RE: why is this? (Full Version)

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edwardvulture -> RE: why is this? (9/27/2011 18:26:11)

There is more to the varium to nonvarium gap.
There is also an enhanced and non-enhanced gap which IMO is too big. The current weapons give way too much enhancement slots. There will not be balance until the standard for enhancements get lowered by a lot.




AQWPlayer -> RE: why is this? (9/27/2011 19:07:01)

^
What about 1 more damage and a few more stat mods along with 2 less enhancement slots for the average weapon every month?
It's not our fault that variums pay insane amounts of money to fully enhance their newest weapons to get an undeserved advantage over us non variums and then say they have more say than us in the company because they have payed.




One Winged Angel1357 -> RE: why is this? (9/27/2011 20:30:42)

The power of Varium in this game creates a source of inbalance but it was paid for and being an ancient F2P(I'm one of those guys who goes all remember when i could stand a chance against you with Fay and Epic) but the gap is closing which is good.

Now onto your enhanced V unenhanced that was a point made in the Gap topic but to simplfy it enhancements alone give an 8 level boost in average and it jumps to 15 when you have all teh gear up




od -> RE: why is this? (9/27/2011 20:59:34)

Maybe make deflect improve with energy ?




Stabilis -> RE: why is this? (9/27/2011 22:43:44)

Bring back improves with energy please and something to add to focus. [:)]




Shao Kahn -> RE: why is this? (9/27/2011 22:50:02)

All I want is for mercenary to match up evenly with tactical. it isn't fair for it to be left in the dust and turning all varium mercs into laughing stocks who get told you need to switch to tactical or blood mage every fight!




Stabilis -> RE: why is this? (9/27/2011 22:52:35)

BTW Shao hows your fighting progress w/ new build?




Shao Kahn -> RE: why is this? (9/27/2011 23:09:03)

No offense, but it is impossible to ever kill a tactical with it.




frosty123 -> RE: why is this? (9/27/2011 23:17:54)

Reallt is there that much str and support TLM? I dont do 1vs1 so i probably dont see Str TLm very often but support pops in once in a while. Anyways...

How bout instead of increase by support put decrease.It won't be perfect but if you edit it it could work well. Crit chance at 5% More support you have less % chance. Same for blocking. Think blocking system. About deflections make it increase with energy.




Shao Kahn -> RE: why is this? (9/27/2011 23:23:44)

Hey if we replaced hybrid on tacticals with blood shield all our problems would go away.




frosty123 -> RE: why is this? (9/27/2011 23:37:48)

nope... techie and bshield are both energy




Shao Kahn -> RE: why is this? (9/27/2011 23:41:04)

We could at least add a stat requirement to hybrid and reroute to stop the abuse.




PD -> RE: why is this? (9/28/2011 0:13:33)

Before anyone continues....

The Plural of Anecdote is not Data

True this isn't AQ, but I think everyone should still realize that balance is about the numbers, not about the population numbers or the trivial stories of your unlucky wins >.>

I've heard WAY too many people using anecdotes and their personal experiences to try to judge things.




drinde -> RE: why is this? (9/28/2011 6:33:33)

@SKS (Several pages ago)

Good point. How about removing Crit Chance Improvement altogether? This would not let anyone abuse Criticals...

I still say move Rage Removal to SuperCharge. Tanks should not be able to remove Rage rate.

How about instead of 45% Ignore, Rage gives you a massive chance to Critical? (40-50%)




Dendavex -> RE: why is this? (9/28/2011 14:47:57)

Its funny you want support nerfed mages will be crippled and ... complaining starts again




Stabilis -> RE: why is this? (9/28/2011 15:53:31)

Here is an original suggestion for TaMe:

Step A) Remove hybrid armour

S. B) Introduce 2 skills for them: A passive that increases rage rate. An active that debuffs all losses to stats (exact same as assault debuffing).

The results will cause less low level piling, more exposed TaMes, TaMes using gamma and other bots besides assault, and more strategy VS. stat loss besides tanking it off or assault botting.


[:@] Watch out I'm posting my favourite suggestion again! [:@]

quote:

Health: Increases your Health by 2 for each point trained.
Energy: Increases your Energy by 2 for each point trained.
Strength: Increases base damage range of Primary, Sidearm, and enhances certain skills.
Dexterity: Increases physical defense, and enhances certain skills.
Technology: Increases energy resistance, robot damage and enhances certain skills.
Support: Increases base damage range of Auxiliaries, rage rate; Reduces chance to be stunned and enhances certain skills.
Luck: Increases chance to go first, critical strike, block rate, and deflection rate. Enhances certain skills indirectly.

Luck Scale

1-10 Luck = 10% Chance to go first, critical strike, block rate, and deflection rate.

11 Luck = 11% Chance to go first, critical strike, block rate, and deflection rate.

12 Luck = 12% Chance to go first, critical strike, block rate, and deflection rate.

13 Luck = 13% Chance to go first, critical strike, block rate, and deflection rate.

14 Luck = 14% Chance to go first, critical strike, block rate, and deflection rate.

15 Luck = 15% Chance to go first, critical strike, block rate, and deflection rate.

16 Luck = 16% Chance to go first, critical strike, block rate, and deflection rate.

17 Luck = 17% Chance to go first, critical strike, block rate, and deflection rate.

18 Luck = 18% Chance to go first, critical strike, block rate, and deflection rate.

19 Luck = 19% Chance to go first, critical strike, block rate, and deflection rate.

20 Luck = 20% Chance to go first, critical strike, block rate, and deflection rate.

21 Luck = 21% Chance to go first, critical strike, block rate, and deflection rate.

22 Luck = 22% Chance to go first, critical strike, block rate, and deflection rate.

23 Luck = 23% Chance to go first, critical strike, block rate, and deflection rate.

24 Luck = 24% Chance to go first, critical strike, block rate, and deflection rate.

25 Luck = 25% Chance to go first, critical strike, block rate, and deflection rate.

26 Luck = 26% Chance to go first, critical strike, block rate, and deflection rate.

27 Luck = 27% Chance to go first, critical strike, block rate, and deflection rate.

28 Luck = 28% Chance to go first, critical strike, block rate, and deflection rate.

29 Luck = 29% Chance to go first, critical strike, block rate, and deflection rate.

30 Luck = 30% Chance to go first, critical strike, block rate, and deflection rate.

31 Luck = 31% Chance to go first, critical strike, block rate, and deflection rate.

32 Luck = 32% Chance to go first, critical strike, block rate, and deflection rate.

33 Luck = 33% Chance to go first, critical strike, block rate, and deflection rate.

How is Luck calculated?

Luck decreases with player level. A higher level player will have less luck than a lower level player. The lowest level has the highest luck and the highest level has the lowest luck. Luck is calculated by numbers with the following formula: Luck value = 34 - (Player' level).




TurkishIncubus -> RE: why is this? (9/28/2011 16:12:30)

^ ridiculous luck suggestion i ever seen , now you say we will be penalized for Lvling up :/ , idk what is the problem with you guys but you guys keep trying to balance every thing.

There is a purpose in Lvling up , high lvl player should stronger than low lvl thats the total point of Lvl , you cant make it fair.




Bunshichi -> RE: why is this? (9/28/2011 16:14:18)

^ lol [&:]




Stabilis -> RE: why is this? (9/28/2011 17:41:20)

@Turkdude,

Someone who has a lower level than you would have an advantage, yes, but if it helps those noobs have a chance at you or me (bonus effect is faster levelling) then I'm all for it. Besides, when they level up they lose their luckiness. Wouldn't you want to have skill fights (minimal luck) with other lv 33?

Support spam in my jams is really bad right now.




Berren -> RE: =ED= Balance Discussions (9/29/2011 1:49:30)

I think its hard for a tactical merc to have a focus build because most moves require a club




TurkishIncubus -> RE: =ED= Balance Discussions (9/29/2011 3:45:11)

@greenrain13

I want to reduce luck factor but penalizing higher lvls is not right , we gonna completely lose our advantage , first they make low lvls start battle first and than they put ecumbarance which is ridiculous.

I played at those lvls too , i didnt become directly 33 lvl , and in my time there was no first strike advantage + ecumbarance so i think they have enough advantage

If we give all advantage to low lvls than i want to play this game as 29 lvl :P with 16 less stat (which means -2 primary dmg and -1 def) i will have first strike chance + face with 24 lvls + i will use 33 lvl weps + luck advantage against higher lvls :/




One Winged Angel1357 -> RE: =ED= Balance Discussions (9/29/2011 7:55:01)

Turk most if not all lv 29's are lacking some major part of there gear set up, thanks to encumbarence, so giving them some luck would not be harmful to us in the least i mean even i can skip a turn against them and win and that says something if you, big bad varium, can't go second with luck on teh other foot and win while i, little old F2P, can




TurkishIncubus -> Luck is completely random (9/29/2011 12:59:05)

Dont you think luck is completely random which is no cool , because every match lower stats do block-block-crit-deflect-stun-block-crit-crit-deflect-block-crit

Note:I dont care losing but its too annoying

Merged into the Balance Discussions thread. Anything related to balance belongs here. Please do not make additional threads about balance. ~Mecha




xX DeSTrUcToR Xx -> RE: Luck is completely random (9/29/2011 13:00:52)

I thought , I was the only one who felt so... [8D]




MirageD -> RE: Luck is completely random (9/29/2011 13:05:06)

i know the randomness of luck is very bothersome to you turk......but i have to say, i haven't really had a problem with it.....it is what it is....sometimes the random number generator works with you...and sometimes it doesn't

i don't really think the game would be all that fun if it was 100% predicable....that's what makes it fun...the introduction of chance...nothing is guaranteed




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