Tactical Mercs: 4 Round Technican (Full Version)

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Technical Time -> Tactical Mercs: 4 Round Technican (12/13/2011 6:42:53)

Lately ive been fighting Tac mercs alot, but there is one thing ive been notecing, their Technichan lasts for 4 rounds which is really unfair.




Thylek Shran -> RE: Tactical Mercs: 4 Round Technican (12/13/2011 7:18:52)

The devs should know about this well known bug but nothing has happened so far.




Arcanis -> RE: Tactical Mercs: 4 Round Technican (12/13/2011 7:53:36)

Cause they are so weak they need any advantage possible [8D]




Technical Time -> RE: Tactical Mercs: 4 Round Technican (12/13/2011 10:04:08)

Tac mercs arent weak, its the most powerful class in the game, how do you mean?




Prakash 007 -> RE: Tactical Mercs: 4 Round Technican (12/13/2011 10:12:55)

^ its sarcasm [8D]




Remorse -> RE: Tactical Mercs: 4 Round Technican (12/13/2011 10:26:27)

Did you know that 4 classes have technician,

Buy nerfing it for one class abusing it,

Your essetialy nerfing 4 classes when you only wnat to nerf one,

If balance changes are made they have to be sure that they are not hurting uninteded classes.




8x -> RE: Tactical Mercs: 4 Round Technican (12/13/2011 10:28:49)

quote:

Lately ive been fighting Tac mercs alot, but there is one thing ive been notecing, their Technichan lasts for 4 rounds which is really unfair.
I am pretty sure that technichan from other classes and all other power up skills last 4 rounds, so I guess it is fair.




Technical Time -> RE: Tactical Mercs: 4 Round Technican (12/13/2011 11:25:00)

Hybrid armour, Smokescreen and 4 round technichan, now thats unfair.




IsaiahtheMage -> RE: Tactical Mercs: 4 Round Technican (12/13/2011 14:09:15)

Um no it is not unfair. Because if Tac Mercs technian last 4 rounds then it does the same for every other class. And if you nerf it for us then you nerf it for everybody. Now that would be unfair.




Technical Time -> RE: Tactical Mercs: 4 Round Technican (12/13/2011 14:20:36)

Im a tech mage, and my technician lasts for 3 rounds




8x -> RE: Tactical Mercs: 4 Round Technican (12/13/2011 14:38:46)

^Do you count the round when you activate it?




supermasivo -> RE: Tactical Mercs: 4 Round Technican (12/13/2011 14:45:53)

And bloodshield? last more than 4 turns... nobody complain couse its a merc skill LOL




Elf Priest JZaanu -> RE: Tactical Mercs: 4 Round Technican (12/13/2011 14:46:19)

With any balance changes, there will be a loop opening with any class or build that can be exploited.

It really doesn't matter if anything happens to tactical mercs, simply because, as long as there is no penalty for class changing and dealing with our current enhancement system, most players will seek the path of least resistance (easy victors) by class changing and manipulating the enhancements for loop hole builds.

As long as the game chooses not to deal with class change or enhancements, the balance team will be tied with only minor trial and error adjustments.

Balance it nothing more then a teeter-totter of freedoms and limitations within a given competitive community.


Unless you have better ideas for certain restrictions for class-change and enhancements, once this class is altered, another class will be exploited. And this thread will be revisited once again, as it has in the past.





Lord Nub -> RE: Tactical Mercs: 4 Round Technican (12/13/2011 15:01:51)

Technician, reflex boost, and Field Commander is suppose to last 4 rounds. Easiest way to remember is that you will get 3 attacks while buffed out of these and your opponent will attack 4 times while your buffed. All buffs and debuffs are suppose to end on your opponents turn to keep from looping the same buff/debuff this way your opponent gets a shot at you without the buff or debuff.

Sometimes though it will act a fool and add a 5th turn or be decreased a turn allowing you to loop it. The team should know about the issue considering it's been reported multiple times in the past. I guess it's one of those things that's over their heads atm.




DeathGuard -> RE: Tactical Mercs: 4 Round Technican (12/13/2011 16:20:15)

Well, I report it months ago, remember Lord Nub? It is unfair, for me it only lasts 3 turns, and for them 4 turns, sometimes even 5 turns , they won't do nothing about it until TLM became so uped they will fix that and give advantage to other class, lets open our eyes, next oped class is TM or CH, or even better both. You will see it in a couple of months.
Malfunction has a bug too, Lord Nub record it because it only last 3 turns.




Lord Nub -> RE: Tactical Mercs: 4 Round Technican (12/13/2011 16:47:04)

^ Malfunction, Defense Matrix, and Energy Shield are suppose to last 3 turns. It's when it lasted 2 turns I recorded. I made 3 vids I believe awhile back with other buff/debuffs bugging out also.

They all do it but I haven't recognized it lately. It use to be almost every match which is why I recorded. My guess is since it was during the server issue days with all the lag, that it had something to do with that. It probably wasn't registering properly.




FrostHS -> RE: Tactical Mercs: 4 Round Technican (12/13/2011 17:15:35)

I'm not surprised.




Ashari -> RE: Tactical Mercs: 4 Round Technican (12/13/2011 19:39:30)

The stat buffs (Technician, Reflex Boost and Field Commander) are all supposed to last 4 rounds. That's not a bug.

In a normal battle, the turn order would look something like this. The duration starts after you cast it.
                      |        Round 1        |     Round 2    |    Round 3     |    Round 4     |
Your Turn (Cast Buff) - Opponent's Turn - You - Opponent - You - Opponent - You - Opponent - You - (Buff Expired) Opponent
Shields (Defense Matrix and Energy Shield) are intended to last only 3 turns since they provide a much bigger boost to defense. Blood Shield last 5 turns since its boost is less in comparison. If you have these buffs lasting more or less, please report it since that's clearly a bug. Including a turn order (like above) would be extremely helpful in finding the problem. Stuns can sometimes throw off the duration of buffs & debuffs.

Since the rest of this boils down to a balance discussion, you can continue this in the Balance Thread. Locking up.




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