Why we needed Agility (Full Version)

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ND Mallet -> Why we needed Agility (7/31/2011 0:56:28)

Lowering both defense and resistance by 1 point gives you between 5-8 stat points. That is 10-16 extra health easily and I only take 1 more point of damage from doing so. Repeating the process to remove 2 points from both gives you 20-32 hp and the defense doesn't change drastically. If you only do 3 damage at no defense removed and assuming that you're right on the edge of hitting above 3 then it will take between 4-6 extra turns at 5 damage just to negate the health I gained from lowering my defenses by just 2 points. So in a way, health gave you more than investing in dex or tech to improve defenses. Now with Agility in place, this is not as easily abused since you lose an extra point of defense(and in some spots 2).




Giras Wolfe -> RE: Why we needed Agility (7/31/2011 0:58:32)

Yes. That is true. ...so? :S




edwardvulture -> RE: Why we needed Agility (7/31/2011 0:59:55)

But they should modify it so we don't see "gridded" builds.




Giras Wolfe -> RE: Why we needed Agility (7/31/2011 1:01:00)

At the risk of sounding uninformed, please define "gridded build."




edwardvulture -> RE: Why we needed Agility (7/31/2011 1:02:29)

Like limited, I'd say. As in that it would be inefficient to use the numbers 95, 110 , or 125 or somewhere ridiculously close.




ND Mallet -> RE: Why we needed Agility (7/31/2011 1:08:17)

@Giras This post was to explain to the community that Health was overpowered in terms of surviving so Agility was made to nerf its effectiveness. Some people will always hate Agility because they believe it killed creativity but how else can you nerf Health? Lowering it to 1 point per stat would require an entire rework of the stat system unless you want battles to be determined by who goes first and happens to have a str build.




rej -> RE: Why we needed Agility (7/31/2011 1:17:07)

i was a mage at the time of agilities creation, so, of course, i never forgave its existence.

Question: is it possible to crucify a feature in an online pvp mmo? if so... hehehehe....




xxmirxx -> RE: Why we needed Agility (7/31/2011 1:19:22)

Who cares I was merc and I had fun with agility.




Giras Wolfe -> RE: Why we needed Agility (7/31/2011 1:25:24)

@Edward I agree, it's annoying that all my builds have to be either 95, 110, or 125 hp.

It appears that 125 hp builds are right back in style. But any more seems completely out of the question. :/




Angels Holocaust -> RE: Why we needed Agility (7/31/2011 1:26:27)

It was implemented to cripple mages, and that's what it did. There unplayable now, quite sad. I honestly liked the game before this abomination was created. It's all 95 health or less now which is great for strength builds. They can kill you even faster now, the mercs once useless maul is now godly if it connects because it's does at least 41 damage, and to make matters worse if your stunned its good game. All this feature did was help promote class change and make one class oped.




rej -> RE: Why we needed Agility (7/31/2011 1:29:09)

@angels.
in some ways, it was the lesser of two evils. by destroying the heal looping empire, they paved the way for new theoretical overcharged classes (these turned out to be more than jsut merely theoretical of course, but that is beside the point)




xxmirxx -> RE: Why we needed Agility (7/31/2011 1:33:02)

By adding agility everyone start enhanced there items to have advantage.




T.600 -> RE: Why we needed Agility (7/31/2011 1:37:42)

Agility stopped all high health builds from working, especially the tech mages' mighty heal loop build. It forces us to either use 95, 110 or 125 or even 140 hp if you try to be creative. It's extremely simple to create basic builds that can attain a high win % now; just use 5 focus with your health in the 90's. You will get a +1 bonus from agility, your bot will be strong and your strength, support, dex and tech will all be at a sufficient amount. You might wonder why people couldn't just use this type of build prior to the introduction of agility? It's because of robots; robots such as the gamma bot provide two strong energy and physical attacks which are complimentary with the use of 5 focus. Most of the high levels are wearing the same bulky armours and running around with the same bland builds now, and there's not much to differentiate between each other. Whoever has the most enhancements on the newest weapons wins now, or it can be whoever is the luckiest. This is just one of the reasons why some of us miss beta, although there were negatives in beta just like there are negatives in delta and gamma. Changing the field medic cooldown to 4 was enough to stop heal loop from being overpowered, they didn't need to add agility.




xxmirxx -> RE: Why we needed Agility (7/31/2011 1:41:35)

Healing loop builts were great in 2vs2 and very fun.




ND Mallet -> RE: Why we needed Agility (7/31/2011 2:24:55)

@T.600 4 turn cooldown on FM might have stopped heal looping by itself but health still needed to be nerfed regardless.

@Mir Heal looping was next to unstoppable in 2vs2 if you had to face 2 heal loopers. And if it was 4 heal loopers then you would waste over 10 minutes for a single fight.




xxmirxx -> RE: Why we needed Agility (7/31/2011 2:28:34)

Not true If Two support merc were against mages we would win. they at best got 87 to 90 percent. And they were very slow to kill.




One Winged Angel1357 -> RE: Why we needed Agility (7/31/2011 17:06:43)

all i have to say about Agility is eventully it will have to be redone becuase we cant keep it at 95 forever it simply will not work




King FrostLich -> RE: Why we needed Agility (7/31/2011 19:09:12)

I'm waiting for lvl 35 to come out. Once this happens, 5 focus build reaches more than 100 hp.




PivotalDisorder -> RE: Why we needed Agility (7/31/2011 19:35:20)

I rate my mage above blood mages, cyber hunters and non support mercs plus a lot of str bounties who can't think ahead.

so to say they are dead seems...ridiculous :)




DeathSpawn -> RE: Why we needed Agility (7/31/2011 19:38:20)

Well they needed to do it big time once they released Enhancements for sidearms and auxiliary's. Before we had all those stats it wasn't 6-8 points for a stat. It was 5 at most while maintaining a universal build that could fight all others.

Don't really see a problem with the scale as it lies atm.




edwardvulture -> RE: Why we needed Agility (7/31/2011 20:29:32)

@FL Then the rise of the heal looping 5 bonus tact merc happens.




Sinnedtragedy98 -> RE: Why we needed Agility (7/31/2011 23:57:25)

Loop heal would've been destroyed anyways by TLMs even if this agility wasn't implemented.




goldslayer1 -> RE: Why we needed Agility (7/31/2011 23:59:57)

agility is kinda great and all.
however i think the maxx HP for the little boost should be increased.
like 125?
this way 5 focus cant get that high of an hp. atleast yet.
anyways
agility should be by lvl like i suggested a long time ago.
for a lvl 10 and lvl 33 to have the same agility rate, its pretty stupid.




Remorse -> RE: Why we needed Agility (8/1/2011 9:30:38)

Agiliaty is fine. I was one of the good nerfs the devs have placed.

However I blame enhacements for needing it , without enhacements high HP builds would not be a big problem.

Infact most nerfs (didminishing stats, Requirements, agialty, focus) have all somehow been related to enahcements.. alot of effort to try and get a failed rip off feature to work if you ask me.




One Winged Angel1357 -> RE: Why we needed Agility (8/1/2011 11:17:46)

My big issue with Agility is its a set number where as a Formula would be a much better thing such as Illuminators Level+60+(level/4) or Basicballs Level+60+(Level/3), BB was just to get a little more health but at lv 50 the difference between the two formula's is four points

Lumi's formula
Lv 1= 61
Lv 2=63
Lv 3=64
Lv 4=65
Lv 5=66
Lv 6=67
Lv 7=68
Lv 8=70
Lv 9=71
Lv10=72
Lv11=73
Lv12=75
Lv13=76
Lv14=77
Lv15=78
Lv16=80
Lv17=81
Lv18=82
Lv19=83
Lv20=85
Lv21=86
Lv22=87
Lv23=88
Lv24=90
Lv25=91
Lv26=92
Lv27=93
Lv28=95
Lv29=96
Lv30=97
Lv31=98
Lv32=100
Lv33=101

Basicballs Formula
lv1=61
lv2=63
lv3=64
lv4=65
lv5=67
lv6=68
lv7=69
lv8=71
lv9=72
lv10=73
lv11=75
lv12=76
lv13=77
lv14=79
lv15=80
lv16=81
lv17=82
lv18=84
lv19=85
lv20=87
lv21=88
lv22=89
lv23=91
lv24=92
lv25=93
lv26=95
lv27=96
lv28=97
lv29=99
lv30=100
lv31=101
lv32=103
lv33=104




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