Zooka and Gun Enhancements (Full Version)

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Calogero -> Zooka and Gun Enhancements (4/20/2011 12:09:55)

quote:

Epic UPDATE Friday! More of Engine 2x goes live! Prepare for Zooka and Gun enhancements, new NPC, new Trainhub, Armor level ranges +++

quote:

Not true, new stat balancers are going live also! Skills will face similar diminishing returns beginning friday!


This thread is more to discuss the new Enhancements...
What are your thoughts about this?
Will this be usefull now with the recent stats cap?nvm this seeing New Stat Balancers will be released aswell
Will this make ' overpowered ' builds even more Op'd and will the gap between Varium and Non Varium grow due to this?

Discuss




Lord GaGa -> RE: Zooka and Gun Enhancements (4/20/2011 12:12:21)

Crapp... I really dont wanna have to keep buying bloody varium =.=
I atually can't be botherd.
All the freaking time where paying our money for this game.




Matgon -> RE: Zooka and Gun Enhancements (4/20/2011 12:12:36)

Oh boy..... I pray he means damage-wise enhacements... and not stat wise.




helloguy -> RE: Zooka and Gun Enhancements (4/20/2011 12:12:41)

Im not worried about people being OP,i just NEED to know how much its going to cost me -.-




8x -> RE: Zooka and Gun Enhancements (4/20/2011 12:16:39)

quote:

Prepare for Zooka and Gun enhancements

I've always supported Titan and Nightwraith no matter how players hated their releases, but now... I don't give a crap...




Light Stridr -> RE: Zooka and Gun Enhancements (4/20/2011 12:22:00)

quote:

Prepare for Zooka and Gun enhancements


Diminishing returns was a step forward.
This...
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Save us the effort and declare ED P2P. Now.




H3P04 -> RE: Zooka and Gun Enhancements (4/20/2011 12:24:59)

Just great with a cherry on a top (Obvious sarcasm). Seriously bad news for non varium players and this games balance. Just when I thought that the difference between classes had become more smaller these news come and makes me think that non-varium vs varium balance will become extinct. Now the game might truthfully become pay to play. Also bad news to those who don't want to spend their cash on extra enchancments and new weapons.




Titan -> RE: Zooka and Gun Enhancements (4/20/2011 12:44:25)

This improvement is good news for everyone, both f2p players and upgraded players.

Starting Friday, with the addition of Zooka and Gun enhancements, a new system of diminishing returns will go into effect for skill improvements as well! Similar to how diminishing returns currently work for primary, secondary, zooka, and robot damages, these change will apply diminishing returns on the improvement rates of skills after the player has reached medium (55 stat points) and heavy (85 stat points) investments in the stat that improves the skill.

This means for example that if a skill previously improved with every 4 points of a stat investment, once the player invests stat points beyond a certain amount, the skill improvement rate may increase to 4.5 points, or 5 points (these rates will vary).

Examples:
A player that has invested 40 points of Support into their build will see no change in Artillery Strike
A player that has invested 50 points of Dexterity into their build will see no change in Technician
A player that has invested 70 points of Technology into their build may notice a very minor damage reduction in Plasma Bolt (maybe 1-2 points)
A player that has invested 130 points of Support into their build will see a significant reduction in the damage of Artillery Strike (maybe 4-6 points)

The objective of this change is to discourage boring one-way builds, while promoting exciting strategic play.







Smackie El Frog -> RE: Zooka and Gun Enhancements (4/20/2011 12:48:15)

Will this change any of the debuffing skills?




skeletondude -> RE: Zooka and Gun Enhancements (4/20/2011 12:52:26)

i like this update can't wait ohh and will it change anything in str builds




Wind -> RE: Zooka and Gun Enhancements (4/20/2011 12:52:36)

Pretty awsome titan, so that means the entire new stats of ED Progression for the skill tree can change on whether you spam one stat area of have a balanced 5 focus build.
Meaning now not always will support mercs will rule 2vs2! yay now mage might come back.

But Titan I do find one small possible problem, what happens with the new enhancements for sidearms and auxilaries will they have the sae amount of enhancement slots as a normal weapon (approximately 8 enhancement slots) or will it be half? because what happens if a strength merc invests all enhancements into strength which can most likely bring back the devastating OP strength mercs? even though berserkers power will dramatically be reduced mercs will still have their Strike!




Calogero -> RE: Zooka and Gun Enhancements (4/20/2011 12:52:57)

but this won't affect % based attacks ( Like Bludgeon/Berserker etc )
or will they be reduced aswell...

if it doesn't I see this Rebalancing completed yet...
Only thing I see is that STR abusers will have more Stats to use as a defence




TurkishIncubus -> RE: Zooka and Gun Enhancements (4/20/2011 12:53:03)

More Enhancement :S , why always bad releases follow the good ones :S

Its toooo Expensive :( Enhancement should be only with credit (with lowered values) :O




Titan -> RE: Zooka and Gun Enhancements (4/20/2011 12:53:14)

This can potentially affect buffs / debuffs .. here are some more examples:

A player with 40 points invested in Support will notice no change to the effectiveness of Reflex Boost
A player with 80 points invested in Technology will notice a small reduction in the effectiveness of smoke screen (maybe 1-3 points)
A player with 130 points invested in Support will notice a larger reduction in the effectiveness of Field Medic (maybe 4-6 points)

The values I mentioned are just rough guesses, I would need to plug the values into our formulas to determine exact changes.




Light Stridr -> RE: Zooka and Gun Enhancements (4/20/2011 12:53:24)

And make the enhancements credit-only please, otherwise I'm definitely not coming back :/ because non varium = cannon fodder.




Larcell -> RE: Zooka and Gun Enhancements (4/20/2011 12:53:52)

I love the diminishing returns update. But....................


GUN and ZOOKA enhancements? [&:][&:]

It's going to epically SUCK for those who are just barely hanging on with pure nonvarium weapons. Unless, the enhancements are at a VERY low, CREDIT price.

I have 3,900+ varium and I was saving it only for Primaries,New Armor, and Enhancements towards new Primaries and New Armor..... AH POO! Now I have to factor in enhanements to New guns/Zookas. I'll use the new enhancements on what I got now....but this is my FINAL weapon set. But I ain't paying for anymore varium. Here on out it's Free Offers...

Titan...h-how, could you? The Abraham Lincoln on my dollar bill grew Titan's Beard. NOOOOO. It's my money!




One Winged Angel1357 -> RE: Zooka and Gun Enhancements (4/20/2011 12:55:14)

If my memory is correct we were told on EDf there would be no enhancements for guns and auxs but as EDf is now dead i can no longer find the quote to prove myself correct(nor could i do this for quests or fame but those dont matter in the grand shceme of things)

anyway i was going to get Varium soon so i might as well spend it all in one place




PD -> RE: Zooka and Gun Enhancements (4/20/2011 12:56:56)

I'm guessing after this update It'll be possible to get as much as 110 Stat Modifiers in Total, assuming Rares like BunnyZooka will have 10 enhancements, and that guns will have at least 3 enhancements.

But then again, Diminishing Stat Requirements doesn't make the opponent feel the whole true boot behind the power of +100 Stat Mods. However, this makes the problem of Stat inflation even worse than it was before.




Wind -> RE: Zooka and Gun Enhancements (4/20/2011 12:57:53)

quote:

This can potentially affect buffs / debuffs .. here are some more examples:

A player with 40 points invested in Support will notice no change to the effectiveness of Reflex Boost
A player with 80 points invested in Technology will notice a small reduction in the effectiveness of smoke screen (maybe 1-3 points)
A player with 130 points invested in Support will notice a larger reduction in the effectiveness of Field Medic (maybe 4-6 points)

The values I mentioned are just rough guesses, I would need to plug the values into our formulas to determine exact changes.


Titan as you said they're just rough estimations, may i suggest that there be no debuff on stats until they've reached about 60+ because if they have no change until 40+ it may influence players to stay within the 4 focus-5 focus stat boundary area, meaning more tank builds meaning more longer battles.




TurkishIncubus -> RE: Zooka and Gun Enhancements (4/20/2011 13:00:34)

Will %ignore/%more dmg skills effected from Skill adjustments?




Smackie El Frog -> RE: Zooka and Gun Enhancements (4/20/2011 13:02:18)

I'm psyched for this update! Woohoo more stats!




Wind -> RE: Zooka and Gun Enhancements (4/20/2011 13:03:01)

turkish im pretty sure it wouldn't change since % is compared between you and your opponent, such as the % of you blocking you opponent is by who's got more dexterity




TurkishIncubus -> RE: Zooka and Gun Enhancements (4/20/2011 13:05:13)

^ I meaned Skills like Massacre and Maul , i added "skills" word for making it more clear




Calogero -> RE: Zooka and Gun Enhancements (4/20/2011 13:05:24)

@ Turkish

I asked and
quote:

@Andy123AE Strength has diminishing returns applied on Primary Damage and Gun Damage. It is not to their advantage to build extreme str.


Meaning % based attacks won't be affected qua skill, only qua STR... which is sad seeing Defence has been rebalanced aswell so This is imo actualy a Nerf for
all skills except % based attacks




TurkishIncubus -> RE: Zooka and Gun Enhancements (4/20/2011 13:07:09)

^

Great than ^^ i will get More STR + same strong Masssacre while Mages Malf-DM-Heal is reducing :D




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