RE: =ED= Balance Discussions (Full Version)

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GoldenNeo -> RE: =ED= Balance Discussions (11/7/2011 3:15:35)

Why nerf Tact. Mercenaries? Try playing TLM with not-fully-enhanced weps.
And isn't it enough nerf that we support TLMercs got so nerfed, 'coz Field Medic was nerfed.
And that Hybrid Armor and Reroute had requirements? x.x

And if Hybrid Armor get's nerfed/removed. EpicDuel would suck more. >.< (No offence)




Jekyll -> RE: =ED= Balance Discussions (11/7/2011 3:27:27)

Lets face it, few here are able to remain impartial and unbiased in expressing their views about balance. Tac Mercs will go all out to defend their class and say how it is not OPed. It is easy to tell who here is a Tac Merc solely based on their skewed views. Tac Mercs want to prevent their winning ways from being halted while other classes just want to "have a fairer chance in battle".

Why dont we take a step back and leave the balance to the devs? Everyone only wants personal gain - have you ever heard a Tac Merc asking to be nerfed (ie Please take away my Hybrid Armor)? No. This in itself is enough evidence. Well, thats my two cents worth, if you dont agree with me, say it in a nice, anti-flame way.




drinde -> RE: =ED= Balance Discussions (11/7/2011 3:54:51)

@Above
Actually, yes. T.600.




Jekyll -> RE: =ED= Balance Discussions (11/7/2011 4:21:41)

T600's a Tac Merc? I always thought he was a TM...

Anyway, even if he is a Tac Merc, he is not one who chooses it solely based on easy builds and easy wins. I guess that counts him out. Those who can give a suggestion, followed by an accurate and unbiased explanation are those who truly understand the meaning of balance. (Sorry to those who think otherwise)




ansh0 -> RE: =ED= Balance Discussions (11/7/2011 4:31:17)

@Jekyll skeletondude is a TLM and wants them nerfed.




~black spidey




Jekyll -> RE: =ED= Balance Discussions (11/7/2011 4:41:05)

Ok, I admit that was a fallacy on my part. But my point is that there is always a group of people deceiving themselves that Tac Mercs are equal to other classes. They insist that changes will nerf them severely, when in fact all changes will do is to level the playing field. I think its just because they have gotten so used to getting quick and easy wins that it is really hard to let go now.




Runehawk Master -> RE: =ED= Balance Discussions (11/7/2011 14:38:06)

I'd like another melee attack for blood mage, makes it more balanced between energy and physical, like a physical multi attack. [:)]




Eventus -> RE: =ED= Balance Discussions (11/8/2011 1:50:10)

@Sparticus: Heh, as much as I love the book, I don't think quoting someone as ... interesting ... as Holden is the best way to put things. [:D]

I should note that despite the argument as to how people are generally biased towards their own classes (i.e. Tactical Mercenaries), the ED Balance Team is most certainly not. As far as I'm aware, the Balance Team makes their decisions based on experience and exhaustive testing; it's easy to accuse everyone to being biased with a general assumption, but be mindful there has already been several nerfs towards the TLM class, and as hinted prior - there will be more!

Myself, I do agree to some extent that the Tactical Mercenary class is fairly difficult to beat. It might even qualify towards the ranks of being "overpowered." It's their capability to easily build a tank and equally great offensive build that does it, I think. A guaranteed +13 defense that will never reduce, alongside a constant income of energy (through Reroute and Energy Boosters) and a potentially vast income of health v.i.a. Field Medic, Health Boosters and Frenzy (which is painfully effective with extreme strength) is rather overwhelming. No other class that I'm aware of could maintain all four key points using any build - colossal strength, more than adequate defenses/resistance, while healing both energy and health just by doing what all we EpicDuelists do best: fighting!

I can't speak for the Balance Team, as it is not my place, but I'm fairly certain that with just a little bit of patience and support, we will be seeing more balance in our near future.




rayniedays56 -> RE: =ED= Balance Discussions (11/8/2011 18:20:15)

Time to put my 2 cents into it :] Well, for me, I am a lvl 31 bounty hunter with NO aux or gun. I am a varium bounty hunter, but I found that I can only kill bloodmages and cyber hunters 28 and up. I was fighting a level 26 tactical mercenary and he was a strength build. He had no good weapons, and had max smoke screen and max hybrid armor. He still killed me. With the reroute that he had, everytime I got him to 26 health he would heal. He healed at least 4 times cause his energy kept on coming back. What this example is showing is the unfairness in Epic Duel with the Tactical Mercenaries right now. A level 26 tactical merc with non varium weapons should NOT be able to pwn me. I don't have any trouble with bloodmages or cyber hunters; they are balanced. Tactical mercs, though, are way too superior.

My suggestions? Well, since they are TACTICAL, I doubt that a hybrid armor should be in them. Bounty Hunters have bloodlust, yet cyber hunters don't. Tech mage's have reroute, yet bloodmages do not. Mercs have bunker blaster, yet tactical mercs do not. Um, idk about you, but how many mercs have you fought who liked their bunker blaster? I can name only 22% that I have fought.

They should just nerf tactical mercs all together. Rebuild them, and the bloodmages and cybers, yet iI don't mind them.

Myself? I liked the days when Epic Duel had only 3 classes, and I really miss it. [:(]




Stabilis -> RE: =ED= Balance Discussions (11/8/2011 18:30:02)

^ The problem is they ONLY made 3 extra, and reused and shuffled existing skills.




FrostHS -> RE: =ED= Balance Discussions (11/8/2011 19:06:26)

Static Charge for Cyber needs to be unblockable or replaced with Re-Route. It's not even a passive, all we have is a luck based passive, SA and so do Bounties. Us and mercs are the only ones with 1 passive, it's not even that Great




State Alchemist -> RE: =ED= Balance Discussions (11/8/2011 19:14:38)

On balance, please listen to this for bloodmage

Reflex boost is a 3rd level skill normally, but it is a 4 for bloodmage

Please put Reflex boost where intimidate is AND put assimilate back to where it should be.

Bloodmage currently has ZERO ability to take energy from an opponet!

This is a minor tweak that should be considered.

Thanks!





Renzan -> RE: =ED= Balance Discussions (11/8/2011 19:15:17)

Mercenary needs a way to regain energy!




AQWPlayer -> RE: =ED= Balance Discussions (11/8/2011 19:40:06)

@kindofn00bs
No they don't. All they need is extra tanking abilities or extra damage.
@State Alchemist
And buff assimilate at the same time :D




State Alchemist -> RE: =ED= Balance Discussions (11/8/2011 20:53:59)

I think assimilate was buffed when I looked at a tech mage. Not by much but it kinda looked like it was bufed a bit from original




FrostHS -> RE: =ED= Balance Discussions (11/8/2011 20:59:04)

^No, i don't think it was. I think it was always that way, but yes there is much work to be done to achieve balance. But yes, it does need to be buffed and ignore re-route for the turn it's used. It's stupid that It gives more energy than takes most of the time




Algorithm -> RE: =ED= Balance Discussions (11/8/2011 21:06:18)

Assimilate needs to be buffed, I am fine with the skill having a 2 turn cool down :P.




AQWPlayer -> RE: =ED= Balance Discussions (11/8/2011 21:07:35)

@Frost
It has been buffed, but only by 2 points at max level. And many other skills have been buffed at the same time for all classes. It does indeed need another buff. And a big one.




RageSoul -> RE: =ED= Balance Discussions (11/9/2011 5:14:04)

When Field Medic got nerfed , everybody started using OPed full-offensive builds , which include Strength + builds ( ex . Strength - Tank ) , so i suggest that make Field Medic an improvable skill again with Support but give it a slower progression , so i make a progression here :

Gives +1 Health Restored at 23 Support , then adds +1 Health Restored for every 5 Support Points .

Then the base skill progression should be :

Level 1 starts at 25 Health healed then +3 for adding points to Field Medic

Example :
I have 52 Support so : 52 - 23 ( + 1 Heath Restored )= 29 / 5 = 5 + 1 Health Restored = + 6 Health Points Restored , then +25 base , so i will get a Field Medic that heals 31 Health ( currently i have a Level 3 FM so i would be able to heal 37 ) .


Note : At low levels , it should stay at their current progression .

Now the reason why i'm suggesting this is because Strength builds can heal 33 Health even when their Support is below to the required amount of Support to gain that amount of Health , which causing the builds that rely on Support very weak , especially Tech Mage and non-Strength Bounty Hunters , and not just that ; it will also make build creativity a liiiitle bit fun and more worth it .

So....what do you guys think? Should this be fair for non-Strength builds and would buff up TM more ?





drinde -> RE: =ED= Balance Discussions (11/9/2011 6:00:21)

Hmm.... How about Assimilation cancels out Reroute?

Also.... Smoke Nerf.... we'll see. [8|]




Hatsuka -> RE: =ED= Balance Discussions (11/9/2011 10:27:55)

quote:

Why nerf Tact. Mercenaries? Try playing TLM with not-fully-enhanced weps.
And isn't it enough nerf that we support TLMercs got so nerfed, 'coz Field Medic was nerfed.
And that Hybrid Armor and Reroute had requirements? x.x

And if Hybrid Armor get's nerfed/removed. EpicDuel would suck more. >.< (No offence)

Its not how u play it as Non fully enchanced weps, its because of those TLMs Gameplay, And Its better Those TLMs using Reflex boost or Defense Matrix instead of using Hybrid, so they dont have OPed Skill tree. Enough Said.




Remorse -> RE: =ED= Balance Discussions (11/9/2011 11:14:45)

The battles are 90% god dam MERCS! and all the give us over the whole dam time is frekin REQUIREMNTS THIS IS STUPID!!!!



WHAT DOES IT TAKE TO GET DECENT BALACE ADJUSTMENTS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

MAYBE FOR THE WHOLE DAM COMMUNTIY TO QUIT!!

GET OVER THE FACT PEOPLE WILL COMPLAIN AND DO THE BALANCE ADJUSTMENTS THAT PEOPLE WHO ARNT TLMS or MODEST TLMS KNOW WE NEED!




Archlord Raistlin -> RE: =ED= Balance Discussions (11/9/2011 14:04:50)

I am looking for some answers on why blocks and deflects have suddenly dramatically increased...and not just on the bots. Yesterday was just about the worst battle day I've seen, with constant deflects of aux and gun as well as blocks on standard attacks. Today seems no better...here's an example:
2v2 versus a level 30 merc with 39 hp left. 1st atk - bot blocked. 2nd atk - gun deflect for 11. 3rd atk - strike blocked. 4th atk - aux deflect for 17. 5th atk - healed out of disgust. 6th atk - rage/over. Should it really take 6 rounds to finish off a non varium level 30 with 39 hp and lower dex and support? How is this even possible (4 in a row)? I have 74 dex (phys armor) and 62 support...maybe it's me :/

Is this anti-bonus just for the bloodmage class, who rely on bloodlust, or everyone? Others have complained too, but I wonder how bad it really is for other classes. I don't expect a crit every time like a tac merc, but I DO EXPECT to be able to attack normally the majority of the time, with an OCCASIONAL block or deflect. What is going on???





AQWPlayer -> RE: =ED= Balance Discussions (11/9/2011 20:02:05)

^
Everyone knows luck is broken.




FrostHS -> RE: =ED= Balance Discussions (11/9/2011 20:22:14)

You think that's bad? I've blocked Turkish incubus an entire battle before, luck is REALLY broken, a lot more than people think it is




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