RE: Boosters in-game (Full Version)

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Arevero -> RE: Boosters in-game (3/29/2012 7:35:42)

I just like to see this CH skill tree implemented

heal cheap emp
tech static DM
multi malf poison
PG mass Deadly aim

It's a great skill i think as it takes away CHs power/tank builds and gives us our hunter-ish style with DA. This is from a Chs point of view btw...
And i don't see any problem(OP/UP) with this skill tree either(suggested by rayniedays56). I hope mods would take time to test or pay attention to this build and at least give us a feedback. But static/mass must be on its previous % (55% and 86% i think). You may think DA will make our str builds OP but then again it needs SUP which we can't afford due to our DEF/DEX as moderate dexterity for a cyber is like a suicide build. Not to mention we need str and hp for staying alive.





Remorse -> RE: Boosters in-game (3/29/2012 11:41:07)

^ I support that if masaacre is changed.


In acutual fact all finisher moves for each new class needs to be updated as previolsy promised.




ConQrR -> RE: Boosters in-game (3/29/2012 13:11:25)

I think TLM should have intimidate instead of field comander. Because evry class has a debuff skill and Tlm need intimidate against str builts.

What do you think? Plz disscuss.




rayniedays56 -> RE: Boosters in-game (3/29/2012 14:52:11)

@ Arevaro

Kinda sounds like my suggestions :)


Well, which means I totally agree with ya! :) lol


Although, I would also like to see the Skill Tree moved around a bit..maybe like this??


Field Medic-(new passive skill...)***-Cheap Shot
Static Charge (55% former glory)-Technician-EMP
Malfunction-Plasma Grenade-Multi Shot
Venom Strike(unblockable with only 10% more damage, but also does 12 poison)-Massacre-Deadly Aim


It will go like THIS


Troll after you read this...


I tried to nerf and buff it as best I could.

A true CH misses the TECHNICIAN days, which means we would need a new Passive, which means the Skill Tree needed tweaked, which means some skills needed a buff, or a nerf in some cases.



SKILLS THAT WERE BUFFED***

Venom Strike
Plasma Grenade
Static Charge
Technician (NOT by much, probably enough to be reasonable)


NERFED SKILLS***

Massacre (does 120% more damage at max) BUT adds a 15% of damage to health*
Deadly Aim (does 25% more damage at max)

*example (Level 34 with 16-20+34 primary) Hits at the 20+34=54 54*120%=64.8 54+64.8=118.8=120*15%=18 health back




***New Passive Skill (HUNTERS CURSE)

Could add Defense and Resistance based on the amount of health held divided by the level, and times the amount of focus obtained.


EXAMPLE ***95 health, Level 34, Focus of 5=13.97=14= 7 resistance points and 7 defense points.

And to stop this from being OP, it will NOT add above 7 defense pts and 7 resistance points. It will stop at 7.



How to make it level up?


Level 1=10% of total (total=14, so 10%=1.4=1 res and 1 def)
Level 2=20%
Level 3=30%
Level 4=40%
Level 5=50%
Level 6=60%
Level 7=70%
Level 8=80%
Level 9-90%
Level 10=100%



EDIT*** Fixed some issues lol




Stabilis -> RE: Boosters in-game (3/29/2012 15:17:05)

Your suggestion isn't bad, but Plasma Armour was appended because Technician was too weak. You can buff Technician, but risk having overpowered robo-mancers (Technology improves Robot damage)... or gun-mancers.

The thing I noticed about Technician is that it synergizes with Deadly aim and Malfunction to best your enemies in Sidearm damage, by a lot.

For a model using average statistics, let's pretend that a LV 34 Cyber Hunter's Technician gives 35 Technology, Malfunction removes 35 Technology, and Deadly Aim increases Dark Varium Blaster's damage by 10 points.

quote:

Battle Mechanics: For every 3 points of Technology more you have compared to your enemy, you increase your chance to deflect their attack by 1%. Naturally, if you are the attacker, for every 3 points of Technology you have compared to your enemy, you reduce their chance to deflect your attack by 1%.


Well this 70 point difference in Technology means that you are at a 2% chance to be deflected. Malfunction reduces the enemy's Resistance by approximately 10 points, and Deadly Aim increases Sidearm damage by 10 points. That is a bonus 20 damage per Sidearm attack with Technician and Malfunction in effect. This can reproduced using Static Charge. Without Static Charge being used, this combo can be reused every time the Sidearm cools down. With Static Charge it simply is every 4 turns. I find that this can be exploited for mass damage.

It is the right idea though, downgrading Plasma Armour to an active skill.




Ranloth -> RE: Boosters in-game (3/29/2012 15:24:52)

Ideally, you can change it to Energy Shield which was modified a little in my and Void's suggestion at the first page which will work well and won't provide as much synergy.
And I'd say Massacre is as fine as it is now. It could use a buff damage wise as well as for BHs but HP regen wouldn't be needed as it's Cyber Hunter so is a bit off, remember to make it theme based so buffing it back to former glory or somewhere in between now and then for both classes would be perfect - 2 birds in 1 stone.
With that, DA wouldn't be a problem as you cannot do combo explained by Void and CHs power would definitely go down so I don't see a problem why DA would be bad idea at all. And seeing BMs with SA + Assimilation in place of Berzerker gives few build possibilities which can be better Tank, perhaps better Caster builds (not Str-only) and Support would work definitely as well.




Stabilis -> RE: Boosters in-game (3/29/2012 16:17:20)

quote:

With that, DA wouldn't be a problem as you cannot do combo


On the condition that CH becomes the original make of course.




Ranloth -> RE: Boosters in-game (3/29/2012 16:21:50)

Yeah I do assume the CHs without Plasma and with E Shield in above post. And probably SC going back to normal at least, although your idea is better with the Energy return from it + how it works.




Arevero -> RE: Boosters in-game (3/30/2012 1:01:39)

The Skill tree is great for Cyber Hunters, and i agree to the few nerfs you have implemented while accompany buffs as well. This is looks even more balanced than Bounty class now!
And no, E shield won't be great as Hunter's curse, besides, CHs loved the technician times as rayniedays56 had said. With Hunter's curse we would be able to use more varied builds instead if relying on E shield for RES. And again HC isn't OP at all or UP.

And seeing as Bms DA will be replaced by SA they can try dex builds..maybe, and other ones Tran has suggested.

I think this will really even out the game than it is now. [:)]




drinde -> RE: Boosters in-game (3/30/2012 6:13:14)

STR should reduce the chance of starting drasticly. This could help with the Abuse Problem.




Calogero -> RE: Boosters in-game (3/30/2012 6:37:41)

quote:

And seeing as Bms DA will be replaced by SA they can try dex builds..maybe, and other ones Tran has suggested.


wait what?? This has to be a joke right




Ranloth -> RE: Boosters in-game (3/30/2012 6:42:58)

We're just suggesting, andy. This isn't info from Staff but we're giving suggestions. This will not be happening in game.




rayniedays56 -> RE: Boosters in-game (3/30/2012 8:04:32)

Wow...I'm liking the positive feedback from everyone! :)


I will try to make a revised BM and Tact M skill tree soon :)


AND yes, I will give the poor Tact Mercs a buff, the destruction of SmokeScreen hurt them bad :)




Necromantres -> RE: Boosters in-game (3/30/2012 8:28:36)

Adrenaline skill As I'm Using It It doesnt Help...If Mercs Get Malf Or Smoked They Can Barely Do Something Without A Bot...And The Suport Requirement Means..High Dex=High Multy + High Aux + Faster Rage...Dont you Think Mecs Should Get A Skill To Get Dex/Tech beside hybrid Like TLM And CH?




Ranloth -> RE: Boosters in-game (3/30/2012 9:29:20)

raynie, we're usually open to new suggestions if they are well thought and seem balanced hence positive feedback and suggestions/improvements. That's why we're more for fixing skills than new skill trees as they take less time to make and sometimes are better. :)




8x -> RE: =ED= Balance Discussion Thread (3/30/2012 11:05:08)

I think Field Commander in TLM skill tree should be replaced with Intimidate. FC is useless and we deserve a debuff. If FC was removed we would still have one buff (Blood Shield).




drinde -> RE: =ED= Balance Discussion Thread (3/30/2012 11:14:18)

^
Sure, why not. It wouldn't destroy balance, and TtMs could use it. :D




Ranloth -> RE: =ED= Balance Discussion Thread (3/30/2012 14:08:02)

Stat diminishing which is due at higher range of stats has brought me to one problem which happens on other levels, stat abusing.
I got killed by Lvl 29 full Varium BM with 94 Str I believe - Berzerker + Fireball (Assimilated so no Berzerker but raged Fireball quickly). There were no Crits involved, no one blocked any hit nor there was a Crit. In my opinion, stat diminishing should also be scaled by level. I mean, get me right weapons and I might do the same at much lower Lvl and dominate with abusive Str for example as BM, or go for Caster TM which is OP (not normal, ones with abuse Tech + 140 HP + 100 EP) and it would work.
I cannot give detailed numbers as it'd require data from the database to balance it out but making diminishing scaled by levels as well would help. I seen many BMs at top Lvl with same Str as one I met but of course better defence but when it comes to offence, both players would have the same but lower Lvl guy would just have worse defence but does it matter if they both get same power and both annihilate?

I'm not saying BMs are OPed or anything, it's about stat at all levels which happens. Enhancements are a problem but scaled diminishing would help - I mean, would you see F2P have as much Str as full Varium? Enhancements are penalized simply at the higher range and it's good enough to somewhat recompensate.




Stabilis -> RE: =ED= Balance Discussion Thread (3/30/2012 14:18:39)

I still like the concept of penalties on high stats.

Such as this x amount of Strength points in excess will reduce accuracy by x %.

That idea.

When I get home I will develop upon further.




Ranloth -> RE: =ED= Balance Discussion Thread (3/30/2012 14:24:07)

And scaling penality would go great with it - you couldn't abuse stats at any level, and as you get higher, the 'penality range' is going higher so you can invest more points into the chosen Stat. It makes sense and diminishing could also work but keep it as it is; +5 Dex/Tech/Str/Support at max, not make it even higher as it'll mean almost 2 Lvls needed for +1 Def/Res/damage.

Str = lowered accuracy by x% or lowered defences by x% (makes sense for both)
Dex/Tech = lowered damage by x% or lowered power from skills by x%
Support = lowered power from skills by x%

Although Support wouldn't need as much penality if any to be honest, as it's fine as it is now - it's a luck Stat. And Void, above idea + yours go together with removing requirements from weapons which Rabble + the Team want to do, don't you think? :3




Arevero -> RE: =ED= Balance Discussion Thread (3/30/2012 17:26:27)

Or you could give an ENH limit per level you are. For example:
IF you are lvl 30 with a lvl 34 wep, you can only enhance 4 stat points, as you lvl up more you can increase ENH points to your character. If that was confusing here's another example:
Lv20 with lv23 wep, 3 lvls away, meaning only 3 ENH, only when u reach the weapons full potential level requirement you may fully ENH it. But since LVL requirements are only 4 lvs away normally, then if you are 4 lvls away you can only enhance 4 times, then as you lvl up 4 more, you may enhance further.

But the main problem is ENH stat pts. They should decrease to 6 or 5 to allow more strategic builds other than abusing a single stat to win any amount of battles.

And there is a problem now with CH massive dex builds. It makes you 3-7 damage and only 20-30 damage on rage. This goes the same for tank-ish builds where DEF/RES are over the top. ED should really add a stat abuse limit.




Wootz -> RE: =ED= Balance Discussion Thread (3/30/2012 17:35:13)

The worst thing ever is penalties. This is the thing I never want in a game.
Just like controling everything and forcing everyone to do the same thing.




Arevero -> RE: =ED= Balance Discussion Thread (3/30/2012 17:49:50)

^
penalties? what do u mean?




Ranloth -> RE: =ED= Balance Discussion Thread (3/30/2012 17:56:22)

Arevero, read my and Void's posts. They explain it. :P

Basically it'd be good way to deal with abusers, not normal players. Mind that, abusers at Lvl 34 would be something of at least 100+ in one stat, and as Lvl cap raises, 'abuse range' would go up. This basically still allows you to put into that stat quite a few points but if you want more - you have small penality. :)




Wootz -> RE: =ED= Balance Discussion Thread (3/30/2012 17:58:11)

Still it is forcing everything to be perfectly balanced, and in around a dozen levels it would be like...10 focus? xD Okay, maybe not ten, but you get what I mean.

And, sometimes, abusing a stat is the only way that you can win. Especially in my play style.




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