RE: =ED= Balance Discussions (Full Version)

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rej -> RE: =ED= Balance Discussions (10/23/2011 14:50:25)

in that case, tactical merc's skill could be given a new but incredibly similar skill. simple fix, no need to waste 3 posts screaming about it.




Wootz -> RE: =ED= Balance Discussions (10/23/2011 14:56:23)

NPCs skill are drawn from a different database which allows them to use unique builds which end up with a mixture of a Mage, Hunter & Mercenary.




rej -> RE: =ED= Balance Discussions (10/23/2011 15:11:38)

^we know. What are you proposing to do about it? or is that post somehow in connection with previous suggestions?




Wootz -> RE: =ED= Balance Discussions (10/23/2011 16:41:09)

Just clarifing things a little bit :P




Joe10112 -> RE: =ED= Balance Discussions (10/23/2011 16:59:54)

I'd like to analyze the evolved classes:

Tac Merc:
1) Able to have +13 Defense/Resistance without using Energy. +13 defense at start, one turn saved (Biggy)
2) Able to lower dex
3) Able to have a high aux attack that makes a high multi attack
4) Able to regenerate Energy passively
5) Able to regenerate health on attack
6) Able to drain some energy on attack

Cyber Hunter:
1) Only can give +defense, granted, way more than 13 defense, but costs energy and a turn
2) Able to regenerate Energy on attack
3) able to lower tech
4) low passive that enables extra block/stun resist chance
5) Able to drain alot of energy, nonblockable
6) Has an ultimate finishing move, at the cost of 33 energy and a wait of 3 turns to use. Usually results in overkill.

Blood Mage:
1) Able to regain health passively
2) Able to increase tech and dex, but not increase defense/resistance directly
3) Has 5 unblockable damage skills, 1 of which is hard to use (Super Charge)
4) Passively adds damage to sidearm (sometimes an extra 7-10 damage!)
5) Can lower STR
6) Has a three-hit combo that is pretty deadly with a STR build.


Go figure.




xxomegafaustxx -> RE: =ED= Balance Discussions (10/23/2011 19:33:42)

BM is by far the most underpowered (this is because it does not have a debuff as a skill). The weakness with such a skill is that people may spam resis/def skills which makes the enhanced strength of a BM seem impervious. Also, BM's have a finite energy reserve so skills can only be used once. Like the traditional merc, I would have to say that these two are severely underpowered.

CH is an evolved form of an traditional TM with enhanced strength. Although it does not have Blood lust, less stats can be pooled in the smoke+mass combo (about 60mp) resulting into a much efficient and mana-effective user (a combination of TM and a regular BM).

TLMs are by far a superior class.




Stabilis -> RE: =ED= Balance Discussions (10/24/2011 20:44:01)

THIS WOULD BE VERY ENJOYABLE ALTHOUGH IT TAKES AWAY FROM TOTAL PLAY-TIME AND TRADITION OF CLASS:

Freedom of producing your own skill tree with limitations.

Limitations: 2 Passive skills @ maximum, 1 Ultimate skill @ maximum, 1 Stun skill @ maximum, 1 Poison skill @ maximum, 1 Electro Magnetic Pulse (EMP) skill @ maximum, 1 Energy Regeneration skill @ maximum.

Skills must be synchronized to skill level where they will be set (for example, surgical strike is a tier 4 and ultimate skill, therefore it must be set at tier 4 at the bottom).




rej -> RE: =ED= Balance Discussions (10/24/2011 20:52:19)

^everyone would flock to the best skill combination (reroute + bloodlost or hybrid + bloodlust) and use skills to suppliment this such as field commander, massacre, and malfunction.




Stabilis -> RE: =ED= Balance Discussions (10/24/2011 20:57:37)

Reroute, Bloodlust, Field Commander, Massacre, Malfunction: Reasonably strong, but would they use field commander?

Hybrid, Bloodlust, Field Commander, Massacre, Malfunction: Loss of energy resulting in failed use of massacre and malfunction.

Remember, we can always nerf the effectiveness of skills because this is such an extreme change; and I really mean that this IS completely strange.




rej -> RE: =ED= Balance Discussions (10/24/2011 21:03:30)

stats:

109 ish hp
55 ish mp
45 + 20 ish
40 + 20
40 + 20
45 +40 (rough draft of build)

strategy: field commander (level 5)
malf (level 5 ish)
strike or gun
massacre

as long as a small ammount of damage was done to the host, this build would easily be effective.




PivotalDisorder -> RE: TLaPD weapons too strong!!! (10/26/2011 4:52:15)

Can you stop suggesting fixes to Cyber Hunter and actually play them a bit more.

I got the daily 1v1 the other day on my Cyber Hunter and I beat many strength tactical mercs including those with 125-139 health, even when they went first. I don't
even bother trying to defend the smoke, just malf, static, heal and massacre usually. sometimes the battle was longer, but I still stuck with same tactic, usually saving
rage for multi. I don't use shadowarts either. Cyber hunters are not a weak class at all. I wouldn't be surprised if Static Charge is changed [nerfed] to 3 turn cooldown




Wootz -> RE: TLaPD weapons too strong!!! (10/26/2011 9:38:00)

I agree with Psibertus. Cyber Hunters are IMHO the best class in the game.
I don't use Shadow Arts, I use Psibertus or whoevers edited Multi-Mass build for 1v1, 2v2 & Juggy. And it works awesome :D /BroFist




PivotalDisorder -> RE: TLaPD weapons too strong!!! (10/26/2011 18:51:11)

wow someone actually using the core of my favourite build :) im so happy right now haha!




AQWPlayer -> RE: TLaPD weapons too strong!!! (10/26/2011 19:13:03)

Wow. Static charge is a tier 2 skill with high energy regeneration while assimilation is a tier 4 skill with weak energy drain -_-. Assimilation really needs a buff, and a good one.




nico0las -> RE: TLaPD weapons too strong!!! (10/26/2011 19:15:34)

Unless you're a support person (they're practically extinct now), the weapons aren't really that strong.




DeathGuard -> RE: TLaPD weapons too strong!!! (10/26/2011 19:16:11)

@AQWPlayer: Tech Mage needs a new revamped skill tree, the current one is currently ridiculous, are they not rearranging Tech Mage's skill tree? It needs it!




rej -> RE: TLaPD weapons too strong!!! (10/26/2011 19:18:19)

^are you kidding? the energy club/daggers/physical staff is crazy awesome for strengh abusers. you just can't beat those 23 strengh points...




frosty123 -> RE: TLaPD weapons too strong!!! (10/27/2011 1:01:16)

perhaps we could try wiping out str builds and hope things go peaceful. Do for every 2 points of damage increased increase the chance for YOU to be blocked. Same for dex. For every time your dex is raised by 2 (23-28 to 25-30) then decrease your damage by 1%. If you have insane enhancements to str then you will be blocked more. So it would balance extreme stat smamers.




BlueKatz -> RE: TLaPD weapons too strong!!! (10/27/2011 10:22:22)

TM is still good (Sup build would be very good without stupid Nerf Bot)

I wish its Skill system get changed a bit. Still predictable




AQWPlayer -> RE: TLaPD weapons too strong!!! (10/27/2011 13:20:36)

@frosty
If that happens, then every noob would flock to a 5 focus build, which is unusable to non variums -_-




Algorithm -> RE: TLaPD weapons too strong!!! (10/27/2011 14:26:31)

Assimilate needs a buff.




PivotalDisorder -> RE: TLaPD weapons too strong!!! (10/27/2011 16:51:36)

assimilate did get a buff, takes 12 energy at max now, instead of 10.




PivotalDisorder -> RE: =ED= Balance Discussions (10/28/2011 9:10:02)

42 dex = 14-17 def
Hybrid = 12 def

so 26-29 defence for tactical mercs without any stat modifiers/enhancements. for anyone else to get 26-29 they would need 82 dex [25-30 defence]

that values Hybrid armour at effectively 40 stat points. not really sure how the game can possibly be balanced when one class gets energy regen [Reroute],
a debuff [Smoke Screen], health regen [Frenzy], a resistance boost and Smoke Screen boost [Technician], a stun [Maul] and 40+ free stat points.



EDIT: didnt realise I was last to post in this topic, can a MOD merge the 2 posts please, my apologies.




Algorithm -> RE: =ED= Balance Discussions (10/28/2011 15:10:22)

I never said it wasn't buffed lol, I said it needs a buff.
Btw, I doubt it was buffed because as you see a lot of the skills (if not all) improve with your level ;).

Screeny that shows the difference of Assimilate viewed on a level 1 character, and a level 33 character.




Rider_of_Rohan -> RE: =ED= Balance Discussions (10/28/2011 15:24:34)

@psibertus

I agree. What is going on? Are the devs really serious about allowing this STR TLM rampage to continue? I've made a vow to never class change to a Merc class. However, if I want to a legitimate win rate, I may have to. There's a reason every other battle you get a nasty STR TLM. Also, to any of you TLMs out there, don't find me a load of "oh your build must suck change builds stop complaining we all lose some". No, you don't lose as much as I do. Seriously, the only viable builds that can counter STR TLMs are the two classes with Defense Matrix, and that isn't even a guaranteed win. This isn't even amusing anymore. There really needs to be some change made. I don't mean the kind of blanket change that the devs seem to love. Just because you change a skill for one class doesn't mean it has to affect others. Nerf hybrid for TLMs to 6 or 7 defense, but leave it at +13 for regular mercs. There's a reason why you never see a normal merc anymore. This crap is really getting tiring. The TM class is broken, don't deny it. The only good build for a TM is 5 focus(sometimes). Bounty hunters took a huge hit when Massacre was severely nerfed. Hey devs, how about making huge nerfs on TLMs like you do on all the other classes? Stop serving me crap. I want a quality game for my money. Also, if anyone says "if you don't like this game leave hurr derp", I ask you to leave a commitment that you have spent 200USD on, receiving promises that quality would be assured the whole time. I'm tired of this. TLMs ARE overpowered, it's the bottom line.

If anybody doesn't agree with anything I have said, please speak up, and I will respond accordingly.

Edit: You know what I just noticed? All clubs seem to give PERFECT stats for STR abusers. One more complaint.




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