RE: =ED= EpicDuel Feb 1st Design Notes - Heart Breaker preview (Full Version)

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rej -> RE: =ED= EpicDuel Feb 1st Design Notes - Heart Breaker preview (2/3/2012 17:11:11)

Where the balance team comes up with these ideas, I will never know.

On the greedy side, at least this release will give me a 25% deflection chance on 95% of my opponents. [:D]




RabbleFroth -> RE: =ED= EpicDuel Feb 1st Design Notes - Heart Breaker preview (2/3/2012 17:13:57)

TurkishIncubus:

1) Nothing changed about Malfunction other than giving it a Strength requirement. There is an indirect change to Malfunction in that it can lower deflection chance now, but this is similar to Smoke Screen decreasing block chance.

2) Field Commander should be more useful than it was before. If it's still not good enough we'll take another look at it. There are also other plans for Mercenaries but we weren't able to get to them this week.




Ranloth -> RE: =ED= EpicDuel Feb 1st Design Notes - Heart Breaker preview (2/3/2012 17:19:06)

I looked at Deflection rolls on ED Wiki and it makes more sense to be in Technology AND overall:
Str builds will be the ones deflected the most due to low Tech which won't be enough to lower rate of Deflections (up to 25%). If we take 60 Tech vs 100 Tech (example), player with 60 Tech has 10% + 20% = 25% (capped at 25%) while player with 100 Tech has 10% + 33% = 25% (capped). BUT it isn't whole calculation - per each %, you lower enemy's deflection rate which cannot fall below 2% so let's do Player 1 (60 Tech) and Player 2 (100 Tech) again:
10% + 20% - 33% = 2% (capped at lowest possible) for player 1 & 10% + 33% - 20% = 23% for player 2.

Thing is, CHs are more into Dex which means they will be Player 1 in this case (a bit higher maybe) and against player of same Tech (another example):
70 Tech for Player 1 and Player 2 give 10% + 23% = 25% capped & 25% - 23% = 2% (minimum) so deflection rate will be that low and mainly affected by pure luck then. Getting into actual calculations helps to understand it better, not just judge it by few things.




JohnMenzies -> RE: =ED= EpicDuel Feb 1st Design Notes - Heart Breaker preview (2/3/2012 17:25:22)

I agree with Trans thought about the deflection scale.




l Chop Suey l -> RE: =ED= EpicDuel Feb 1st Design Notes - Heart Breaker preview (2/3/2012 17:29:02)

Big changes for tech mages but its not major,Even if you improve field commander with a bigger requirement for mercs its not gonna buff up the class,you got other skills like the multi-shot that non var and var uses but nobody uses it that much ever since beta that was a top unbeatable skill for most mercs.[:@] P.s go Giants!




Matrix77 -> RE: =ED= EpicDuel Feb 1st Design Notes - Heart Breaker preview (2/3/2012 17:31:54)

Balance changes are great but this balance update hardly helps the mage class much at upper levels and this update basically buffed the CH and give power greedy players more incentive to play as a str CH :| Malf with str requirement will be easy to meet by Tank CHs, but what about TMs? If we want to max out malf, we would need to pay a heavy price for it, and only overload skill is improved with strength on our skill tree. If we want malf, we got to sacrifice our defence or resistance for it, or both, but what about CH? Nothing, they got nothing to loose but instead gain a buff off DM.

To me imo it's like making mage have more damage output but at the same time spreading our stat points far apart so that we are much easier to kill. TMs imo are being force to use the Tech improving skills now without a good malf whereas CH class becomes even more versatile when it comes to moving around their skills to suit their str CH builds :|

IMO, i don't like this balance change. I'm a TM and I don't like it, it sure may help the TMs at lower levels but what about at higher levels? :| We're being imo force to use a tech build and compromising our usage of the malf function skill.




drinde -> RE: =ED= EpicDuel Feb 1st Design Notes - Heart Breaker preview (2/3/2012 17:32:10)

Cool weapons, but must the Exile ones look so primitive? (No offense to the designer)

Um. Is it updated yet? [&:]




Ranloth -> RE: =ED= EpicDuel Feb 1st Design Notes - Heart Breaker preview (2/3/2012 17:37:28)

We're not forced into Tech builds. I can still use my Support build pretty good, and most players go for Malf until L7 where it improves by 1 point only (not worth higher cost) and that's 33 Str requirement. Chances are one of your items might require near that or even higher Str so look from that perspective too.
I am Support build and yes I do lack about 4 points for Str requirement which I put into Support and got no improvement (needed 1 more point) and I can play Tank/Support TM pretty well. My other Str version of it (balanced TM) can still play it as well. And fact we gotta meet Str requirement for Malf only and Support doesn't mean you gotta go Tech build - unless you want to go Caster TM which is good as well but costly at times. -.-

I'd advise doing some calculations of how deflect works and what will be affected, not just judge that CHs will be even more OP'ed - I gave example above how it worked like when it was Support based and it's the same with Tech.




BlueKatz -> RE: =ED= EpicDuel Feb 1st Design Notes - Heart Breaker preview (2/3/2012 17:40:02)

Changing Deflecting from Sup to Tech is a very good idea, it make Aux less over rule the unblockable style.

However this still concern me. Will this make Tech OP?
Tech is now very balanced if you include the Bot. The bonus Res in Tech might not be able to compare with Block but very close, the Bot really helped especially how broken Bot are

I say, if assume that Tech will be balanced with Str (a very strong stat) and Sup (with buff which I believe a Rage buff) then this leave Dex the weakest stat while being the most annoying stat. Shouldn't Def scale like Res or Res scale like Def to balance this out?




IsaiahtheMage -> RE: =ED= EpicDuel Feb 1st Design Notes - Heart Breaker preview (2/3/2012 17:56:56)

I like all of the balance changes except moving deflection chance to technology. This is just gonna make Tank builds even more OPed! I mean come on. Tank CHs will rule even harder now because they can decrease their opponets deflect chance and improve their own and have high block chance because of SA and high dex. This really has me worried. :/




TurkishIncubus -> RE: =ED= EpicDuel Feb 1st Design Notes - Heart Breaker preview (2/3/2012 18:00:04)

@RabbleFroth

Im just worried about Malf cause it might be OP after update. If im too annoyed from Deflects and Malf reduce Smoke , i might go for another class change :/

Malf: Reduce Smoke, Increase/reduce Deflection, Reduce Robot dmg, Reduce resistance, Reduce some skills(espacially Smoke) + It reduce more stats than Smoke at same amount of imporeving stat(Me and my friend got 54 tech- 54 supp, my smoke reduce 27 his malf reduce 30 at same lvl) so if he go first he will do -30 tech and my smoke will decrease 27 to 17 probably and got huge deflection chance against me. [:D]




Wootz -> RE: =ED= EpicDuel Feb 1st Design Notes - Heart Breaker preview (2/3/2012 18:06:56)

quote:

Also an EpicDuel first! lvl34 credit only Mutating Weapon!

Charfade's awesome!




DestruRaGe -> RE: =ED= EpicDuel Feb 1st Design Notes - Heart Breaker preview (2/3/2012 18:11:41)

^WOWWW best message in a year! ;D




IsaiahtheMage -> RE: =ED= EpicDuel Feb 1st Design Notes - Heart Breaker preview (2/3/2012 18:13:02)

@Ashari I'm quite confused at the whole credits and exp ratio being the same in every battle. I'm not understanding is it going to be lowered or raised? And how does it work?




Ranloth -> RE: =ED= EpicDuel Feb 1st Design Notes - Heart Breaker preview (2/3/2012 18:14:27)

@IsaiahtheMage
Currently it's 32 : 12 Credits to Exp ratio. Now multiply 8 by 32 and 3 by 12 - 196 : 36 Credits to Exp ratio after change! Higher if your opponent is higher Lvls. ^_^

Ignore this post, I just got quite confused.. >.<




Basicball -> RE: =ED= EpicDuel Feb 1st Design Notes - Heart Breaker preview (2/3/2012 18:16:27)

Trans: it might be that ratio, but i don't think the rewards will actually be that high




Wootz -> RE: =ED= EpicDuel Feb 1st Design Notes - Heart Breaker preview (2/3/2012 18:19:05)

I'm not sure. If it's by Trans' way, it'd be epic! :D




RabbleFroth -> RE: =ED= EpicDuel Feb 1st Design Notes - Heart Breaker preview (2/3/2012 18:21:43)

TurkishIncubus:

On the other hand, Smoke decreases the damage of Overload/Supercharge on TM and Multishot on CH, lowers their defense, lowers their block chance (and increases your block chance), and does decent damage.

These changes may indirectly help Cyber Hunters, but it's a much more significant buff for Tech Mages, which is the intent. CH changes are still in the works.

quote:

I'm quite confused at the whole credits and exp ratio being the same in every battle. I'm not understanding is it going to be lowered or raised? And how does it work?

Basically the experience you gain per battle is staying about the same, but you'll generally get more credits than before, *especially* on losses. Right now if you lose a lot of battles or do 2v2 more often, you'll get less credits per level, leaving you potentially unable to buy the items you need later on.

With this change, no matter what happens you'll always gain the same number of credits per point of experience you get from a fight.




DeathGuard -> RE: =ED= EpicDuel Feb 1st Design Notes - Heart Breaker preview (2/3/2012 18:22:16)

I'm willing to pay 17k credits for that weapon :3, if the cost is higher, well I got plenty of time to get it :D
I'm still asking myself it will be a seasonal rare or a player suggestion item




kosmo -> RE: =ED= EpicDuel Feb 1st Design Notes - Heart Breaker preview (2/3/2012 18:27:19)

r they updating tonight??




supermasivo -> RE: =ED= EpicDuel Feb 1st Design Notes - Heart Breaker preview (2/3/2012 18:31:40)

Cough cough! ^ Tech=deflection improve is for all classes... pleaso stop flaming on all massive classes like ch/tlms... i saw u flaming against tlms too when they were OP.
Tech improve is a "all classes" buff... and def matrix is a buff? i cant see any buff making low energy cost... cya.




IsaiahtheMage -> RE: =ED= EpicDuel Feb 1st Design Notes - Heart Breaker preview (2/3/2012 18:36:46)

@RabbleFroth Thanks for clearing that up! This looks good meaning that your win/lose ratio won't matter as much all loses will effect is your record and it would only be a time penalty. That means the constant name calling of the term "noob" will stop because no matter your wins/loses you will always gain the same amount of exp and credits! :) This is a massive improvement! Now all their is left IMO is just to fix CHs.




Chosen 0ne -> RE: =ED= EpicDuel Feb 1st Design Notes - Heart Breaker preview (2/3/2012 18:54:23)

I really hope some of my weapons get put in lol. Today is my birthday, so it would be a perfect present. Lol.




Sageofpeace -> RE: =ED= EpicDuel Feb 1st Design Notes - Heart Breaker preview (2/3/2012 18:56:58)

guess a delay today? next week update




Basicball -> RE: =ED= EpicDuel Feb 1st Design Notes - Heart Breaker preview (2/3/2012 18:58:33)

charfade twitter:
quote:

ED is still updating tonight! Still Testing, lots of new weps to go through! might not be for another few hours just a head up.




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