RE: =ED= Balance Discussion Thread (Full Version)

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edwardvulture -> RE: =ED= Balance Discussion Thread (12/8/2011 23:34:26)

Killed my heal several times, nuff said




ND Mallet -> RE: =ED= Balance Discussion Thread (12/8/2011 23:35:31)

@ed So does any other energy draining skill. Carry energy boosters. 15<25 last time I checked




edwardvulture -> RE: =ED= Balance Discussion Thread (12/8/2011 23:44:25)

but it takes a turn and I need every turn against a varium player




AQWPlayer -> RE: =ED= Balance Discussion Thread (12/9/2011 0:06:08)

Just to add...after you use a health booster, a varium player can easily strike for another 30 dmg...so using boosters are a waste, and you actually benefit more from NOT using boosters most of the time.




kittycat -> RE: =ED= Balance Discussion Threade (12/9/2011 0:12:04)

Health boosters should be mini boosters. Instead of a certain value, it should be (25 + (Level -9)/3) HP, and Packs should be (15 + Level)

EDIT: In order for class balance, there needs to be a few changes.

TLMs will switch with Cyber Hunters' EP Regeneration methods.

Field Medic - Double Strike - Hybrid Armor

Maul - Technician - Smoke Screen

Static Charge
Cyber Hunters will have Reroute instead of Static Charge.

Field Medic - Cheap Shot - EMP Grenade

Technician -Reroute - Defense Matrix

If not, there is one option.

TLMs will switch out Hybrid Armor/Reroute for Field Commander. They do deal significantly higher damage, but they have only one or the other.




RageSoul -> RE: =ED= Balance Discussion Thread (12/9/2011 2:41:07)

@kittycat
At your TLM idea , i think it would've solved the problem ( since Mercenaries weren't really OPed when they use FM ).... but you forgot Smoke Screen , Maul and Atom Smasher are still there and a TLM with a good amount of Support and a decent amount of Strength , so just remove Technician , Reroute and Smoke Screen instead .




Wootz -> RE: =ED= Balance Discussion Thread (12/9/2011 8:49:11)

quote:

Static Charge
Cyber Hunters will have Reroute instead of Static Charge.


Never. I'd rather kill you for realzies.
CH's with Static Charge is the same like Bounty Hunter without Smoke Screen.
Or Blood Mages without BloodLust.




drinde -> RE: =ED= Balance Discussion Thread (12/9/2011 9:03:41)

Again I submit:

Reroute to Assimilation, Atom Smasher to Bezerk.




od -> RE: =ED= Balance Discussion Thread (12/9/2011 10:11:09)

Whoa there!
That means that str tlm will be even more op.
Smoke,Maul,Frenzy,Double Strike, Assimilation AND bezerk!! This will
simply make str tlm insanely powerful




Wootz -> RE: =ED= Balance Discussion Thread (12/9/2011 10:20:03)

Totaly. That should be Blood Mages skills.




drinde -> RE: =ED= Balance Discussion Thread (12/9/2011 18:39:40)

Actually, I just had to replace the Atom Smasher since Assimilate already steals EP. Any suggestions?




Gepard Acht -> RE: =ED= Balance Discussion Thread (12/9/2011 19:13:16)

venom strike needs a buff, at least as strong as toxic grenade as it needs class specific weps and is blockable

and it needs req which toxic doesnt have




Prakash 007 -> RE: =ED= Balance Discussion Thread (12/9/2011 21:06:18)

well i got an idea to buff mercs, its a move i made up called "bullet volley"
heres how it works, its 30% life stealing and send your aux an gun into an extra 1 turn of cooldown and is undeflectable/blockable
it combines your aux an gun damage numbers (before hit) and inflicts a % of that on your opponent. The atk is energy

lv 1 75%
lvl 2 81%
lvl 3 87%
lvl 4 93%
lvl 5 97%
lvl 6 101%
lvl 7 105%
lvl 8 108%
lvl 9 111%
lv 10 114%

an example should make it clearer,lets say u have 15 + 30 sidearm and 15 + 30 aux and your opponent has 30 res, so 15 + 30 + 15 + 30 = 90
so 75% = 67.5
so you wuld hit abt 38 at lvl 1 and gain 11 hp and since it sends your aux and gun into cooldown, i don't think its too OP or too week, its just the buff nercs need to make a comeback.

EDIT: another suggestion would be to give mercs a passive in exchange for maul, it works like this, when you hit some damage, you gain some energy, and that works like this,

lvl 1 9%
lvl 2 12%
lvl 3 15%
lvl 4 18%
lvl 5 20%
lvl 6 22%
lvl 7 24%
lvl 8 25%
lvl 9 26%
lvl 10 27%

so if you hit 20 with a maxed version of this skill, you would get 5 energy




Stabilis -> RE: =ED= Balance Discussion Thread (12/9/2011 21:08:37)

Steal ideas from final fantasy.




Prakash 007 -> RE: =ED= Balance Discussion Thread (12/9/2011 21:15:19)

didn't realize the idea was taken... sorry




Remorse -> RE: =ED= Balance Discussion Thread (12/9/2011 21:36:30)

I thinks its pretty much settled.


I agree with andies idea,

Switch Reflex for hybrid and maul for stun grenade.

Or

Switch Defence matrix for hybrid and blood shield for technicain.


Why?

Any amount of skill trade to TLMs will not be effective UNLESS they lose thier hybrid reroute combo, and thye cant take reroute they kind of need it to be "tactical" were as hyrbid is like an unfair bonus in my belif is the one and only thing giving them the edge over everything else.


In my opinion its not a "nerf" its a change because yes they lose hybrid but their are given other advanatges with other sheilds such as less skill points required and higher burst defence.

Which means after this TLMs will be able to use more skill points and they can still keep up the high defence they need IF they are tactical.
which supports the name rather then lazy merc which is soo dam tank AND energy regaianing....


THE COMPRIMISE
If this CHANGES (not nerfs) are placed then I think ALot of the requiremnts for TLMs should be removed such as reroute requiremnts and frenzy requiremts also hybrid requiremnts removed for orignal mercs.
AND frenzy should become useable with swords agian.

SO basically everyone wins.

TLMs are still a great class with many opportinites and build variety rather then a small selection of OPed game destrying builds, which anyone can use. they will become "tactical as thier name sugests.

Plus mages reroute requirment is gone, orignal mercs can be revived as they will be the only hybrid class with no more requirments.




If you dont like this idea you are simply selfsih in my eyes either that or you think you can do a better job of arranging skills but rembeber if you think you can think of what you are gonna trade for the new skills etc. and think of what will happen to the other classes. will old mercs be revived like thye should? these are things to think about.

ALso note for the balance team, Its time you disapoint some people for the good of the game rather then disapoint everyone else constantly with the balance delays and false promises.





ND Mallet -> RE: =ED= Balance Discussion Thread (12/9/2011 21:59:42)

NOTE: These may or may not be implemented but these have been heard from both Wiseman and Ashari about TLM changes.

Hybrid and Reroute change entirely. They both become new passives on the TLM tree and only affect one type of damage for that skill. So Hybrid and Reroute will no longer cover both energy and physical attacks on TLMs builds. Last time I checked, they both only affected Physical damage. These aren't the only planned changes I've been told. They also get the Maul switch to Stun Grenade and, of course, new Multi and Ultimate skills just like how the other 2 new classes will be gaining new multies and ultimates as well.




Remorse -> RE: =ED= Balance Discussion Thread (12/9/2011 22:02:53)

^ Great news thanks for the update ND :)




ND Mallet -> RE: =ED= Balance Discussion Thread (12/9/2011 22:06:24)

They have most ideas planned out, if not tested enough, already. They just need to find some time in Titan's busy coding schedule so he can roll out the changes and possibly a small amount of testing left to do.




od -> RE: =ED= Balance Discussion Thread (12/10/2011 0:47:06)

I think giving mercs frenzy would buff them significantly




RageSoul -> RE: =ED= Balance Discussion Thread (12/10/2011 1:03:53)

I had enough of this 4% minimum Block Chance ! It's very annoying ! I mean , really , i had a battle whereas i could have owned this guy and , guess what , he blocked ... and pwned me ! ( Even though he had lower Dexterity ) Please remove that 4% minimum because it's really getting annoying , ever since before i switched to a Strength-build.




ND Mallet -> RE: =ED= Balance Discussion Thread (12/10/2011 1:07:09)

@Lord Aegis The very build you use is the very reason why this game has a minimum chance to block or deflect. Strength has huge advantages to it since you can use it every turn and it has an unblockable yet deflectable attack to it as well.




goldslayer1 -> RE: =ED= Balance Discussion Thread (12/10/2011 2:45:17)

i love it when 62 dex (minus 28 with smoke) blocks me 7 times in a match when i have 112 dex.
its just so lovely.
i lost a stinken match because of 7 blocks.
isn't that great?

funny enough it was to a lvl 32 with a crappy build.
i mean seriously i could find better builds than that on Ebay -.-




ND Mallet -> RE: =ED= Balance Discussion Thread (12/10/2011 10:02:14)

@gold I suggest you read the first page again.
quote:

No "luck" complaints - This thread is not a place to complain about an unlucky streak that caused you to lose a match. Please remember that while luck may seem to favor or disfavor you in the short run, over the long run it does average out.




Algorithm -> RE: =ED= Balance Discussion Thread (12/10/2011 11:10:12)

^Lol




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