Tech Mages---how to bring them back devs (Full Version)

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PumKing -> Tech Mages---how to bring them back devs (7/21/2011 20:11:24)

I am getting really tired of how tech mages are put in every post on how they were nerfed and are now the forsaken class. It doesn't matter what class it is defending to stop a nerf, I really don't care anymore, I want to see more TMs, so here are some ideas, which either a few or all could be implemented, but probably just a few (to keep balance you know).

1. decrease the cost of all attck skills (few have noticed, and even fewer have said anything. Reroute is required to be a viable battlier)
Explanation: for the simplest example look at a lv 1 plasma bolt and lv 1 cheep shot. Plasma bolt costs 15 and cheep shot cost 10, ok, not too bad right, only 5 points difference, but you'd be wrong, plasma bolt only attcks with energy, while cheep shot uses the attk of the wepon onthe BH, and cheep shot then increasingly ignores defense with each lvl up and always gives a 25% chance to crit

2. Change super charge to be boosted by tech instead of dex
Explanation: this stops it from being effective in high tech builds, this stops it from being an effective 4th teir attck, again comparing the bh classes massacre, while it initially cost one point of mp more, it improves by str, which allows it to work beautifully with str builds which is exactly whay that skill is best used (and only used with). Even comparing surgical strike is better as it not only ignores some res, but also steals life, and lowers res, but most importantly is boosted by tech for an energy attck

3.Move Malfunction to either a second teir or first teir attck.
Explanation: Of all the nerfing attcks malfuntion has to be the worst placed, let us compare firstly the merc classesintimidate, which simply lowers str, while it is the bane of basically all str builds it is largely ignored except by tank builders as it makes a nice skill to cover ones bases on shielding themselves for their opponents (this is a second teir attck). But now let us turn to the incredibly effective smoke screen (a teir one attck)which lowers the dexterity of an opponent, this then creates the myriad of effects, as follows, one lowers def which makes phys attcks more effective, increases your own chance to connect a hit, lowers you opponents chance to conect hits with you, and finally lowers the effectiveness of attcks that are boosted by dex. Now looking back to malfuntions which lowers technology, this lowerd an opponents res and lowers the effedctiveness of skills that improve with tech *yawn* looking at the comparitive effects, it seems very clear that malf DEFINATELY needs to be put up a few teirs. SMOKE SCREEN DOES NOT NEED TO BE LOWERED A TEIR <--jut wanted to make that clear. Ideally malf should take the place of defense matrix, which then takes the place of blugeon, and blugeon takes the empty place where malf was (and gives a better synergy to str TMs). But if Malf were only to beraise 1 teir, then the ideal switch would be to have it trade places with blugeon.

That's all I have to say about that.

EDIT: look, I know that this should probably go in suggestions, but this is the best way for people to see and comment on it, so please don't be to harsh on this post devs ;_;

--I am a BH, and I support this message--




Angels Holocaust -> RE: Tech Mages---how to bring them back devs (7/21/2011 20:15:17)

I got a simpler solution. Remove agility, and return the cool down of field medic to 3.




Wootz -> RE: Tech Mages---how to bring them back devs (7/21/2011 20:17:01)

Geez, use a high support of +5 Focus build. Every high-leveled TM does.
Castering at High levels is hard to use since you'll be destroyed before you can do atleast 40 damage.
I agree to the 2nd and 3rd part of your complaints/suggestions, though.




Razen -> RE: Tech Mages---how to bring them back devs (7/21/2011 20:21:03)

@Angels: Oh yes, because we would all just ADORE being Heal Loopers.

I'd like if Super Charge was made a more reliable skill. The cost of it is 'outrageous' and it seems to be the least effective of all the ultimate attacks. As well, it being boosted by Dex allows for the "vicious" Overload SC build.

And, Smoke compared to Malf...Smoke is better in pretty much every single way unless someone hits you with Malf FIRST, this ruins Smoke practically. Unfortunately, Malf can be nerfed thanks to the Curse Debuff. So, I agree that Malf SHOULD be a first tier move.




DeathGuard -> RE: Tech Mages---how to bring them back devs (7/21/2011 20:21:15)

5 focus is bored dude, we want new build options and I support this thread 110 %! [:D]




Wootz -> RE: Tech Mages---how to bring them back devs (7/21/2011 20:22:43)

quote:

5 focus is bored dude, we want new build options and I support this thread 110 %!


And your point of that argument is?




PumKing -> RE: Tech Mages---how to bring them back devs (7/21/2011 20:23:21)

@Angels Holocaust, that is a nice idea, but that would make TLMs heel-loop even more crazy, not to mention they would have even more hp than a heal-loop tech mage, but the biggest reason why that would not help the TM class, is due to the teird effect of stat point progression, it would not longer be possible to have a good def and res with the high hp, and if you did you would give up str for it, which would then lower the return you would get for your mp from reroute




InceptionAE -> RE: Tech Mages---how to bring them back devs (7/21/2011 20:25:21)

@Angels

Not agility, but put it back to 3 turns.




DeathGuard -> RE: Tech Mages---how to bring them back devs (7/21/2011 20:26:33)

@Speedy: What is fun of having to malf, gun, aux , strike and repeat the same pattern? Anyways Assimilation should be moved too, but I will let pumpking the work of the skill tree, it is just coded at random same as bm. Malf at the first tiers will help mages a lot, It will give new build options out there and maybe a caster skill pattern build :P




Wootz -> RE: Tech Mages---how to bring them back devs (7/21/2011 20:26:41)

quote:

I got a simpler solution. Remove agility, and return the cool down of field medic to 3.


Thanks for the suggestion, that would make every defensive BH heal loop then :)

quote:

@Speedy: What is fun of having to malf, gun, aux , strike and repeat the same pattern? Anyways Assimilation should be moved too, but I will let pumpking the work of the skill tree, it is just coded at random same as bm. Malf at the first tiers will help mages a lot, It will give new build options out there and maybe a caster skill pattern build :P


Sure, I don't mind moving Assimilation nor Malfuncion.
BM's skill tree is not random ( Except Reflex Boost ) everything is fine, and most people get beaten by BM, only some think they're weak so go for TLM instead. Same applies for CH's too, if you'd look on the today's 1v1 leaderboard, powerful dude. is leading. And he's a CH.
Caster? Sure, use Energy Shield/Blood Shield, and it'll be same as without Malf.




Angels Holocaust -> RE: Tech Mages---how to bring them back devs (7/21/2011 21:30:26)

The only way for mages is to heal loop. That's it end of story, it doesn't matter what you say or do it won't even matter.




Wootz -> RE: Tech Mages---how to bring them back devs (7/21/2011 21:32:42)

quote:

The only way for mages is to heal loop. That's it end of story, it doesn't matter what you say or do it won't even matter.


Actually, that is entierly wrong. Heal loopin' is destroyed. And you can win by using a High Support or a +5 Focus build.
But you can only use the most powerfull class only few can handle and must keep your so "good" and "Valuable" win ratio intact. And can't spend time on builds as the other parts of community do.




DeathGuard -> RE: Tech Mages---how to bring them back devs (7/21/2011 21:34:56)

Lol speedy you're kind of wrong, their is one build left, def matrix and technician plus 7/8 malf, I used it at gives me a 85% ratio, that is not bad and I have seen it is powerful.




helloguy -> RE: Tech Mages---how to bring them back devs (7/21/2011 21:36:05)

quote:

Actually, that is entierly wrong. Heal loopin' is destroyed. And you can win by using a High Support or a +5 Focus build.
But you can only use the most powerfull class only few can handle and must keep your so "good" and "Valuable" win ratio intact. And can't spend time on builds as the other parts of community do.



I laughed so hard on that last line

little to no peopl are doing this because if they where there wouldn't be whining




Wootz -> RE: Tech Mages---how to bring them back devs (7/21/2011 21:36:17)

quote:


Lol speedy you're kind of wrong, their is one build left, def matrix and technician plus 7/8 malf, I used it at gives me a 85% ratio, that is not bad and I have seen it is powerful.


And that means that Angels Holocaust failed. Am winnin'. Also, the build works, stick to it. As do STR and defensive BH do.




Wootz -> RE: Tech Mages---how to bring them back devs (7/21/2011 21:37:27)

quote:

quote:

Actually, that is entierly wrong. Heal loopin' is destroyed. And you can win by using a High Support or a +5 Focus build.
But you can only use the most powerfull class only few can handle and must keep your so "good" and "Valuable" win ratio intact. And can't spend time on builds as the other parts of community do.[/quote

i laughed so hard on that last sentence

little to no people are thinking on build because if they where they wouldn't be whining


That was also written to make fun of / flame Angels.




DeathGuard -> RE: Tech Mages---how to bring them back devs (7/21/2011 21:39:54)

Haven't you seen the high strength bludgeon + malf? It works great but you most know how to handle it :P.




Wootz -> RE: Tech Mages---how to bring them back devs (7/21/2011 21:41:03)

quote:

Haven't you seen the high strength bludgeon + malf? It works great but you most know how to handle it :P.


Nope, any pics?




T.600 -> RE: Tech Mages---how to bring them back devs (7/21/2011 21:41:45)

Deleted by me.




DeathGuard -> RE: Tech Mages---how to bring them back devs (7/21/2011 21:42:58)

Nope speedy, but I think BloodRainbow was having it, and it worked really good.




Wootz -> RE: Tech Mages---how to bring them back devs (7/21/2011 21:43:53)

quote:

quote:

The only way for mages is to heal loop. That's it end of story, it doesn't matter what you say or do it won't even matter.


Angels Holocaust is always right. Heal looping is balance.


I lol'd.

quote:

Nope speedy, but I think BloodRainbow was having it, and it worked really good.


I might check it out then, thank you :)




king julian -> RE: Tech Mages---how to bring them back devs (7/21/2011 22:49:50)

I dont think mages need any buffs they are perfectly fine though the suggestions u made would be great im very sure not a lot of people would switch anyway why idk.




DeathGuard -> RE: Tech Mages---how to bring them back devs (7/21/2011 22:53:38)

King they do, making this ideas implementend, won't do us oped but balanced, it will give new options to make builds more effective [:D]




king julian -> RE: Tech Mages---how to bring them back devs (7/21/2011 23:10:11)

quote:

I got a simpler solution. Remove agility, and return the cool down of field medic to 3.


Boy someone likes to live in the past. The reason they removed this is because it was effective with every build it was put against.




AQWPlayer -> RE: Tech Mages---how to bring them back devs (7/22/2011 2:46:14)

^
Not so sure about poison builds?




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