT: Also no way to the hybrid armor point. I mean a turn just to gain 13 defense/resistance? Not worth it.

And if that would ever happen, what passives with mercs have? Mercs specialize in tanking.




IsaiahtheMage -> RE: Merc's and their two turn kill needs to be fixed (3/15/2011 17:14:42)

WOW dude more requirements?You people just kill me the crazy stat requiremnts is what is ruining this game!Wait did you say make us have to apply hybrid armor?Make it non passive so we have no way to defend our selves without using energy?Just to gain 13 res or def.WOW that is realy fair.




frogbones -> RE: Merc's and their two turn kill needs to be fixed (3/15/2011 17:21:06)

@OP: Ugh. More stat requirements for skills? Lame. This game has already turned into a 45-45 Gamma Bot (aka The Dumbest and Most Boring Build Ever) spamfest. Making more skills have requirements just limits the tiny bit of creativity that's still left in the game.




helloguy -> RE: Merc's and their two turn kill needs to be fixed (3/15/2011 18:03:12)

Ahh the Strength Abusing Noobs, just spam dex it works pretty good for me,but its still a pain in the ......




pRopaaNS1337 -> RE: Merc's and their two turn kill needs to be fixed (3/15/2011 18:17:36)

I think maybe merc should get its all skill tree reworked. All abilities just does damage except few. 3 abilities just for crappy clubs, for swords just 3hit strike ability. Altough I don`t care, because I dislike merc starting with its bulky look. I`d rather have another class for swords. Eh, forget it, it`s not like I`m even playing ED.




BloodRainbow -> RE: Merc's and their two turn kill needs to be fixed (3/15/2011 18:31:37)

str mercs a week... im a mage and i cant remember the last time i lost to a str merc.
5focus a sup mercs are a far greater problem than str mercs




Dax -> RE: Merc's and their two turn kill needs to be fixed (3/15/2011 18:38:10)

I do think that adding a 1 turn warm-up to the mercenary stun skill and possibly adding a tech requirement to hybrid would do wonders to combat the strength mercenary stun-zerk build which is capable of depriving level capped players with full varium gear and reasonable amounts of defense and HP of a chance to make a move. With a 1 turn warm-up every opponent would have a chance to use a countermove such as EMP or a type of shield. Making hybrid non-passive is going too far though. I don't believe maul or atom smasher need a technology requirement if the two changes listed above were to be implemented.




Larcell -> RE: Merc's and their two turn kill needs to be fixed (3/15/2011 19:18:36)

Solution: +5 Focus Build with Physical Armor (even if you're a merc like me, it works with MAX Hybrid too)




Elf Priest JZaanu -> RE: Merc's and their two turn kill needs to be fixed (3/15/2011 20:11:46)

The only true reason this particular build is fashionable, is because, of the amount of battles per hour. The win % is low due to the risk compared to a balanced build.

It is a truly formula build with no real strategy or ability to adjust. If more players adapted a defensive orientated style of play, this build would become extinct. Offense is exciting and how fast and how many is still ideal in this game. Very few people would choose to have passive builds that focused on defense. Slow play is not rewarded in this game aside from one's peers.

If all mages wanted to throw a wrinkle to this build, unite and create a 112+ HP build with +6 reroute. Players want to speed the game up, why not have some players slow the game down. Mages have that ability, use it.

~JZaanu




B9000 -> RE: Merc's and their two turn kill needs to be fixed (3/15/2011 20:29:38)

Some solutions that might work:

Make maul have a one turn warm-up (as dax mentioned)

Give maul either a chance to stun or defense ignore, but both makes it a bit much (same for bunker having two perks).

Greatly reduce the chance of all stun moves actually stunning when used on the first turn (I think this would work well for 2v2. In 2v2, if you get stunned your enemies can attack you 3 times before you get a first turn).




Soliqe -> RE: Merc's and their two turn kill needs to be fixed (3/15/2011 21:24:43)

There is a simple fix to this.

Add stat caps. Can we say, 100 stats max with buffs included? Most builds have over 100 stats in strength...





king julian -> RE: Merc's and their two turn kill needs to be fixed (3/15/2011 21:45:38)

quote:

-Maul and Atom Smasher should have a Technology requirement


I can agree with that but, give maul and atom smasher a support requirment(cause all str builds hate support) that would nerf a str merc. Starting and 30 increase 2 a lvl.

i also disagree with this cause i destroy str merc with THIS build, i just use assimlation to throw off there strategy super easy wins




Luna_moonraider -> RE: Merc's and their two turn kill needs to be fixed (3/15/2011 21:46:14)

@ lotus
no i dun want another build limiter to be placed in this game. focus and agi are already irritating enuf. i rather they have a warm up or a stat requirement of some sort.




Lectrix -> RE: Merc's and their two turn kill needs to be fixed (3/15/2011 21:49:16)

Club requirements, maybe? I mean, Mercs only have two Skills that require a Club, while Tech mages have SIX Skills that can't be used without a Staff. Literally HALF of a Tech Mage's Skill Tree is inaccessible when they use Swords. Does that sound fair?

But what difference would that make? Clubs are usually just as powerful as Swords, while Staves are often weaker than Swords...




Luna_moonraider -> RE: Merc's and their two turn kill needs to be fixed (3/15/2011 21:55:15)

^ lolz we are talking bout stun and zerk kill combo so why would they need a club requirement when stun a.k.a maul needs a club.
do agree with you bout mercs havig it easy when the use sword.it is true i do hope mercs surgical strike would have a club requirement. mercs just have to little skill which cannot be used when they use a sword.





Lectrix -> RE: Merc's and their two turn kill needs to be fixed (3/15/2011 22:03:51)

Beserker doesn't have a Club Requirement... yet...

And yeah, Mercs have too much freedom compared to the other Classes. ATM, they can get away with 3 different (and each extremely overpowered) Builds: Strength, Support, and 5 Focus Tech. Bounty Hunters are pretty much just restricted to the Smoke Screen Build... and Tech Mages? Two options: the Malfunction --> Deadly Aim Build, or the "Noob Build" (Max Plasma Bolt, Overload, and Plasma Rain).

I think it's time to show Mercs why Bounty Hunters and Tech Mages are complaining. ALL Mercs need to be given a well deserved nerf.




Luna_moonraider -> RE: Merc's and their two turn kill needs to be fixed (3/15/2011 22:13:07)

^ hmm zerk having a club requirement wont do much but restrict me from killing the critting haxing boss called big tuna cause there is no +31 energy club which is non var. actually bh also have it easy when they use sword. 5 focus+robot +decent support+sa+ smoke and decent barriers= bh can own. while mages need to either stick to support build or so called heal loop builds when the use sword. it is relatively hard to use a sword when u are a mage. well that is wat i think.




Soliqe -> RE: Merc's and their two turn kill needs to be fixed (3/15/2011 23:01:03)

@luna

A 100 stat cap doesn't limit the game at all. It actually benefits it. Many MMOs have stat caps so builds aren't overpowered.

Plus hardly anyone has 100 stats (excluding str mercs) therefore, it would only limit the stat abusers.




voidance -> RE: Merc's and their two turn kill needs to be fixed (3/15/2011 23:44:20)

That wouldnt fix much because only a handful of str merc's go over 100 str without use of modifiers, They would need a build like epicness just to clear 110.




Luna_moonraider -> RE: Merc's and their two turn kill needs to be fixed (3/16/2011 0:04:24)

@lotus
i used round 100 plus dex wif buffs from weps and enhancements to beat lowe so with stat limiters i cant beat lowe anymore and possibly tuna cause i cant do 5 focus robo build like all u var people do.i need to use a either a quick kill(str build with alot of str) or a tank build to beat boss npcs with stat limiter non var dont stand a chance against all the boss npcs. that is why i m against stat limiters there other ways to tackle this problems stat limiters is 1 of the solution but i dun like to see it being implemented. most non var npc build uses round 100 plus dex. so with stat limiters those build are useless. we need more dex now because the devs decided to reduce the block rate %. so stat limiters would kill all hope of non var using a tank build to beat a boss npc.

Going to make a list of npc builds which need more that 100 stat points in a stat soon and i will post it here.




drinde -> RE: Merc's and their two turn kill needs to be fixed (3/16/2011 0:51:41)

There's a relatively simple way to cancel out 2/1-HitKOs. Make 1 StatPoint in HP give you +3 instead of +2HP. Long Term Battles, less SpeedKills. But then, Agility also hafta be modified to accomodate the new HP scale.




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