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

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Hun Kingq -> RE: =ED= Balance Discussion Thread (3/8/2012 20:01:32)

Ashari, they did not any additional shield up, that was their total resistance and my damage potential was at 71 now at 72. When I got a tech boost in one 2vs2 from a tech mage which put my tech beyond the chart was the only time I seen 55 damage on one player and 60 on another when the merc classes with high support not at the top of the chart can get that damage easy and for them they have the aux which uses no energy as the Blood Mage has the Plasma Cannon and since the Blood mage has no energy regain we use Plasma Cannon first then they through an EMP or Atom Smasher where the blood mage can't use the multi.

When I seen the damage on those players was in the mid to upper 30s the calculations did not add up because I should have got in the upper 40s to the mid 50s. Plasma Rain needs to be looked into and either adjusted or revamped if you want more Level 34 Blood Mages to use it and if more players want to see less strength Blood Mages. A single player left he had resistance in the lower 20s I used max Plasma Rain and got exactly 40 damage so with a single tagert the damage should have been greater.

Staff should go into 2vs2 battles as Blood Mages with equipment that has support and or dex and strength requirement, non Beta weapons with 90 health 80 energy get tech the highest it could go with Plasma Cannon and Plasma Rain on max to see for yourself that Plasma rain is not up to par. Use Plasma Cannon first and see how many times you get Emp or Atom smashed.

PivotalDisorder, this is about balance not personal attacks on players if something needs to be adjusted to balance things out it needs to mentioned. How many Level 34 blood mages you see with max multi? or high strength max fireball/high level berzerker?




Sageofpeace -> RE: =ED= Balance Discussion Thread (3/8/2012 20:07:37)

^Staff should just go to 2v2

Edited out caps. ~TG




drinde -> RE: =ED= Balance Discussion Thread (3/8/2012 20:58:38)

I think adding a 1 turn cooldown to these skills will go a long way.

Massacre (Could buff other BH skill as compensation), Fireball, Plasma Bolt.

Massacre: No more Smoke/Malf-Strike-Strike-Massacre, they'd have to use the debuff 1 turn late for Massacre to chain with it.

Plasma Bolt: No more Plasma Bolt -> Rain.

Fireball: No more FireBall -> Bezerk -> Gun.




DeathGuard -> RE: =ED= Balance Discussion Thread (3/8/2012 21:02:13)

Why all want to nerf Mages? We are not even powerful and you want to nerf us again and again, why dont you delete the class once of all instead? Crap -.-!




drinde -> RE: =ED= Balance Discussion Thread (3/8/2012 21:03:20)

^
There would be have to be like a buff to some skills if there was a nerf.

Although, Support. Hmm.




Mr. Black OP -> RE: =ED= Balance Discussion Thread (3/8/2012 21:07:09)

@drinde
So smoke and malfunction only last for 2 turns?
That would kinda make BH and TM underpowered though, BH and TM are already balanced so I do not think there is need to change them.




drinde -> RE: =ED= Balance Discussion Thread (3/8/2012 21:08:26)

^
Um. No.

You just gotta wait 1 turn before using them to link with Massacre.

Btw, what?

I didn't say anything bout changing Malf/Smoke. [>:]




Mr. Black OP -> RE: =ED= Balance Discussion Thread (3/8/2012 21:09:03)

^
Oh okay, sorry for the misunderstanding, I was wondering why you put cool down, the correct term though is "warm up."




drinde -> RE: =ED= Balance Discussion Thread (3/8/2012 21:12:07)

Oh. OOPS. Sorry.




DeathGuard -> RE: =ED= Balance Discussion Thread (3/8/2012 21:15:11)

quote:

BH and TM are already balanced
Classes would be balanced when they can make any type of build, tank, skill-based, high hp and such creative builds and actually that all builds stand a fair chance, but that is not the case, no class is near balance, we still need to try to match all classes' power and then focus on trying that most builds stand a fair chance and that would make ED even more interesting and funnier. The only builds that work for TM right now are caster builds and SC builds, some strength builds with bludgeon work but not as good as others, if assimilation didn't have a weapon requirement that build would be quite interesting fighting it. Since I don't play BH class I really can't comment on it.




Mr. Black OP -> RE: =ED= Balance Discussion Thread (3/8/2012 21:20:41)

^
When I used the term "balance" I was referring to the point that they are average classes, they aren't OP like CH but they aren't UP like mercenaries. Though if one class truly does become balanced by your definition then all the other classes will claim it is OP because of its diversity, it will be very difficult to balance them by your definition but I guess we can dream.




IsaiahtheMage -> RE: =ED= Balance Discussion Thread (3/8/2012 21:27:49)

@DeathGuard That would never happen unless the devs remove all the useless stat reqs they put on every single skill of every class. That killed so many builds. I miss the old days when my old BH could compete with others with a lvl 10 mass build and still get a good % of wins. That is no longer possible.




DeathGuard -> RE: =ED= Balance Discussion Thread (3/8/2012 21:42:56)

Isaiah and zman, I know it would be hard but if Devs' will is to make it that way, a step to make it through would be to make weapons give a diversity of different stats, not promoting strength or support builds, neither giving out pathetic requirements on strength or support, but giving out some diversity on each requirement and stats, not just spamming.




IsaiahtheMage -> RE: =ED= Balance Discussion Thread (3/8/2012 22:01:02)

@DeathGuard I don't mind weapons promoting certain builds just as long as other builds can contend with them. Nowadays balanced builds fail to work I use one now and it truly does not work against spam builds.




Hun Kingq -> RE: =ED= Balance Discussion Thread (3/8/2012 22:30:09)

It been some time since I have seen any staff in 2vs2 battles. I am seeing more and more players with no requirement beta weapons so for 10 enhancements those weapons get the appropriate stat requirements need to be placed on the right stat to stop the free stat range.

Moved tech up for resistance to equal 40-48 +1 which is only 72 potential damage at max plasma rain and still getting to the mid high 30s.




...NDS... -> RE: =ED= Balance Discussion Thread (3/8/2012 23:09:51)

Guys think what need to be done fast is get rid of Plasma armor And mineral armor , something that could be done is replace mineral armor with reflex boost and perhaps add them a new high damage skill , they already have multi surgical ans stun grenade for skill damage with field commander have reroute to get energy back , and have atom smash to steal a fair amount of energy of targets and help from reflex boost to get more energy back will conpensate for the lose of the passive armor ,for Ch replace plasma armor for technician and perhaps remove posion and give them something else they will be pretty much ok with it , they have wayts to get energy back via static charge they have skills for damage that improve with tech and dex so they improve defence and resistance at the same time and can easly make a solid tank like build they have a great way to steal energy via EMP wich cant be blocked . After this is done maybe other classes will still need a lil buff Bh are pretty strong atm thei only problem is lack of energy regain maybe a new skill to help them get more enery back or perhaps a skill like frenzy to conpensate on very little energy regain from reflex boost if ever used they could be a bit more of a power class bit like BM , TM could use a better way of stealing energy , mercenarys perhaps could keep hybrid if they get something to help on energy regain , and something could be done to BM so they could also make differente types of builds i think this way all class would be much more balanced .




Luna_moonraider -> RE: =ED= Balance Discussion Thread (3/8/2012 23:16:30)

@ hun

stop complaining about beta weps u dont have em so u r complaining so that they get nerfed that will not happen anyways beta weps kinda got nerfed when the made them into mutating weps a mage can get way more tech with the old beta staff. so be glad that the devs did make a minor nerf to the weps. the no stat requirement for beta is quite useful and it is a privilege for players who supported the game during beta also in the near future beta weps would be useless because there would be better weps.

would be nice to see devs/mod/balance team playing 2v2 but i dont think they have time to do it because they are too busy with 1v1 balance.i been waiting since beta for 2v2 balance well guess that ain coming any soon. jug balance is also being ignored the devs are basically concentrating on 1v1 rather than balance in other modes.




DeathGuard -> RE: =ED= Balance Discussion Thread (3/8/2012 23:16:35)

@NDS: Try separating different ideas for classes, it is just a whole text and I really don't understand much of it since it is kinda messed up.

quote:

Guys think what need to be done fast is get rid of Plasma armor and mineral armor , something that could be done is replace mineral armor with reflex boost and perhaps add them a new high damage skill , they already have multi surgical and stun grenade for skill damage with field commander, have reroute to get energy back , and have atom smash to steal a fair amount of energy of targets and help from reflex boost to get more energy back will compensate for the lose of the passive armor.

For Ch: replace plasma armor for technician and perhaps remove poison and give them something else they will be well with it , they have ways to get energy back via static charge, they have skills for damage that improve with tech and dex so they can improve defence and resistance at the same time and can easily make a solid tank build. Yhey have a great way to steal energy via EMP which cant be blocked .
Other classes will still need a buff
Bh :are pretty strong at the moment, the only problem is lack of energy regain, they need a new skill to help them get more energy back or perhaps a skill like frenzy to conpensate on the little energy regain from reflex boost, if you've ever used it, they could be a bit more of a power class bit like BM.

TM:could use a better way of stealing energy , Mercenaries perhaps could keep hybrid if they get something to help on energy regain , and for BM so they could also make differente types of builds.

I think this way all class would be much more balanced .
There




drinde -> RE: =ED= Balance Discussion Thread (3/8/2012 23:19:42)

I ask this:

Would giving Venom Strike an improve with Tech make BHs more effective? Since it already has a Requirement. >.>




Master Volcon -> RE: =ED= Balance Discussion Thread (3/8/2012 23:24:49)

Is this the idea of balance?

I am not sure how well it will work though :l




DeathGuard -> RE: =ED= Balance Discussion Thread (3/8/2012 23:37:24)

@Drinde: it will be worst, dealing 36 damage in 3 turns at max, and being it improved by technology would promote tank builds/high res builds and would kill the cause, if that is, the poison damage base should be lower if tech improves with it.




drinde -> RE: =ED= Balance Discussion Thread (3/8/2012 23:40:36)

Hmm.

Improves with Support?




DeathGuard -> RE: =ED= Balance Discussion Thread (3/8/2012 23:52:52)

@Drinde: if it improves with a stat, base damage must be lowered to certain point meaning the ones who doesn't invest on that stat would be screwed, for me poison is fine, but bhs needs adjustments on other skills.




drinde -> RE: =ED= Balance Discussion Thread (3/9/2012 0:03:16)

^
Well, the reason most Hunters turned to STR was that SUPP didn't give enough incentive. It just gives 2 shields. I would want 1 Shield and 1 Offensive skill that works on a Stat to focus a build around it.




DeathGuard -> RE: =ED= Balance Discussion Thread (3/9/2012 0:08:10)

@Drinde:Well, I really haven't played deeply bh class so I can't imagine a situation trying to use those shields, is time to lvl up that bh acc I got hehehe.




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