RE: =ED= Delta Update 1.3.0b is Live (Full Version)

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Giras Wolfe -> RE: =ED= Delta Update 1.3.0b is Live (7/15/2011 0:21:00)

@Buffy

I am completely honest in disagreeing with you that Nightwraith has done a "HORRIBLE" job on the games graphics. The Delta weapons look great. The stun blasters looked great. The armor hazard looked great. The bunny bor... uh... the banana... er...okay the one size fits all armors look bad unless you're a male mercenary. (Except for the banana suit, which looks bad for everyone.)

The game artwork is a matter of opinion, however I see where you're coming from on this. (As in, whats with the giant bottle of green bilge being poured out above the cantina?)

And I admit if the city was my factions home for such a long time, I would take the appearances very seriously.

I respect your right to express that opinion and I also respect your opinion.




edwardvulture -> RE: =ED= Delta Update 1.3.0b is Live (7/15/2011 1:07:21)

Cinderella:
quote:

We actually thought removing multi would cause a huge player backlash, since "NOW BM USELESS IN 2V2!", rej.

Well, if they were truly new classes, they could go off without a multi.




Celestine -> RE: =ED= Delta Update 1.3.0b is Live (7/15/2011 1:58:37)

To say the least, the only positive change in this update was the Fortune City new graphics.
For the two weeks it took for this update, that is quite sad.

The Performance Improvement has reduced lag for me, but the Lag Monster is still roaming around.
I'm not sure how long/hard it is to reduce the lag, but that is not really an excuse for the lack of an update this was.

I was extremely disappointed when I discovered that the new Boss NPC did not give out an achievement, especially since he is harder than Armor Hazard.
Then I discovered he was a part of the mission that only gave 1,800 credits. I expected 3,000 credits or even 1,500 BT, but turns out he isn't at all useful.
This amount of credits is only useful for lower level players, who may I add, can't defeat him even with a Level 33 Varium Partner.

On to the Balance Update, which IMO was most disappointing.
Why? Because it did absolutely nothing.(yes, a bit exaggerated)
Why did we have a balance update? To level the playing field between the 3 new classes.

What occurred?
CH stayed the same. Buffing the % of Static Charge does nothing unless you make it passive and give it BloodLust's %.
TLM saved itself with just a small scratch. The two point reduction was a positive change, but I was expecting a bigger nerf to Poison Grenade. As for Frenzy, giving it a club requirement didn't make any sense to me as those who usually abuse Frenzy are Strength TLM & 95% of them already use clubs...but hey! At least, it was decreased in %. My main point is that this class did not decrease in power whatsoever.
BM was (accidently) nerfed, which is ironic since it is probably the weakest class. Replacing a vital skill with a skill that could only be used for one purpose is a horrible idea. Just because the players wanted a defense boost did not mean you had to abide. Those are just ideas thrown out, you should know better. This class was build around strength so giving it a defensive skill makes no sense to me. BM was ruined when it was first created, in order to balance this class, you need to re-build it. If that is too much work, at least improve it. Give it Smoke Screen, this will not make it overpowered, as it is the same as a Strength BH with smoke. It is a melee class, the main point is to out-damage your opponent before he/she kills you. Saying it improves its caster abilities is not an improvement at all. This class is limited, weak, and continues on getting weaker. I just hope you can improve the class before it becomes extinct.

We, as the players, can only help the developers so much. We can give you ideas, suggestions, critiques, etc.
At the end of the day, you are responsible for the decisions you make for the game. Think them out thoroughly.

This post is in no way flaming the staff, it is a simple constructive post.

All the best,
Celestine




Digital X -> RE: =ED= Delta Update 1.3.0b is Live (7/15/2011 3:36:05)

Whilst BM had Assimilate, i did not think i'd need another Primary other than a Staff, and all i have now is Independance Cleaver (which i think is the energy one) and the Delta Staff :/

Eh.. This isn't good, I've done some silly things in my ED time but i've really done a silly here.




RKC -> RE: =ED= Delta Update 1.3.0b is Live (7/15/2011 4:45:25)

Why are the Dev's being so stubborn. Why cant they just make Static Charge passive, they are so stubborn its getting annoying now.

This release made no dent at all everything was the same a before. Nothing changed[:@]




comicalbike -> RE: =ED= Delta Update 1.3.0b is Live (7/15/2011 5:21:13)

i think they never listen to the players as we had lag in gama they promised to fix it and did not.said they where still working on lag and now its worse. did they ever test it properly no




King FrostLich -> RE: =ED= Delta Update 1.3.0b is Live (7/15/2011 6:05:29)

Wow seriously, now they removed assimilation for reflex boost? That just sucks big time for me.




Calogero -> RE: =ED= Delta Update 1.3.0b is Live (7/15/2011 6:26:18)

@ Frost

This sucks big time for all STR Blood Mages...

But Tacts are still as strong as before




Arcanis -> RE: =ED= Delta Update 1.3.0b is Live (7/15/2011 6:37:13)

Seems devs are true visionars. They gave us next years Aprils Fools update 9 months early.
Was fun,now get real and do some decent work in this game.




AQ Guardian -> RE: =ED= Delta Update 1.3.0b is Live (7/15/2011 8:27:09)

BloodMage finally got buffed? sorry but more like "nerfed to oblivion"! [&:]




PumKing -> RE: =ED= Delta Update 1.3.0b is Live (7/15/2011 9:30:00)

The reason staic isnt made passive is because it would be montrously unfair to the tech mages, which would prove beyond any shadow of a doubt that the devs really DO hate the tech mage mage class. But here is my idea for that

Indeed, static should be made passive, but the TECH MAGEs reroute should be changed and not the TLMs reroute. Let me explain, tech mages are govt sponsered beings of delta 5, so that means they are the smartest people on the planet, and have the best technology to boot, so it should only make sense that they have a better reroute than some civvy scientists (the TLMs). So what the perfect idea would be would to simply switch the percentages of the tech mage reroute with the CH static, which would then become passive. Everyone wins, the caster build can come back, and CH get more mp than they would with blood lust percentages (really not a problem because they are gaining mp and not health, so it doesnt nessesarily mean they stay alive longer), and it is fair to the tech mages as they have no hybrid armor to help control damage flow (OK, maybe get staic to only go max to 50%, but come on, they need something better, I've said it before, and I'll say it again, the LMs are Oped from reroute due to the fact that there skills don't cost comparitively with the skill, just look at max plasma bolt, with 48 energy you can use it once and you dont have enough left for a lvl 1 FM) just saying, that it would bring more balance to the game if the devs did that




WhiteTiger -> RE: =ED= Delta Update 1.3.0b is Live (7/15/2011 9:36:34)

Well, this is why I'm really glad I don't have enough credits for a class change. Looking on the positives, at least they didn't totally kill a class. In my opinion, nothing much really changes from the last update, but taking small, slow steps is better than doing a large nerf. I was disappointed that Admin 11 didn't give an achievement and that the mission reward was so small, but I guess getting 6 stars will be a bit longer.




9001WaysToLaugh -> RE: =ED= Delta Update 1.3.0b is Live (7/15/2011 11:02:49)

I think titan should play this game like he used to. Back when he played the balance was good, but when he quit... well the rest as you say, is history.




Dendavex -> RE: =ED= Delta Update 1.3.0b is Live (7/15/2011 11:13:10)

@9001waystolaugh Your totally right thats the smartest comment in the whole ED general discussion ever since Titan got onto this but assigned Devs to do stuff this game hasn't been balanced enough thank god for your brain your super smart




tigura -> RE: =ED= Delta Update 1.3.0b is Live (7/15/2011 11:15:20)

Why is everyone complaining about BM? I love reflex boost, that with my 111 dex I block more than ever! If I recall correctly, A LOT (not all) of people were complaining about how BAD assim was when it came out. And now you're complaining about it being GONE? Not that I dont like it, I just don't have any good staffs (unless you call beta staff good...). Though it's true that adding RB makes intim much less useful. However, I sometimes stack the 2 skills against extra abusive str TacMs. Maybe the devs could replace intim with assim? But if not Im fine with the BM class. I can play offensively, and now defensively. Its built the way I like it.




theholyfighter -> RE: =ED= Delta Update 1.3.0b is Live (7/15/2011 11:26:17)

Blood Mage: A Roar for them
1. Wow, I'm a lvl 33 nonvarium Blood Mage and I can't even beat Big Tuna! The closest time was when both of us have 24 health left~~which she "multied" next killing 24~~ the exact number! Think Blood Mage is the only class that can't beat her~~~~
2. Um....I don't get why Blood Mages need Intimidate...
-Earning them Field Commander or Smoke Screen is what Blood Mages need!!! ( to be offensive )
3. Cyber Hunters: Bounties could be insults to me, but Cybers.......However, they seem weaker now! The new skill...Static Charge....this update....helpless?
3. Um.... BLUGEON attacks more than FIREBALL!!!!(although it is blockable, but lvl 1 blugeon(10 energy) and lvl 1 fireball (15 energy) compared.....BLUGEON is BETTER and LESS COSTLY=don't know why Blood Mages are evolved versions of Tech Mages
4. Q: Blood Mages offensive? A: Don't think so...Reason: they can't reduce their opponents' defense/resis neither can they increase their attacls (Deadly Aim has a HIGH support requirement...)

Blood Mages: They get blood on themselves?

By the way, i wonder why there aren't any build suggestions on beating NPCs for Blood Mages. Example: Titan, NightWraith, Big Tuna, Charfade





Calogero -> RE: =ED= Delta Update 1.3.0b is Live (7/15/2011 13:19:53)

another server restart is going to happen in the next minutes...

nothing usefull




Fay Beeee -> RE: =ED= Delta Update 1.3.0b is Live (7/15/2011 16:44:28)

I love the new graphics at Valestra AND Shadow Guard :)




DeathGuard -> RE: =ED= Delta Update 1.3.0b is Live (7/15/2011 16:49:56)

@Fay: Finally one of many replies don't containing flaming/trolling,
Can a ak delete all the flaming posts please? This soon will become a war thread at anytime




endtime -> RE: =ED= Delta Update 1.3.0b is Live (7/15/2011 16:54:01)

Excellent boss, too bad it gives only 1,800 credits. Also nice work on the lag, even though there is still lag, there has been significant improvement. The main problem is that the balance configurations were terrible. Blood Mages became even weaker and Frenzy and Poison Grenade weren't the reasons Tactical Mercenaries are excessively strong. Here's a hint: it's the combination of Hybrid Armor and Reroute.




TTG Sean -> RE: =ED= Delta Update 1.3.0b is Live (7/15/2011 16:55:58)

Yeah Endtime They Should Have Either NOT BOTH




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