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

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rayniedays56 -> RE: =ED= Balance Discussion Thread (2/9/2012 20:19:58)

I am very disappointed with the path many players are going when they are cyber hunter. they have over 100 strength, over 75 dex...but lack everything else! They would have their support soooooo low that it takes a level 6 malfuntion to take away 37 technology points. The skill tree that is VERY common among higher levels?

3-1-1
8-max-0
0-5-0
0-6-2

(typical level 34 cyber) with nearly all points in strength and dex.

Me? I'm also a level 34 cyber hunter, but my skill tree goes as such...

3-1-1
max-8-2
0-3-0
0-0-8

heres a link...
http://i1136.photobucket.com/albums/n496/rayniedays56/untitled-1.jpg




Wraith -> RE: =ED= Balance Discussion Thread (2/9/2012 20:29:17)

@/facepalm

You forgot the tanks, that kill everybody in range.

Anyways...don't insu.t others before improving.

You need a better ratio.
Get more Res (at least 27-33)
Get more Def (at least 30-36+9)
Have a higher heal.
Kick uo that malf.
Get energy blades.
Get physical armor.

Etc. This was not meant to offend you, but you insulting builds that could 4-hit you is kinda awkward.

In either case...

For focus CH:

5-1-2
M-M-1
X-4-X
X-X-3 The SA in this case is useless. My build out-dexes most build, with 106 dexterity. My Tech is also high enoih to deflect a ton. Now that is how you tank.

For STR:

Why would I have a heal? I need to out damage quickly and not focus on defense...
1-1-1
R-9-0
0-6-0
0-6-4


I certainly hope you saying people have over 100 STR was an exaggeration. Anything over 93 is overkill. I usually use 87 ._.

And since your build is a Tank, start tanking...

This was not meant aas flame. I was teaching you to get your facts straight before randomly insulting most of the CH population...




rayniedays56 -> RE: =ED= Balance Discussion Thread (2/9/2012 21:44:13)

I was insulting the majority of the people who USE the same build because it is what's considered the best. . Mine, as you can see, is a Tank/Lvl 5 focus. The only thing I was saying was how many of the cybers are using the same build over and over and over again. I guess I did forget to mention the Tanks, and I applaud the players who use tanks and other non-strength builds.

And before you need to say I need to improve my cyber, just fight me. I have found my current build to be extremely effective against anyone. It looks funny, but I rely on my ability to block, which Shadow Arts does help me do a lot of.

My resistance is unnessary, mostly. My malfunction does 33 at level 3 and that is what I am keeping it as because with my Azrael Borg I can get rid of buffs, and since I have Physical blades, the malf is just a distraction. I wanna keep the enemy guessing at what im gonna do. Sometimes I rely on rage to help me out whenever an enemy crits or stuns me, but not always. Trust me. I dont mean to insult anyone, I was just pointing it out. Also, I am a slight heal looper, which also why I keep my healing below level 4. And I would like to find a build who can 4 hit me and kill me. Most of the fights I've been in have lasted for 6 or more rounds with me being the victor.

And yes, I have seen strength in cybers over a hundred. Like you say, anything over 93 is over kill. A lot of cybers I see have 53+50 give or take on strength. And ever since the recent Nerf on Tacticals, they have been becoming more reliant on Tech and having to lower strength, which amazed me because 99% of them were strength. I say that Epicduel has balanced some Tact Merc, BH, TM, and Merc builds, but as a cyber, I see that they keep on Buffing us. We are powerful enough as it is. What really powered up the cybers was the plasma armor, which let us add more pts from tech to strength, support, and dexerity.

I was just merely saying here what I forgot to say. I thank you for pointing it out, and I'm sorry if I insulted you.




Wraith -> RE: =ED= Balance Discussion Thread (2/9/2012 22:08:54)

@Above: "Malf is a distraxtion" Fine, I'll ignore it. Good luck getting thoruhg 40 Res. Tanking. Your defense KS really low. Say I was the typical Gamma BH (the good kind) with Frostbane/Frost Destroyer, ACRP 45, and Energy Eggzooka. I would smoke, completely removing all chances of you hitting, while boosting my chance of hitting, while you Defense Matrix'ed. At that point, your static gets blocked. Wutdo? Tank? You are smoke, have two relatively weak unblockables, a block able Bot, and a heal requiring energy.

As a STR CH, I could simply EMP you. No rule claims I have to Massacre. Furthermore, I take back the 4 hit.

The reason STR CH is OP is because Assault Bot is unnerfable. You Malf, I assault Bot, you can't AzBorg. I'll just keep EMPing every few turns...

As a Tank, I would defeat you, but I'm on mobile ATM. The issue here would be your rage, but my Res is highenough and my dex would block your phy attacks.

Good night.





Remorse -> RE: =ED= Balance Discussion Thread (2/9/2012 22:12:44)

It doesnt matter what build you have if you try to play defensive you be destoyed by effortless power builds and if you go an effortless piwer build you will lose to power builds that start.

Basically current balance stops all attempts to smart outwitting and strategy regardless of how brain dead your opponent may be.




rayniedays56 -> RE: =ED= Balance Discussion Thread (2/9/2012 22:14:31)

Yet you continue to insult me.

Ok little kid, just go on to bed because I am very sick of being insulted when I just apologized in the thread before.




Wraith -> RE: =ED= Balance Discussion Thread (2/9/2012 22:25:26)

How was I being insulting? In my first post, I said no offense intended. I was telling you why your build isn't omniscient.

Chances are I'm older than you >_> Jesus. And the good night part was courtesy. >_> I sleep in about 2 hours. I'm in EST....

I apologize for being insulting.




IsaiahtheMage -> RE: =ED= Balance Discussion Thread (2/9/2012 22:47:09)

Well most STR CHs I see have this build:
1-1-1
M-M-0
0-4-0
0-2-8 and it usually always wins against me or mostly wins against lvl 34 variums in 2vs2.




rayniedays56 -> RE: =ED= Balance Discussion Thread (2/9/2012 22:55:01)

Im also sorry, then. Wow...now that I look at what I wrote...it is a bit childish :)

My bad xD

I didnt intend to say also that Malf was a distraction, and I actually changed my build based on what you've told me. Its a basis of my old build and another combined.






Wraith -> RE: =ED= Balance Discussion Thread (2/9/2012 23:16:17)

@Above: sorry for typos. I typo a lot, set autocorrect to "aggressive" and it screwed everything up. -.-

As a CH, remorse is right, power builds have the advantage. If tanks go first, we rule, but when STR goes first we get screwed. True Dex knocks off that advantage, but they hit higher an have more HP. Theory of STR CH.

Honestly, CH is OP whatever build it uses. I have a 92-8 record for the last 100 battles. 2 DCs cuz I accidentally typed @(honestly...), 3 luck (Str going first, bm critting), and 3 times being arrogant, and going pure offense.

Total of 60 or so boosts used, 40 or so lower level nonvar, 25 encumbrance varium, rest was challenge/equal level. Encumbrance varium includes people who haven't made it to the cap -.-

Removing the 5 unwarranted loss and adding in losses for lack of equal level I should have 90-91%

Without boosts it would be 85%.

/facedesk

My ratio is creeping upwads....(81-83% ATM, blame stupid times when there was no encumbrance)

Going back to npcing.

Honestly, high HP STR tlm can beat just about anybody...*glares at TurkishIncubus*

Power builds are OP. In this game, tank or str. Or lose.

/facepalm




Stabilis -> RE: =ED= Balance Discussion Thread (2/9/2012 23:27:26)

I myself prefer a physical primary coupled with malfunction CONSIDERING THESE CONDITIONS:

• Using energy ranged weapons

• Using multi-shot

• Using plasma grenade

• Using assault bot's strike (with decent robot damage)

I'm sure some of you know, that nerfing skills do not apply their effects in cooperation with the weapon that was used to transmit the skill. Therefore, for the turn it was used, something like malfunction will not boost the damage of an energy primary as will not smokescreen do to a physical primary... for the turn it was used.

This allows the user to choose what style of offense suits them the most. Energy primaries still work great, if malfunction was intended to be used in conjunction with massacre, cheap shot, or generally a melee type.




endtime -> RE: =ED= Balance Discussion Thread (2/9/2012 23:33:56)

The balance testers need to play support builds in 1v1 and see how ridiculous of a shape such builds are in. Support builds get one strong attack: the auxiliary. Now it can be deflected by tech tanks, who were already really strong before. Meanwhile, the new robots can deter shields.

Possible Solutions:

Gun damage to support.
Strength builds already have the option of striking with a constant force every turn. A gun is unnecessary. Distribute luck stats away from support to other stats if necessary.

Heal Scaling back to Support
In this new system, dexterity and technology will "hinder" (subtract from) field medic in order to prevent field medic from becoming excessively strong for tanks while support improves field medic.

Lower auxiliary cooldown
Equalize the sidearm's and auxiliary's cooldowns.








ForTun3 -> RE: =ED= Balance Discussion Thread (2/9/2012 23:43:20)

but if you change gun to support and lower aux cool down every one will make support builds and own even more, atleast with str builds theirs a chance you will block... if you want a good support build id say go merc and make a tech/support build, bunker then aux then heal or gun, then bunker again, then if needed strike then aux.. (keep str as low as possible)




endtime -> RE: =ED= Balance Discussion Thread (2/9/2012 23:50:21)

@xXxPhYcOxXx When I'm writing possible solutions, I mean only choose one (not all or more than one).

Why would everyone make support builds? Strength still gets to attack every turn, while support builds will have one turn where they can neither use the gun nor the auxiliary. Also, guns can be deflected. The idea is good because it gives an alternative for people who dislike blocks, would would at least like 50% of their damage be retained in the event of bad luck.

Also, that Merc support build would be awful. One emp or two, and you pretty much lost.




ForTun3 -> RE: =ED= Balance Discussion Thread (2/10/2012 0:02:47)

ok that makes more sense... soz man just trying to help, ive got that build and dont seem to have that much trouble with it, and their only seems to be a few ppl that emp me and i win bout 75 -80% of the time.. just having the aux cooldown lowered would make it alot better in the case of an emp so yea i guess il have to agree with you on that one, but definately not the gun being changed to sup that would make blood mages really bad in my eyes...




goldslayer1 -> RE: =ED= Balance Discussion Thread (2/10/2012 0:18:15)

quote:

The balance testers need to play support builds in 1v1 and see how ridiculous of a shape such builds are in. Support builds get one strong attack: the auxiliary. Now it can be deflected by tech tanks, who were already really strong before. Meanwhile, the new robots can deter shields.

Possible Solutions:

Gun damage to support.
Strength builds already have the option of striking with a constant force every turn. A gun is unnecessary. Distribute luck stats away from support to other stats if necessary.

Heal Scaling back to Support
In this new system, dexterity and technology will "hinder" (subtract from) field medic in order to prevent field medic from becoming excessively strong for tanks while support improves field medic.

Lower auxiliary cooldown
Equalize the sidearm's and auxiliary's cooldowns.

hmmmm

i tried support builds.
with like 153 support (and 123 as the lower support version but with much higher hp)

i was lucky enough to get an 80% with it
the way heal has affected support builds is just simply too ridiculous. and with the deflections changed to tech its probably even worse (since deflections was their only form of defense via luck factor)

if it were completely up to me, i would make gun damage be a combination of support and str.

this would cause str builds to have their gun less effective due to low support.
and support builds having a stronger gun while having the same str as before.

along with that i would bring back the old field medic. and maybe give it a small re-scale.




Remorse -> RE: =ED= Balance Discussion Thread (2/10/2012 1:28:02)

I think they need to change how rage works to include a better support rage influence.


Like goony sugested before, Rage should be slightly less determined by the attack and slightly more by damage tacken.

WHY? Because rage isn't really a tank counter as much anymore more of a power abusers attack advantage.

Because Both tanks and power abusers are usally able to dish out constant high damage and rage early a change like this will means rage will work slightly more agianst them (like they should) and work more in favor to the people trying to outlast the constant attack power with some sort of staretgy, having sheilds nerfed has ruined many ways to have a chance agaisnt these builds so something needs to make up for it.

Rage now:
100% of defended attack damage is awarded to rage points
33% of damage tacken is awarded to rage points
support increase by 1% per 3 support above the enemy

Rage change:
70% Attack damage
60% damage tacken
Support increase by 2% per 4 support above the enemy.


Benefit: people with higer support and a strategical non tank layout will rage first like they should. NOT power abusers that often rage before the other person even gets a chance to get an attack in...
And not by tanks that often rage as fast as everyone else because of high CONSTANT damage were as their opponent are forced to play defensive to keep up.

Plus make the support stat much more likable as it will hopfully have a NOTICABLE change to rage.
Ling run effect: Increase variety as Tanks and power builds are slightly reduced in power and more equal with other old build allwoing variety to icnrease therefore having a slef healing effect on balance.

Remorse Less.




Archlord Raistlin -> RE: =ED= Balance Discussion Thread (2/10/2012 3:21:31)

Well I think they need to fix the CLASS balance so that every level 28/29 playing 1v1 doesn't
give up and go over to 2v2...

Ashari...go play 20 battles in 2v2 and tell me what you think of the state of 2v2...

If you can come back with anything other than OMG...

In fact, here's my last battle...

My level 29 non varium bounty partner goes first...he skips

The level 33 non varium merc smokes me and then vanishes...

On my turn, the level 34 varium TM vanishes...

--OR--

My level 28 non varium partner sees two 34's and runs...

Death quickly follows...

Wow, I could do this all day :/ Wait...I DID...grrr




dracule1984 -> RE: =ED= Balance Discussion Thread (2/10/2012 7:50:49)

100% agree to archlord!! Infact now its so bad since LUCK factor is playing even a bigger role now,as of yesterday I have stopped playing 2 v 2 and switched my self to 1v1 unless they solve the balance issue.. I mean come on I don't mind lossing a fair battle but when I have a lvl 28 as a partner and iam facing 2 lvl 34 varium or 34-32 variums I cannot win !! And I do say Ashari or lawaman go and play 2v2 for a day and iam sure you will end up in anxiety !!




Stabilis -> RE: =ED= Balance Discussion Thread (2/10/2012 8:00:14)

What about:

Moving dexterity's blocking over to support, and then dexterity can improve Sidearms?




drinde -> RE: =ED= Balance Discussion Thread (2/10/2012 8:34:07)

@Above
Or chance of starting to Dexterity, and Blocking to Support? This would add to non-Tank defensive builds, maybe?




rayniedays56 -> RE: =ED= Balance Discussion Thread (2/10/2012 10:02:25)

Eh...that would also be a bad idea.

(directed at above)

You gotta consider that high support builds with CH are still out there among the Strength and Tank builds.

Add block to support and you have a blockable, raging, defence matrix abusing CH. Give them an Energy auxiliary with a level 5 malf (with high support this could easily be 45 tech points at level 5) and you have an extremely deadly aux. They could malf, wait two turns for rage, and then give such an epic rage-aux that even the High Strength peoples heads would be spinning and even cause some concern for the Tank builds.

BH would be wiped out, as would tech mage, merc, and bloodmage. Tact merc and CH may survive three turns, but they better hope for crit.

Now to chance of starting with dex. Um...my dex is at 97...so the issue would be that I would be starting nearly everytime.

Now, I have some updates. How about giving CH a different, unblockable version of cheapshot while making it have less damage. Like, it ignores a strict 15% def or resistance and a 15% chance of crit BUT each level up gives it 3% more to crit until it reaches the max of 42%? Since I have NEVER seen a cheapshot reach a higher level than 3.

Also, with static charge...since it is blockable, how about making it a higher energy gain?

Ok, now with Tact Mercs. People say they are abusers, but I have to admit they are smart. The recent nerf, though, has made them even more vulnerable than before. I say, give them back hybrid armor (the old one) but also take away their Maul or nerf it. It give WAY to much health to strength abusers. I also say, mix up the super moves of the other classes! Take away massacre, take away the mage one (lol forgot :)) and take away the tech thingy of mercs (dont laugh lol).

Replace with something new :)

Like give Tact Mercs a blockable move, kinda like massacre, but make it where it ignores 20% defence and gives 25% health back. It could be called Ground Slam and be heightened with support.

With Bloodmages, give them an unblockable move that reduces rage (like the merc one, but with more ooomph). It could be where it ignores a % of resistance that heightens with every level until it reaches a max of 35%. This could be called Blood Blast.

Now, with cybers, give us a move(like the mage one, that ignores 30% resistance and gives 20% health back. This could be called Hunter's Blade.




Remorse -> RE: =ED= Balance Discussion Thread (2/10/2012 12:54:06)

Here is my 2 cents on how to arrange stat changes.

First off Strength builds are a problem because they are often too powerful yet the constant bad luck they get hides this fact.


How about this for a proposel, Make DEX increase sidearm, BUT strength also DECREASES the chance to be blocked BUT dex will still Increase the block chance.
This will mean strength loses a bit of power but at the same time makes it fair Luck wise.

As for support and technology, It's a bit unfair support having a whole luck factor tacken from it so what if only half was?!!
For example support Increases the deflection chance where as technology decreases your chance of being deflected.

In each case how luck factors are caluclated would need to be changed so they can be split to have one stat impriving it and another decreasing it.

An example of how it would work is: If you had HIGH dex after this, people may get blocked by you alot BUT if your strength is not high you would wont to hope your oppennets dex is reasonably low to counteract your low strength resulting in average block rates.


ALSO:
If you think about it all these changes make alot of sence when you think about stats and what they should do,
Strength shouldnt make a sidearm take off more damage.... how does strength help a gun's damage were as dex is acuracy hence better gun damage, ALOT more sence.

Also Strength reducing block chances Also makes more sence because if your really strong people arnt gonna block your attacks :P

Technology makes sence for reduced deflect rates because if you have better tecnology it's gonna be more effective hance less deflections.
And support sorta means back up luck which makes sence for the increasing chance to deflect.

Having changes like these would hopefully equal balance more ASWELL as making alot more sence which means less confusion by less expereinced players.




Stabilis -> RE: =ED= Balance Discussion Thread (2/10/2012 13:23:38)

^ I just question, should strength alone be the one stat to improve your melee capabilities?

Good thought though.




drinde -> RE: =ED= Balance Discussion Thread (2/10/2012 18:34:36)

Mmm, let Agility increase the block chance, chance to start first to Dexterity, and buff the Auxiliary base DMG? That way, blocks would be reduced drasticly.




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