Skill Defects (Full Version)

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Laces -> Skill Defects (11/2/2011 18:45:12)

First of all, This is not a suggestion but a discussion.


I'm sure this has been brought up, but should debuffs such as Smokescreen, Malfunction, Intimidate, etc. be able to temporarily disable the use of a skill? For example, if I should malf a TLM, should that temporarily disable reroute (since it has a tech requirement) if that TLMs tech is reduced past the tech requirement. Thus, TLMs would temporarily not be able to gain back energy through reroute unless they used technician to boost there tech up to the tech requirement for reroute? It seems logical enough because your "skill" is temporarily damaged so it should not be still working. Against BH who smoke a TLM, there Hybrid Armor would be disabled for this amount of turns and make it possible for BHs to defeat the TLMs. Also, defense matrix and energy shield would boost up your Defense and resistance and are considerably better then Reflex boost and technician for defense, but they wouldn't be able to "fix" your tech or your dex. This would also help make intimidate a useful skill for once. Now here's my question to you:

Would this make debuffs to OP?
Could this help create balance?
Should this be implemented?
If implemented, should debuffs be lowered to make them not to OP?




Master Volcon -> RE: Skill Defects (11/2/2011 19:40:28)

then mods from items should effect requirements. if you have a 22 tech and you need 42 for reroute. then you just enhance your weapons for 20 more tech. its only fair.

If debuffs effect req. then buffs (or mods from weapons) should too




nico0las -> RE: Skill Defects (11/2/2011 20:02:22)

I was thinking about this as well. It makes no sense that smokescreen, for example, should be debuffed because one was malfunctioned. Now, looking back on it, it seemed to be a good decision, seeing as it allows mages and cyber hunters to have an advantage over their bounty hunter cousins, and Tactical Mercenaries.
Although I agree, it shouldn't affect it, I feel as though this must stay, for the greater good of balance in ED.




king julian -> RE: Skill Defects (11/2/2011 20:15:19)

Would this make debuffs to OP? Well from what u said about reroute and malf it sounds like a double punch to me so i would say they would become OP'd
Could this help create balance? Very possible.
Should this be implemented? This is something i would say no to.
If implemented, should debuffs be lowered to make them not to OP? Yeah they should debuffs require no stat requirement or weapon to use them.




Laces -> RE: Skill Defects (11/2/2011 21:00:16)

@Volcan

Thats very true. That would literally kill the game if you couldn't use your weapons. Maybe it should be limited to the aux and secondary?

@nic0las

Yeah. I was hoping this might make the game a little more reliable on skill then because you would have to adjust your build, strength TLMs could not just spam skill/stat points into something. But yes. Maybe if debuffs stopped progressing with stats and more by level? Would this help?




Lord Nub -> RE: Skill Defects (11/2/2011 22:59:24)

Great idea and it would be great to have !

The main problem with that is the fact that it would take so much coding to implement. ED still has many bugs/glitches that have been known and not solved since Beta.

This would create a ton of issues and is something ED simply can not handle atm.





RageSoul -> RE: Skill Defects (11/3/2011 7:45:35)

Seems logical but that might force everyone to stay at one build , nothing else .




Drianx -> RE: Skill Defects (11/3/2011 8:03:56)

Actually I think this change as you tell it might create a huge imbalance because:

- If you disable Deadly aim for 3 rounds, it won't hurt too much, you can only shoot your gun once in 3 rounds anyway - the opponent will just use another attack;
- Smoke already reduces Dex, and if you disable Hybrid armor for 3 rounds too, it will leave a mercenary completely defenseless -> from 20-24 +13 to about 10-12 +0, as Hybrid was specially designed to be a protection against Smoke.

It is not a bad idea at all, I like it actually. It would require a lot of work to get it done properly, and balance improvements take forever already.




drinde -> RE: Skill Defects (11/3/2011 8:08:10)

Would this Skill Lock be affected through base or total stats?

E.G.

LV10 Bloodlust needs 34 Tech, a player with it has 50 + 22 Tech.

He gets Malfunctioned for -32 Tech, and so, does the Bloodlust get Locked through 50 Base Tech -32 or is still functional through 50 +22 Total Tech -32?




Laces -> RE: Skill Defects (11/4/2011 20:12:16)

Yeah. I think with total stats it would be more fair. That way, strength TLMs have to place more on defense in order to survive. Not base stats, total stats.




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