Field Medic Buff for balance? (Full Version)

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King FrostLich -> Field Medic Buff for balance? (10/16/2011 9:49:51)

With the new update of field medic being nerfed, I'd like to thank the devs for stopping every support from healing too high at a level 1 field medic. However, this does not resolve the case of balance. With only 29 health recovered at level 1 field medic as a level 33, it does not help in really lasting long in a battle even if you have higher health than your opponent does so how much more do you feel as a level 1 if you heal 14 health at a level 1 field medic. Plus, a 17 energy cost for a single level 1 field medic is also quite "expensive" to use which is just like 1 field medic to suppress a weak rage attack in just 1 turn. To my summarize everything what I'm going to say, my opinion about field medic is to buff it. With field medic healing so low even at upgrading it by level, it won't really help suppress or withstand an attack that does one critical. A single crit can already destroy a level 1 or 6 field medic in just 1 turn which is not really funny after healing. It isn't also very good to use a max field medic costing 35 mana(which is equivalent to casting a level 5 berzerker) healing only 56 health because it costs too much and even an energy booster will not recover all of it nor will reroute recover all your mana after being hit many times and to make things clear, 56 health points is not a very ideal heal with the mana cost being too high. Which is why, the buff should look like this:

Field Medic:

Level 1: 30 Health Points
Level 2: 34 Health Points
Level 3: 38 Health Points
Level 4: 42 Health Points
Level 5: 46 Health Points
Level 6: 50 Health Points
Level 7: 54 Health Points
Level 8: 58 Health Points
Level 9: 62 Health Points
Level 10: 66 Health Points

It sounds fair enough to buff at least 1 point and at the same time change the arithmetic sequence of field medic when leveling it up from 3 to 4 points per level.

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




MrBones -> RE: Field Medic Buff for balance? (10/16/2011 9:52:09)

I like it. I like a lot.




rajkumar -> RE: Field Medic Buff for balance? (10/16/2011 9:55:05)

Its good i think it will work[:D]




AQWPlayer -> RE: Field Medic Buff for balance? (10/16/2011 10:20:08)

Good idea. Assimilation should also be buffed :S. It's literally useless even when maxed.




King FrostLich -> RE: Field Medic Buff for balance? (10/16/2011 10:23:02)

Assimilation is already good enough. 13 mana drained at max level is already useful and so does a level 1 assimilation. You just need to know when to drain the mana of your opponent.




DunkThatOreo -> RE: Field Medic Buff for balance? (10/16/2011 10:24:58)

This is a good idea :)




Red plus blue -> RE: Field Medic Buff for balance? (10/16/2011 10:30:03)

How could support builds heal too high? We hit horrible when we don't have aux or multi strike. It gives us the chance to live to even do another aux or multi strike if your a tatical mercy with reroute. It's not like you str build tatical mercys don't already rip us apart, but your going to take our healing away too? What good are we now??? 2 30's from a str mercy and our heal has already been useless. What needs to be nerfed is defense matrix. Its like 30 points straight to your defense, for a little cost of mana, and you can reuse it as soon as its gone. They nerf all the wrong things thats why all these games are falling apart!




AQWPlayer -> RE: Field Medic Buff for balance? (10/16/2011 10:33:18)

Defense matrix must NOT be nerfed. Don't you see how UP mages are already?
By the way, there is a time period when defense matrix goes out and you TLMs use that to rage aux and claim the win.




InceptionAE -> RE: Field Medic Buff for balance? (10/16/2011 11:03:36)

Agreed. That seems good.




PivotalDisorder -> RE: Field Medic Buff for balance? (10/16/2011 14:11:51)

@Goldslayer [all of it]
quote:

if DA is my only argument then i guess u need glasses to read right.
well I read all your posts in this topic. didn't miss anything. DA your only legit argument so far.

21-26 fine for a mage against a a tactical merc? yes funny how you are the heal loop tac merc and not the mage with 21-26 defence. seriously, I play 5/6 classes and I am not
just a bias player who is always firmly sat on his own side of the fence, that side being the most OP class/build combo guaranteed.


Hybrid Armor is not essential to tactical mercs at all, is it essential to blood mages? no they do just fine without it. so your argument that HA is equal to a mages reroute
makes no sense. you also have reroute. so yeah I'll still happily swap deadly aim for Hybrid armour. now before or after the field medic nerf, tactical merc is the best heal loop
class, without any doubt. a 12yr old could heal loop with tac merc with just the experience and knowledge they gained while levelling to 33.

The fact that most "experts" rate mage as 5th best class tells me that the only good mages, especially with stupidly high support builds are pros. not a single noob.
whereas their are many noobs succeeding with tactical mercs, plus the majority of those experts condemning other classes are also tactical mercs, with heal loop builds.

so yeah how can anyone take them seriously as players when they always take path of least resistance while claiming all their wins are through skill, not the OP class/build
and also claiming their build is original when its basically just a tweak of previous tank builds, support builds, str builds and completely devoid of any originality whatsoever.

day after field medic nerf, the new str and tank builds with 125hp appeared, I wouldn't be that surprised if you weren't even in the first 100 with that kind of build.
the only reason their weren't so many before was due to heal loop being just as successful WITHOUT a 125 hp build, allowing more points for offence or defence.
quote:

so far ur only argument was basically calling me noob

I have no doubt you would be a top player with any class, just I find it hard to respect anyone who ALWAYS picks the OP class/build combo. without fail.
I understand that to many players, they cannot sleep at night if they didn't win 95%+ of their matches, but I sometimes think it goes a bit too far.
but hey, sleep is the most important thing here, and I wouldn't want my criticism to effect peoples class/build choices if they are going to lose sleep over it.

quote:

let me guess ur one of those guys that said str merc (pre delta) is OP? do i have to give another lecture on that too?
around the release time of that celtic maul weapon, absolutely they were OP, run up, maul, stun, berzerker, win. later on they got nerfed so you only needed a bit of luck to win or a particular build/class combo. support mercs on the other hand were OP long before I started playing the game and only now are manageable.

FINAL NOTES
I rate malfunction as the best skill in the game. I just posted the positives of smoke because you only used one half of the argument.
if you can say malfunction effects robot damage then I can say smoke screen effects robots actually hitting right? seems reasonable to me.
If you say my malfunction makes your smoke reduce less dex, then I can say your smoke makes it harder for my malfunction strike to hit.




Basicball -> RE: =ED= Balance Discussions (10/16/2011 14:32:53)

Why don't you allow skills (and weapons/def/everything) to be stronger, by a factor, depending on your opponents total level/2?

for example: I'm a Juggernaut, I fight a Level 28 and a level 30, i'm level 33 myself.
Everything on my side gets an extra ((28+30)/2)= 29% (so i'm now 1.29 times as strong as what it is right now)
My oppenents also get stronger, but by ((33+0/2)= 16.5%; they now do 1.16 times what they do at the time this is typed (though my defence is also 1.29 times better)

I'm pretty sure this would help for juggernaut fights, and it *Might* be able to help close the level gap in 1V1 and 2V2 if this were to be added to all battle styles




RageSoul -> RE: =ED= Balance Discussions (10/22/2011 6:50:13)

Harvest Weapon Effect Name : Jack-o-Fire
Effect : Inflicts 113% Primary Damage
Not sure if it's blockable but i think Strength-builds might become OPed .




ansh0 -> RE: =ED= Balance Discussions (10/22/2011 12:40:27)

^Rofl [:D] 113%?!?!
It's 13% xD





~black spidey




Wraith -> RE: =ED= Balance Discussions (10/22/2011 12:46:33)

@ansh0: It has a 13% chance of activating on Strike, but what Lord Aegis is saying is that the damage should be 113% of the normal Strike damage.




AQWPlayer -> RE: =ED= Balance Discussions (10/22/2011 12:56:11)

@ansh0
+13% strike damage is the same as 113%




Wraith -> RE: =ED= Balance Discussions (10/22/2011 13:02:16)

@AQWPlayer: He didn't put the plus sign...I assume he was saying something different. I think he was talking bout the special attack frequency.




Stabilis -> RE: =ED= Balance Discussions (10/22/2011 14:11:51)

Assign the weapon's special attack to its own SPECIAL ATTACK SLOT. If your build isn't meant to use weapon strike when you lose the effectiveness of the jack-o-fire special.

If that's not possible, make it work with all weapon types (sidearm/auxiliary/robot). Reduce the percentage, and anyone can use it in any build.

This is encouraging more weapon~gun strength builds.
~
~
~
Cyber hunters need a buff and a nerf.

We need the effectiveness of dexterity nerfed in cyber hunter. The only destroyers of the CH class are people using multi shot and that is not very strategic. They simply choose dexterity and shadow arts and multi shot for a luck build. We don't need to see luck as much. I have tried making simply a commando build which is a mix of defences and offences. Get hit too hard and you can't recover.

Defense matrix and energy shield need a buff. You would think incoming damage hits only 3? Wrong, and this is where a decent defence boost is not happening.




nico0las -> RE: =ED= Balance Discussions (10/23/2011 12:29:48)

If you have a problem with Tactical Mercenaries, there is always more than one server open, and NPCing is always an option.




PivotalDisorder -> RE: =ED= Balance Discussions (10/23/2011 12:44:15)

yes that is the perfect fix Nicolas, let one class stay unbalanced and far above the other 5 because we can always NPC or go on the quiet server
where strength tactical mercs with 125-139 health are farming the lowbies and players with bad internet connections. great solution *clap*




BadWitch -> RE: =ED= Balance Discussions (10/23/2011 12:49:16)

What about tech mages?They got nothing left...




Wootz -> RE: =ED= Balance Discussions (10/23/2011 14:15:37)

5 Focus tank is all of what I can think for 'em.




rej -> RE: =ED= Balance Discussions (10/23/2011 14:35:24)

Here are a few short balance suggestions.

1.return skill power increase to its previous ammount (which rounds down decimals)
2. change field medic to its origanal state (support/4 +15ish)
3. but a str requirement on tactical mercenary artillery strike (ONLY tactical mercenary. leave normal mercenary's alone if possible)

This should theoreticly fix all of the massive balance problems caused by the balance team over the last few weeks.




One Winged Angel1357 -> RE: =ED= Balance Discussions (10/23/2011 14:37:31)

you cannot alter a skill for just one class Rainaka informed me of this in a topic(I believe it was a DN topic but I am not sure)




Wootz -> RE: =ED= Balance Discussions (10/23/2011 14:42:59)

Yep, OWA's right. It'd cause game crashes.
I think he said something like:
If two skills are the same then the game wouldn't know what skill it needs to use and simply crush.
I think that was around TLaPD's DN's.




One Winged Angel1357 -> RE: =ED= Balance Discussions (10/23/2011 14:46:44)

He said something about the same code being used on all player skills and not to quote him about NPC skills so i wont say what he said about NPC skills




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