RE: Restore the glory of mages while maintaining balance? (Full Version)

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He Who Lurks -> RE: Restore the glory of mages while maintaining balance? (5/15/2011 7:24:23)

TM's are actually pretty strong right now. Those high support/high health builds are dominating right now.




BlueKatz -> RE: Restore the glory of mages while maintaining balance? (5/15/2011 10:09:26)

Those support high health fail badly vs bot, any kinda. It's really above average, but in fact everything else of Mage fail. I believe we want to change the overrate skill set of Mage, not cheering 2 useful skills




AQWPlayer -> RE: Restore the glory of mages while maintaining balance? (5/15/2011 10:41:06)

quote:

TM's are actually pretty strong right now. Those high support/high health builds are dominating right now.

Fail. That only applies for variums.




Mr. Black OP -> RE: Restore the glory of mages while maintaining balance? (5/15/2011 10:48:06)

@above
and then imagine the nv not using those kinds of build :/




tigura -> RE: Restore the glory of mages while maintaining balance? (5/15/2011 10:50:10)

I agree with all the suggetions, except for removing the 4 turn cooldown on heal. As much as I would like to be able to get 96% wins, mages would once again be OPed. However, I would really like to see agility removed. I hardly ever see builds with hp more than 110.




xxmirxx -> RE: Restore the glory of mages while maintaining balance? (5/15/2011 12:44:57)

above you could go more hp like 140 you just get minus 3.
quote:

TM's are actually pretty strong right now. Those high support/high health builds are dominating right now.

actually were not in 2vs2 section and we don't need are skills buff just healing cool down at 3.




IsaiahtheMage -> RE: Restore the glory of mages while maintaining balance? (5/15/2011 12:51:17)

I agree we need a buff.




eragonshadeslayer67 -> RE: Restore the glory of mages while maintaining balance? (5/15/2011 13:02:48)

quote:

Revamp the mage skill tree; make overload ignore a res %, give plasma bolt a crit %, buff technician ( how much points it gives or add 15% bloodlust to it), make plasma rain do more damage, increase the damage of super charge, make the energy amount taken away by assimilation unblockable.


All of these together would be fine for me, no need to take away agility/heal cooldown




DeathGuard -> RE: Restore the glory of mages while maintaining balance? (5/15/2011 13:26:02)

Supported.




kingmark345 -> RE: Restore the glory of mages while maintaining balance? (5/15/2011 13:27:53)

T.600: "Mages would not be OPed because agility would weaken their defences."

sk1tz: "i dont support because mages would become heal loopers again, and mages would become OP"

@sk1tz - Exactly. The whole point of agility and adding to the cooldown of Field Medic was to wipe out techmages' "heal looping" builds. Removing agility would only increase the chaos that's already going on. Imagine a mercenery adopting the idea of heal looping. This would be the outcome:
Properties of the average Level 33 High level Mercenary after trying out heal looping
Tank
Heal looper
Support abuser
Stat overdoser
(Now combine high support with heal looping)
SUPOD + HL + (DO+HA) + STAOD = Houston Nightwraith, we've got a problem.
SUPOD = Support Over Dose
HL = Heal Looping
DO = Defence overdose
HA = Hybrid Armor
STAOD = Stat overdose

The merc population might even increase their health to the size of the techmages'.

Now the full equation would be:

MH + SUPOD + HL + (DO+HA) +STAOD = The Incredible Hulk
MH = Massive Health
SUPOD = Support Over Dose
HL = Heal Looping
DO = Defence overdose
HA = Hybrid Armor
STAOD = Stat overdose


The result is: Total UNBALANCE, Complete CHAOS, and obviously OVERPOWEREDNESS. ... Or just... the end of the world!!!

Epic Duel would have little green gamma-ray infected brawny mercs who don't know how to make other builds than the kinds stated above. That's kinda like what happened with Strength Overdosed bounty hunters.

When that happens, mercs would become nerfed so bad, they would become the weakest class for a looong time.

REMEMBER: All the classes are connected in one way or another. One small change in a class (lets say... the removal of agility) can result in massive unbalance.

Also, Tech Mages aren't really the weakest class right now. They're still pretty strong. Yes, it applies for the varium users, but since when could non-varium-using Techmages defeat Tank Mercs and Bountys?

Note: I realize I went off the topic of Techmages to Merceneries, but you see the point.

So as you can see, I am seriously against this idea. No hard feelings, I just want the best for Epic Duel. :)


~ Electrik Dynomyte




xxmirxx -> RE: Restore the glory of mages while maintaining balance? (5/15/2011 13:37:24)

So your bounty that is stat abuser and your bot abuser. Yah I see your point you know won't stand chance against use.




BloodRainbow -> RE: Restore the glory of mages while maintaining balance? (5/15/2011 13:51:14)

@kingmark

the idea behind removing agility is to encourage creativity. and ur post makes it sound like more fun and shows that mercs could benefit for high hp just as much as mages. the 5focus bot builds r geting old i wana fight something new.

and i dont see at all how high hp mercs would be insainly overpowered. becuase ur say that if mercs decided to heal loop they would be unstoppable but during the age of heal loopin mages alot the bh and merc counter builds were actually heal loopin builds.
.
quote:

So as you can see, I am seriously against this idea. No hard feelings, I just want the best for Epic Duel.


how is encouraging creativty bad for Epicduel?


quote:

Yeah, that's the point :)

so ur against removal of agility, but agree with what i say??????? 0.o




kingmark345 -> RE: Restore the glory of mages while maintaining balance? (5/15/2011 13:57:28)

@ xxmirxx

Actually, I'm neither. I barely use varium, (I have outdated weapons... I'm still working on that) but I still make it with about 90-95% wins. I know enough to judge how these little things can change Epic Duel.

@BloodRainbow

Yeah, that's the point :)




xxmirxx -> RE: Restore the glory of mages while maintaining balance? (5/15/2011 14:22:18)

actually you do use varium weps btw your gun and armor is up-to-date.




kingmark345 -> RE: Restore the glory of mages while maintaining balance? (5/15/2011 14:36:55)

Hey, thanks for checking out my char page :D I hope you famed me ;)

Any way, my aux and primary wep aren't up-to-date. That makes a huge difference.

And for the record, I haven't purchased a good amount varium since last year - I know... that's sad =/ - and the one I purchased was a measly 500 varium. Last time I checked, 500 varium does NOT get you anywhere, other than for enhancements. I'm not going to waste my precious varium on enhancements, unless I have a large amount of it.




xxmirxx -> RE: Restore the glory of mages while maintaining balance? (5/15/2011 14:40:01)

I know I never said your Aux or claws.




king julian -> RE: Restore the glory of mages while maintaining balance? (5/15/2011 14:47:58)

Ok there not gonna buff mages unless they buff every class cause thats the perfect buff, they will not take out agility or make field medic 3 cool down, the skill tree buff sound good we rely need to buff the right side of the skill tree!

And the mage class isnt bad at all the 5 focus dexterity build rules its all about adjusting to the situation u are in




IsaiahtheMage -> RE: Bring back the Field Medic cooldown to 3? (5/15/2011 15:59:46)

I also believe mages stun should have a 40% stun chance its unfair that Mercs has a 20% defence ignore and 40% stun chance and BH have a 30% stun but plus a 10% stun chance and block chance from SA it will be 40%. Its another unfair one.




pokepwner -> RE: Bring back the Field Medic cooldown to 3? (5/15/2011 16:05:10)

But for mercs you need to to max maul for that stun % and for Bh you'll need to to max SA.Anyway mages stun skill should be buff but not to much.




BloodRainbow -> RE: Bring back the Field Medic cooldown to 3? (5/15/2011 16:40:10)

quote:

5 focus dexterity build rules its all about adjusting to the situation u are in


How many times does if have to be said the five focus builds are gettin ratarded. like 90% of all the higher lvl varium players are using them. i do not realy support the 3 round cooldown on FM becuase it would help the 5 focus builds more than anything. but if agility were removed it would allow the expantion of all classes. and encourage them to try something new and step away from the 5focus builds.




Mr. Black OP -> RE: Bring back the Field Medic cooldown to 3? (5/15/2011 16:43:36)

@isaiah
SA doesnt add to stun chance it reduces chances of getting stunned




BloodRainbow -> RE: Bring back the Field Medic cooldown to 3? (5/15/2011 16:48:33)

quote:

SA doesnt add to stun chance it reduces chances of getting stunned


Wrong, Isaiah is wright. SA does increase the chance to stun enemy




Lectrix -> RE: Bring back the Field Medic cooldown to 3? (5/15/2011 20:03:37)

Originally, I was in favor of lowering Field medic's Cooldown back to three. But if that happened, all Tech Mages would become "overpowered" Heal Loopers again, and that would be... boring. And repetitive. So instead, I think the Skill Tree should be revamped, to encourage more creative (and slightly more powerful) Builds. Half of a Tech Mage's Skills are practically useless (half of the skills ARE useless when a Tech Mage uses a Sword).

My ideas?

1. Get rid of the Staff requirements for Overload and Plasma Rain (the other Classes' Stun and Multi Skills don't require Class specific Weapons). The slam-your-Staff-into-the-ground animation should be removed, and replaced with an animation that works with Swords.

2. Assimilation's Staff requirement can easily be removed, without changing the animation. It's Energy Drain should also be unblockable (possibly at the cost of an extra Cooldown turn).

3. Plasma Bolt and Plasma Rain need to be buffed slightly (something along the lines of a small % of Resistance ignored, or a small bonus to Crit). I realize that these Skills can be overpowered if used with Technician and/or Malfunction, but that doesn't mean that Mercs should be able to do the same amount of Damage in one turn (and with less Energy).

4. Supercharge. Now that's a problem. A BIG problem. I think Supercharge's % of Resistance ignored should be replaced with something like a +25% chance to Crit. After all, the other Classes have Skills that add a bonus to Crit.




BurningFlames -> RE: Bring back the Field Medic cooldown to 3? (5/15/2011 21:02:43)

Not Supported :/ If the Devs think it's necessary it would have been done not to long ago. Mages have been complaining for a while... I was a Mage and I never had a problem, the only reason I changed was for 2v2 champ :) So I think it's fine




State Alchemist -> RE: Bring back the Field Medic cooldown to 3? (5/16/2011 0:48:48)

Burning Flames please answer this question

You stated "I was a Mage and I never had a problem"

If this is true then why

You stated "the only reason I changed was for 2v2 champ :)"

So By your own admission .... You can't win 2v2 champ as a Mage

You stated "So I think it's fine"

So you think its fine that you can't win 2v2 champ as a Mage? And you think this is fair?

Shouldn't ALL classes have an equal ability to win 2v2 or anything else?

Your own statements are contradictory and show that Mages ARE at a disadvantage!





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