support build (Full Version)

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bloodyfinger -> support build (10/30/2011 19:15:13)

Wow i have 120 support
but i can heal only 32hp that is really bad




dont give up -> RE: support build (10/30/2011 19:18:34)

agree they could make it like improve field medic with every 10 support not 3. and beside we only heal like a few now they turn it back to 4 cool down well seem mage will be on a bad condistion but i figure out a build ;)
bottom
agree with you ;)




Ranloth -> RE: support build (10/30/2011 19:19:03)

Heal isn't getting better with Support anymore, you need to Lvl up and train it in order for it to heal more. :)




DeathGuard -> RE: support build (10/30/2011 19:23:47)

Stick to an overload build and pray to stun like I do xD or get a supercharge super dex hp drainer lol




bloodyfinger -> RE: support build (10/30/2011 19:25:02)

i played juggernaut to day i always got 2 31
i think 34lvl for juggernaut player is bad




altimatum -> RE: support build (10/30/2011 19:32:52)

use a high heal....we all just have to live with this now [:(] it's more challenging to fight str builds without a nice heal.




dont give up -> RE: support build (10/30/2011 19:48:07)

well that make str more stronger because we have 4 cool down and low heal but b4 4 cool down is ok cus he have high heal. but agree we need challenge ;)




AQWPlayer -> RE: support build (10/30/2011 20:19:55)

Field Medic really should improve with support :S
I don't wanna see str builds running around with a high heal o.O (i'm a dex mage with 50 heal xD)




Rider_of_Rohan -> RE: support build (10/30/2011 20:31:01)

While I do agree that FM should increase with support, it should increase at a lower rate than before. It's really frustrating when a Support Merc heals back all the damage you did over 4 turns in one turn. >.<




Thylek Shran -> RE: support build (10/30/2011 21:10:58)

Here is my idea of balancing the stats (and skills):

1. Make FM based on support again but make Artillery Strike based on dex.
The argument for removing FM from support was that AS is on support also.
Maybe you have noticed too that the Mercenary class does not have a single
skill on dex. TaM only have Technician on dex.

2. Make deflection based on tech.
Technology only improves skills and defense. Dex in addition also improves
blocking and connect chance. So it would be fair to balance the 2 "defense"
skills, dex and tech.

3. Nerf strength to prevent overpowered STR-ArtilleryStrike mercs and because
strenght still is to strong.




endtime -> RE: support build (10/30/2011 21:27:23)

The real problem is that strength builds are way too strong now.

A good way to even out the stats would be to make sidearm damage improve with support and make critical, first strike, and rage improve with agility. This would prevent support from being the most useless stat in the game while ensuring it is not excessively powerful. In addition this makes way more sense. If support improves ranged weapons such as the auxiliary, then it should improve sidearms as well. Pulling the trigger harder on a gun does not make a gun shoot a bullet faster. Strength and gun damage have no correlation in the real, physical world. Also it makes sense to make the ability to critical and go first because being able to move faster would give one initiative and the ability to quickly hit a weak spot. This also gives more value to the agility stat. Each difference of 10 agility relative to another player would add + or - 5% crit, deflect, and rage.




nico0las -> RE: support build (10/30/2011 21:27:49)

So what exactly are you trying to achieve in this thread?
I think the system works fine now. I didn't bother raising my heal, 33 heal is more than usual for me.




ngshuyi94 -> RE: support build (10/30/2011 21:41:51)

^ Try using support against strength, u'll 100% get pwned easily without effort.

Its either a nerf to strength or a buff to support, end of story.




PivotalDisorder -> RE: support build (10/30/2011 21:42:48)

@Endtime: in the real world, little women don't have the same strength as man mountains, but hey, they can use all the same weapons
and have the same base strength as a male of the same class. welcome to THIS ISN'T THE REAL WORLD.




goldslayer1 -> RE: support build (10/30/2011 22:50:59)

quote:

Strength and gun damage have no correlation in the real, physical world.

try shooting .44 magnum and tell me str isn't involved
unless u have good str and good handgrip, the gun will bounce back hit u in the face and ur shot wont be accurate.

better yet try a Smith&Wesson 500 magnum revolver




Sipping Cider -> RE: support build (10/31/2011 0:06:01)

Support does seem to be a bad skill currently, along with technology. Dexterity and strength are being run rampant across the classes.

Here is a somewhat far-fetched idea that I got from Xendrans post to even out the stats:

Strength:Improves primary damage and defense
true true, having a good grip on a gun helps, but there is a point where gripping the gun harder does no difference. Also, if you are really strong you can take harder hits
Dexterity:Improves chances of hitting and blocking
To help this skill out sidearm and aux should be blockable. After all, I would think you could miss with gun more than missing with a sword
Technology:Improves resistance and aux/sidearm damages
Having more technology for more explosive, powerful bullets mades sense, but note that robot damage no longer improves with this since otherwise technology would be to good
Support:Improves abilties
This would be the only skill that improves abilities, and field medic would again improve with it. I think this would be fair since the only damage it would increase would be skills such as plasma bolt and it would improve skills like smoke screen

Robot damage would be based on focus and agility, purely an item ment to ballance out the game.




goldslayer1 -> RE: support build (10/31/2011 0:21:09)

@sunguardian
actually i think aux should be increase by support.
reason being is that aux (or rockets) is considered support in real warfare (same goes for artillery airstrike)




Illuminator -> RE: support build (10/31/2011 0:50:59)

You shouldn't be able to just get a bunch of support and easily win. That is why the support improvement was removed from field medic. It was so strong that the only non support spam builds that had even a chance to beat it were 5 focus tank builds with highish support and strength spam builds. No build should be able to beat everything with the exception for 1 or 2 direct counters, especially when those counters struggle against a lot of other things.
Further all skills should feel somewhat useless when they are at level 1 when you are at the level cap. You're supposed to level them up to make them better.

All balance discussion belongs in the Official Balance Thread. Locked.




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