RE: =ED= Balance Discussions (Full Version)

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edwardvulture -> RE: =ED= Balance Discussions (8/30/2011 20:17:53)

I've been playing with my blood mage and I noticed that they have no shields and no way to manipulate MP except activating reflex boost which doesn't really count. Then, theres the fact that you have to use a P armor because you can't get your defenses that high with just reflex boost.




voidance -> RE: =ED= Balance Discussions (8/30/2011 20:35:35)

Idk man I personally like the class and think the shields are ok. If you are having problems grasping the concept of the class you could always go to my thread for advise and information[:D].


The Blood Mage Guide




Hun Kingq -> RE: =ED= Balance Discussions (8/30/2011 21:59:07)

No one is having problems grasping the concept of anything and those builds you listed I have battle and destroyed level 33 Blood mages with those builds and in 2vs2 I have survive two support mercs Artillery strikes. In one 2vs2 a Level 33 Tech Mage used max malfunction on me and I did not debuff and he only got 9 and 9 damage with energy sidearm, he told me I need to retrain while I was blocing the merc then I destroyed the tech mage. A Blood mage with high tech and max Plasma Canon and only got 33 damage.

Abusing stats being limited to only one skill or one weapon is not the answer to balance.

They have taken away so much and given so little to the Blood Mage it is sad because they gave much more and took away so little from the Cyber Hunter and the tact merc that they call it balance. Too me it appears they got lazy and put very little thought when they created the Blood Mage class and they wonder why so many players think they favor one class over another.

They say balance is in progress but how can there ever be balance as long as the two new classes can debuff and increase damage while the third class can only debuff only a skill very few abuse while others abuse dex or support to use their multi attacks which is still superior at max to plasma Rain.




Xendran -> RE: =ED= Balance Discussions (8/30/2011 21:59:53)

If anybody is interested: Class Revamps

Everything is set to the power of bounty hunter / mercenary, which are the most balanced classes. Bounty hunter is in my opinion the most fun class to play in the game.




ED BreadSeller -> RE: =ED= Balance Discussions (8/30/2011 22:06:25)

@ Hun Kingq

Lol... take away Malfuction from CH's? Are you mad?




Giras Wolfe -> RE: =ED= Balance Discussions (8/30/2011 22:56:01)

Cyber hunter is completely unusable. The devs can't possibly think it's a balanced class. Never before in the history of ED has a class been so underpowered. NOTHING about this class works. The skills lack coherence. Making a turn by turn strategy is impossible. Strength builds are useless with low defenses and no way to regain HP. Support builds are sort of like mage support builds, except no deadly aim or reroute. Static Charge does a pitiful and unreliable job in the place of reroute and messes up your attack order. High tech builds are a laugh. After EMP, you're useless and easily blockable.

This class simply has no way to deal with the pressure of turn by turn attacks. Mercinarys deal with it using the extra defense of hybrid armor. Bounty hunters and blood mages deal with it by regaining HP automatically. Mages deal with it by passively stockpiling energy then using it to heal, thus stockpiling more energy, etc. Tactical mercs combine both the mage and merc tactics (don't get me started on that.) Cyber hunters, by contrast, have low defenses, cannot passively gain HP, and can only gain energy through an inconvenient but stat costly skill that will only work if it's not blocked. In addition (i.e. to beat the dead horse further) the class has a ton of unnecessary stat requirements. 35 tech on Static Charge, 37 on Poison, 24 support on level ONE massacre, and 42 support requirement on Shadow Arts. FORTY-ONE. That's one of the highest stat requirements on a skill ever. Not to mention 4 points higher than the same skill in a much stronger class. If this flimsy thing is supposed to be a core passive, why can't it be used with strength builds?

Much like Blood Mage, it seems as though this class was thrown together with little thought. The skills don't work together, and it has almost nothing by means of passives. This class is horribly, disgustingly, undeniably broken, and it needs a REAL buff. (See my above post. In summary: Passive version of static charge or hybrid armor or buffed Shadow Arts)





Xendran -> RE: =ED= Balance Discussions (8/30/2011 22:58:30)

Yes, cyber hunter is on the verge of unusable. Blood mage is pretty far down there as well but cyber hunter takes the cake.




voidance -> RE: =ED= Balance Discussions (8/30/2011 23:02:18)

Although this isn't my build and I have never seen it used just from its appearances it looks quite interesting and unique and would seem like it would work in most cases.


Click Here




Laces -> RE: =ED= Balance Discussions (8/30/2011 23:04:57)

I for one think that Blood Mages have some decent builds out there. I know a friend of mine who completely obliterated by TM (Tech Mage not TLM [8|]) Build. Regardless if I went first or second, he destroyed me. And no, I'm not bad because I pretty much kill every TLM with my build. (Some strength TLMs get the better of me). But Blood Mage has some decent builds. Sure it needs improvement, but its much better off then a Cyber Hunter.


Edit: @Voidance...I used a similar 169 HP build with CH lol. But it relies on SC hitting to actually somewhat work and still gets destroyed. D:




drinde -> RE: =ED= Balance Discussions (8/30/2011 23:18:56)

Frenzy needs to have at least a 10EP cost at LV1. Heal-Looping through Field Medic + Frenzy would be harder due to more EP being needed.

Change BloodMage's SuperCharge to Assimilate.




Laces -> RE: =ED= Balance Discussions (8/30/2011 23:31:43)

How about we move frenzy to Blood Mages and have it get back energy instead of health?




voidance -> RE: =ED= Balance Discussions (8/30/2011 23:36:38)

They call that static charge lol, My suggestion is that when you either Field Medic or Frenzy they both go into a 4 turn cooldown. Kinda like Robots.




edwardvulture -> RE: =ED= Balance Discussions (8/30/2011 23:41:10)

I agree with Lace's idea.




Giras Wolfe -> RE: =ED= Balance Discussions (8/30/2011 23:42:31)

Voidance, no. You'd still die in four to five turns. The agility debuff is insane and you have no way to regain HP. You have less resistance than a level 15 player. The block rate would also be way too high, did you know if static charge is blocked it doesn't get it's effect?




Laces -> RE: =ED= Balance Discussions (8/30/2011 23:43:14)

@Voidance OH RIGHT LOLOLOL. Haha but I think SC should stick to one class. So take out intimidate and give them something that transfers a portion of your health to energy.

@Voidance: It has a cooldown of 3.

Xendran has a better idea. I would look at his skill tree for BMs.




voidance -> RE: =ED= Balance Discussions (8/30/2011 23:48:54)

Seems like it could be abused as a Support Bm seeing as you could heal loop because of the massive heal for low energy because of support.




Giras Wolfe -> RE: =ED= Balance Discussions (8/31/2011 0:14:47)

@Voidance

Don't forget that Blood Magic is a nerf to field medic. It may cost less energy, but it will also heal less, since MP is drawn from HP. The higher level the heal is, the more problematic this becomes. For example: level 7 heal would cost 13 MP and 11 HP at max blood magic. Thus if the heal was +60, the net gain would only be +49 HP. This would be made up for by the extra energy, except for the high recharge time of Field Medic. As you can see, Blood Magic is only helpful with offensive builds that also have bloodlust.




voidance -> RE: =ED= Balance Discussions (8/31/2011 0:23:23)

@Laces
I'm quite aware of what the cool down time for Frenzy is but Field Medic is 4 turns so in order for the feature I suggested to work they both would have to either have a cool down of 3 or 4 and I much rather them have a cool down of 4 turns.

And I'm not sure how Xendran skill tree suggestion for Bm has anything to do with the nerf I suggested for Tlm, 2 totally Different classes.


@Giras Wolfe
Not sure I understand the concept of your suggestion, I assumed it was you give Hp for Energy which is similar to Blood Shield. If this is true you could sacrifice little Hp for Energy which then could be used for a Field Medic and Field Medic is boosted by Support so if one were to use a Support Build this would create Heal Loop problems.




Xendran -> RE: =ED= Balance Discussions (8/31/2011 0:26:17)

Voidance, you should actually read my suggestion if you want to fully understand it since its very clearly explained what blood magic does.

Also, i did a skill tree for TLM and CH as well.




voidance -> RE: =ED= Balance Discussions (8/31/2011 0:29:45)

I just now learned it was in your suggestion skill tree. When he mentioned this skill he never said anything about it being in there.

This is what he posted
quote:

something that transfers a portion of your health to energy.



This is your suggestion, see the differences in wording?

quote:

==Blood Magic (PASSIVE)==
Half of the energy used is instead drained from your health, however the amount of health used is more than the amount of energy that would be required.
The higher you rank the skill, the energy:health ratio becomes lower.

Example:
On a skill that costs 30 energy

Standard Rounding (Down below 0.5 up at 0.5 and above)

Level 1: +29% Health Cost 15 energy and 25 health
Level 2: +23% Health Cost
Level 3: +17% Health Cost
Level 4: +11% Health Cost
Level 5: +5% Health Cost 15 Energy and 16 Health
Level 6: -1% Health Cost 15 Energy and 15 Health
Level 7: -7% Health Cost
Level 8: -13% Health Cost
Level 9: -19% Health Cost
Level 10: -25% Health Cost 15 energy and 11 health



And as far as laces goes he also had miscommunications, he said you had a better idea but said BM which made no sense considering mine was a suggestion for TLM.




Xendran -> RE: =ED= Balance Discussions (8/31/2011 0:32:57)

Ah, yes i see. That's understandable




voidance -> RE: =ED= Balance Discussions (8/31/2011 0:35:25)

Good suggestions though now that I actual looked at them. Although I doubt the Dev's would even bite considering the Dev's are all about Buffing already made skills and not Nerfing/Changing old skills.





EDIT:
I do have a suggestion for one of your skills. "Shock Absorb" I would make it 11%|11% or 12%|12% to be relatively even with BloodLust. Other then that I see no real flaws.




Xendran -> RE: =ED= Balance Discussions (8/31/2011 0:44:44)

Shock absorb is meant to be slightly higher % than bloodlust and slightly lower than reroute, since it works on taking damage instead of dealing it




voidance -> RE: =ED= Balance Discussions (8/31/2011 0:49:45)

Ah I see now.




Hun Kingq -> RE: =ED= Balance Discussions (8/31/2011 18:22:09)

Stat progression for strength and support is basically the same so why can't dex and tech be the same. Dex is not fine as it is because to have good defense you have to have at least 96 where as for good resistance you only have to have 84 tech and what improves with dex, overload, so we could get better defense at lower levels and better striking power with overload.

The down side is it will improve the hunters class multi but that could be solved like this: change "Dexterity (+1 damage per 5 Dexterity)" to (+1 damage at 28 Dexterity; +1 damage per 5 Dexterity after)

Let us take a look at what else improves with Dex, yes that is correct Technician.

Oh yeah one more thing that improves with Dex can everyone say, super charge.

So with the next update this simple change by making stat progression of DEX be the same as tech would improve multiple things for the Blood Mage.

To affect support they could put total support points 77 and above at 18-22.

I just love when players say something is ok as it is when they fail to realize how much a stat affects so many things.

All you players that play as a Blood Mage you have to wake up and realize the other players that play the other classes don't want balance and don't really care about the Blood Mage class or the Blood Mage class having better skills because they are afraid of real challenges and competition to get easy wins. That is all they want is easy wins.

Ed Staff keep saying there will be balanced but look what happens with every update so there will never be balance no matter how hard they try, let's put the thought of balance aside, forget benefiting the other classes, and look at skills to improve and be better competitors in all battle modes.

Myself I like a Versatile skill tree instead of having a skill tree with just one offensive skill at max that way I have a choice of what skills I want to use and so that the opponent will not not what skill or weapon I will use next, it is called the element of surprise.

So before you attack me or my ideas think about who really cares about the Blood Mage class and why they would not like any of my ideas come to pass.

Intimdation, Reflex boost, and berzerker will be replaced with better skills

Another new skill to replace the linked skills can be the
three strikes of Berzerker combined with the Bludgeon as the final strike
it can be called Taz, the punisher, or the quad strike. With these skills
for the Blood Mage it will break one link from the three classes.

HELO (Health Energy Life Overseer)
If blocked by opponent no health return
If you block opponent no energy return
Energy Required: 0 (passive)
Conversion:
Level 1: 12%
Level 2: 15%
Level 3: 18%
Level 4: 21%
Level 5: 23%
Level 6: 25%
Level 7: 27%
Level 8: 28%
Level 9: 29%
Level 10: 30%

Weapon Required: None
Stat Required: None
Level Required: 5
Improves With: None
Warm Up: None
Cool Down: 0

Return Assimilation back to the Blood Mage but with HELO selected you don't regain energy but it needs to cool down of 2 and take away as much energy as emp since it can still be blocked but when HELO is not selected then with Assimilation you get back either
multiple time the amount of energy or a percentage say 70% or lower.

Evolved Assimilation (no energy return if HELO is selected just energy drain)
HELO (evolved reroute/Blood Lust)

To add to my list of evolved skill, how about combining the Dex boost of reflex boost and the Tech boost of Technician where one shield boosts both tech and dex and it can be called the protector, life shield, or the Gaurdian

With the stat progression of Dex being the same as tech and the mercs will still abuse strength and support their Defense maybe a tiny bit higher but the Blood Mage Defense will even be higher and will give a buff to the skills that improves with DEX, as well as allowing the Blood Mage to put those extra points into something else like strength, support, energy or health.




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