Silver Sky Magician -> RE: =ED= Balance Discussions (9/12/2011 8:11:12)
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@greenrain and psibertus I just realised that too; BTW I'm not a cyber hunter. My rationale is that replacing Static Charge would make cyber hunters overly similar to tech mages and would in fact cause an overall decrease in the strategy needed for the class. *shrugs* it seemed like a good idea at the time, since I was thinking of a more useful passive for the class and concluded that hybrid armour or bloodlust with Static Charge would be too formidable, so I agreed with Reroute or a variant of it replacing Static Charge. I didn't agree with that any longer though, starting from 2mins after I posted that comment and shut the computer down :P @Hun Kingq Hun Kingq, don't be silly. What on earth are you going to compare Blood Mages to? Just tech mages, while conveniently ignoring the fact that four other classes exist, some of which face the exact same problems as you? Balance isn't in context of two classes, but six. And don't be ridiculous; given the same dexterity, Blood Mages would hit at the same rate as all other classes; Reflex Boost would negate Smokescreen, and the only reason why Blood Mages would hit less often is because of Shadow Arts; that problem exists for all classes. Don't bother giving me some random fallacious inductive statement about your own experiences, because those are far-fetched and ludicrous. And I'm telling you to just make a bug report and stop confusing those issues with balance. Do you know why I'm calling for screenshot evidence? Because your claims sounds far too much like really, really bad fabrications and exaggerations. And obviously Intimidate lowers damage; what on earth do you think strength is for? You hit 35 - so? Would you have only hit 35 without that Intimidate? As for Berserker 'having stat requirements'; since when was energy a stat requirement? And of course Massacre is unblockable; it is an ultimate skill, whereas Berserker is just a third-tier skill. Naturally it is weaker than Massacre; its damage at level 1, however, is extremely similar. You claim that you can 'rebut' anything I throw at you. Utter nonsense. Do you call your irrational statements 'rebuttals'? You have no evidence at all to back up any of your claims. Your suggestions are completely unfeasible and you demonstrate a shocking lack of knowledge of not only other EpicDuel classes, but your own. I cannot believe that your posts are typical of a 'well-educated adult skilled in programming', as you claim; quite bluntly, their level falls far below even that of a child's. I'm bothering to reply to you to let you become aware that if you continue living in pretentious ignorance, you are only wasting others' time and making this thread a joke. Get your facts right, fix that pseudo-logic, and then come back here. Regarding balance: Seriously, I always thought that there were only two things hindering the balance of EpicDuel. The varium-non varium gap, and robots; the latter is a subset of the former. There are other problems, of course, like the power of support, but I consider that manageable; support builds have been and can be countered by a multitude of other builds. There has now arisen a third thing: the tactical mercenary. I personally don't see much problem with any other class (other than blood mages lacking assimilation). There are three major passive skills: Bloodlust, Reroute and Hybrid Armour. There are two minor passive skills: Deadly Aim and Shadow Arts. Any combination of the minor and major passive skills are relatively fine, as long as they don't exceed the number of one each. More than one major passive skill in a skill tree, however, can only result in havoc; the result is the tactical merc. I personally believe that this is the greatest problem with the tactical merc; either reroute or hybrid armour must thus be removed. Another major problem revolves around the sheer versatility of Smokescreen; it can be used to a most formidable effect in both the builds utilising either one of the offensive stats; Strength or Support. Strength TLMs have Smokescreen, Maul, Double Strike and Frenzy. Support TLMs have Smokescreen, Artillery Strike, their auxillaries -and for defensive purposes, their Field Medic. Clearly, then, Smokescreen has unprecedented synergy with the tactical merc skill tree. And while I hesitate in going so far as to suggest that it should be replaced, that synergy should be reduced. Tank TLMs would be significantly -though not completely- nerfed with the removal of one of their major passives. Thus the two proposed solutions would essentially greatly affect these three common TLM builds. Nerf them -perhaps too much? I thus seek feedback on this matter.
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