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

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Frost Snake -> RE: =ED= Balance Discussion Thread (4/7/2012 6:13:39)

^^^ i agree plasma bolt is op since most tm's have around 130 tech and they can 1 hit me and other people and i have 77 hp and 20-24 resistance +10 +9 - i have bunny borg and im a ch :p. but i just think tm and bm are op in general they need the skills nerfed or atleast change somee :s




Hun Kingq -> RE: =ED= Balance Discussion Thread (4/7/2012 6:17:30)

Nerfing Blood mages again, why? The players that are playing a Blood mage have very little option for builds due to the requirements on weapons and skills. The skills are only effective at high levels with very high stats which due to weapon requirements in the right place it is impossible to raise the stats as high as they want to. I came up with skills that would give the Blood mage balanced and versatility in build options but of course in all your minds you thought it would make them overpowered but an emp that could take away 26 to 50 energy depending on how high your tech is that can be used multiple times is not over powered or a Double Strike that can be used every other round due to reroute is not over powered for a tier 1 skill. Just imagine, since the name or complete picture was not given of the tanked Cyber hunter, that player with the Delta daggers had Beta weapons or a strength Blood Mage with the Delta Staff, Beta or Alpha weapons, that will get either 30 enhancement slots.

When I called for requirements in the right place on all weapons, owe how dare I suggest messing with Beta Weapons or Alpha weapons, but think about it those weapons have no requirements 10 enhancement slots so a player with those weapons can have high health, high energy, and a stat above the stat progression table or as you seen in the photo high health high dex/tech.

Delta Maul

Weapon Details
Damage Type: Physical
Equipment Type: Club
Damage: 34
Enhancement Slots: 10
Special: 13% Chance to Curse
Stat Modifiers
Strength: +6
Dexterity: +10
Technology: 0
Support: +10
Requirements
Level Required: 34
Strength required: 35
Dexterity required: 38
Technology required: 0
Support required: 0

Delta Staff

Damage Type: Physical
Equipment Type: Staff
Damage: 34
Enhancement Slots: 10
Special: 13% Chance to Curse
Stat Modifiers
Strength: +10
Dexterity: +10
Technology: 0
Support: +6
Requirements
Level Required: 34
Strength required: 35
Dexterity required: 0
Technology required: 38
Support required: 0

Delta Daggers

Damage Type: Physical
Equipment Type: Wrist Blade
Damage: 34
Enhancement Slots: 10
Special: 13% Chance to Curse
Stat Modifiers
Strength: +8
Dexterity: +10
Technology: 0
Support: +8
Requirements
Level Required: 34
Strength required: 0
Dexterity required: 38
Technology required: 35
Support required: 0

If you noticed on the three Delta Primaries the Blood Mage can't go as high strength or tech as we like to and the tact merc can't go high strength or high support as they like to but the Cyber Hunter with no requirement on support or strength can put Dex and Tech as high as they want helping them get high energy drain with Level 1 EMP.

With a skill having huge energy drains especially on players that has no energy regain it should be a one use skill and in 2vs2 and 2vs1 it should not be able to be used twice on the same player by two different players as well.

Calling for a nerf to a class does not get balance that everyone wants but buffing and enhancing certain skills will as well as putting requirements in the right place on all weapons so that no player has the unfair advantage over other players to put a stat or stats with high health or high health/energy at high levels or so high you can't even see it on the stat progression table.




Frost Snake -> RE: =ED= Balance Discussion Thread (4/7/2012 6:26:49)

sorry i only read part of it i made a mistake :s but dm is still op as they can win 9/10 battles coz of fireball/zerk the basic yet op build




Arevero -> RE: =ED= Balance Discussion Thread (4/7/2012 6:51:13)

We are nerfing them while BUFFING THEM. AND WE ARE TRYING TO ADD MORE BUILD VARIETY HUN KINGQ. We aren't nerfing them to the lowest, we are balancing them out through nerfs/buffs. SO don't think we are nerfing BMs due to their STR rampage.




drinde -> RE: =ED= Balance Discussion Thread (4/7/2012 7:19:09)

quote:

The players that are playing a Blood mage have very little option for builds due to the requirements on weapons and skills.


The other classes manage fine with the requirements. Its the Skills that are problematic, due to them leaning way too much on STR.

So why is Assimilation a nerf?




AllenLingChen -> RE: =ED= Balance Discussion Thread (4/7/2012 7:26:27)

Instead of ranting about blood mages all the time, look at techmage.
A good tech can bolt 60+dmg on a blood on turn one, plasma 50+ dmg, using a lvl 7 heal, and then Bolt again. Basically kills all BM, even more deadly if they use assimilate properly. Although I agree BM Str can be hard to deal with, It is very much killable! Moves like assim and atom smash, emp, THESE are all moves! Stop with the rant about STR blood mage and look at other classes too!




RageSoul -> RE: =ED= Balance Discussion Thread (4/7/2012 8:15:13)

quote:

well their not really fine they have no strengths they need to be buffed more than bm and they should atleast give tm smoke back to make them an ok class. in my opinion that is :s

Hmmm... let's see which wins : STR BM that requires more effort ( and by effort i mean surviving and attacking ) VS. Caster TM where it's nearly effortless to use. Oh BTW , TM with Smoke Screen ? I think you meant TLM . Also Malf is way better than that , plus it's BH and Merc that needs a buff . And if you want to give TLMs SS back to where it was , then you have to remove either Mineral Armor for Defense Matrix or Reroute for a skill that can be anything as long as it won't make them OP.




Hun Kingq -> RE: =ED= Balance Discussion Thread (4/7/2012 8:20:26)

Arevero, if strength is nerfed for the Blood Mage it affects all players of the Blood Mage class and if your not trying to get the Blood Mage nerfed then why are the same thing called for over and over again, nerf strength Blood mage, Nerf strength, Blood mage nerf strength Blood mage. Many Blood Mages tried a strength tech build to have fire ball/Plasma Cannon build or a fireball/Plasma rain build but at low stat levels the damage output is weak.

Because it is easier to get high strength then high tech a player playing the Blood Mage really has no other option, the Blood mage did when they had something to improve tech but now we only have something that only works half the time that improves dex which improves only two skills overload and Super Charge and by the time you get to use Super Charge you lost the battle.

Not one complaint about strength tact mers with reroute that has high level double strike that could boost strength with field commander where the Blood Mage has to rely on stats and enhancements to boost strength.

You say replace one blockable skill with another blockable skill that would give back more energy then it takes due to reroute and has the largest cool down then any other energy taking skill.

If you are not a Blood Mage how can you really make suggestions on improving that class calling for nerfs and claiming you are buffing them at the same time as nerfing them. Maybe max damage of any skill or weapon for the Blood Mage should only be 20 that way you get your nerfs and easy kills once again.

When you come against the strength Blood Mage take a look at the requirements of the weapons they carry and how high the strength is to get the damage they could. The fireball even at high levels with high strength for the longest time was the weakest tier 1 skill with high energy cost then any other tier 1 skill.

For balance let the staff start with all weapons put the requirements at the appropriate stats so that no class could abuse one stat over another then go to the skills, put in ways that would improve the damage out put of other skills so that there could be more choice builds. like my recent suggestion a multi of fire and Plasma that improves with strength and tech to get a good damage output even make the damage be multiplied by the focus or a percentage of the focus.

drinde, look at the list of Delta weapons I posted and tell us the placement of stat requirements is fair on all three where the cyber hunter could have high dex and tech so with mid to high level multi combined with malfunction can do serious damage as the blood mage has nothing but stats and enhancement to improve damage, nothing to improve tech and nothing to improve strength. Nothing that could be used every other round that has multiple strikes as cheap shot and double strike and no way to get back massive energy drain as static charge or reroute and to get back good health regain they have to have Blood Lust on max with high damage output. Every weapon at every level needs to be looked at from the past to the new and stat requirements should be put in the appropriate stat but not to the point where the other classes have an overwhelming advantage to other classes.

Replacing Berzerker with Assimilation would be a nerf due to one is a multi strike skill the other is not one has a cold down of 2 the other of 3 and it improves with nothing. Replacing one block able skill with another will not be a buff unless that skill is a multiple strike with less cool down and take away more energy while over riding the reroute capabilities of returning energy. combine Assimilation with berzerker that improves with nothing or multiply the damage by focus that would be a buff.




Ranloth -> RE: =ED= Balance Discussion Thread (4/7/2012 8:53:15)

Hun Kinqq, you fail to see your point with Berzerker -> Assimilation. We're maybe not BMs but quite a few experienced BMs have liked this change + don't tell us that if we aren't BMs then we cannot make a good suggestion; we fight them and some of us might have alts that are BMs, don't jump to conclusions..
Sure it'll weaken you if you abuse Strength but think about ALL the classes that are beaten by you, BMs, rather than how you might be weakened. Creativity kills? Yet you fight for one.
And stop going on about Betas and requirements! We got told requirements will most likely be due in for them as it's easiest solution, what are you fighting for? Need a quote? Look few pages back how Turkish mentioned it after I got the quote myself from Ashari. I won't fight with you about that, quote has been given so why should you not believe it.

PS. Why should you say a suggestion is bad? If it's bad, suggest improvement to it rather than post your opinion that is "It's a nerf.". It's called a discussion thread for a reason.




King FrostLich -> RE: =ED= Balance Discussion Thread (4/7/2012 9:28:30)

Lol BM's underpowered? I find that funny though I want supercharge to be changed to a skill that drains mana and deals fixed damage(low damage of course) with 3 warm-up and 2-3 cooldown. Nerf berzerker to assimilation? I'm fine with that even though berzerker is a powerful skill, it requires alot of dexterity since most players in 1v1 have high dexterity nowadays which causes other Blood Mages to lose when they don't compare their dexterity against their own opponents. You want a real buff for Blood Mage? Change that supercharge to the skill I mentioned above or Field Medic to improve back to support but should also stop improving at 85 support.




supermasivo -> RE: =ED= Balance Discussion Thread (4/7/2012 17:06:44)

BM is ridiculous OP class now... based on "spamable" UNBLOCKABLE skills... side shot and fire ball they heal in every attack... dealing massive damage... are we trying to make ballance and tring to avoid 3-4 round killing machines? so get bm fixed soon as possible... most funny of everything is that 8/10 battles is a str bm... why is that? easy kills? naaah (ironic mode on_) and the worst thing is thtat ballance team knows about this and is not making anything to fix it quickly.




Arevero -> RE: =ED= Balance Discussion Thread (4/7/2012 18:05:37)

Seemingly throughout each release BT seems to be always one step behind us, so we can't rely on them right now and just try survive out there with our own ANTI-BM builds. But you can't blame them, it's the only possible working build they've got, so now it's up to the BT to fix it, we just have to wait and see.

And Supercharge-->EP DRAIN? How ON EARTH WOULD THAT STOP STR SPAMMERS. HARDLY ANY BM USES supercharge, see we are trying to NERF str, not use a skill that doesn't involve STR to be changed which could even BUFF STR build for BMs, highly disagree on that idea. If we do that, then BMs would have assimilation and another EP drain, leading to non-stop (PROBABLY NEW BUILD) EP DRAIN BUILD. Considering how the weakest classes merc/BH don't have EP drain right now, they will suffer heavily on that.

@Hun

We are NOT trying to nerf BM to the MOST LOWEST, HARDLY WORK-ABLE-EST spot. We are trying to NERF STR BMs, through making a skill/rearrange their skill tree so they do OTHER VARIABLE builds. Now as I've mentioned before in my post, i think you have failed to understand me. We are NERFING, then BUFFING so we can balance it out and stop STR spammers. Because you know what, STR BM is currently, and possibly the most boring, unbeatable, skill-less build i have EVER SEEN.

An experienced player could give a noob his 34 BM STR acc, and the new player could own everything, just fireball, zerk, gun, strike etc. Now i know that lower leveled BMs are weak, but then again, assimilation would give them drain ability which is useful considering every EP matter in lower levels where you have about 45-47EP.




Joe10112 -> RE: =ED= Balance Discussion Thread (4/7/2012 18:53:46)

quote:

I have an idea to re-make CH a little:

1) Remove Plasma Armor, replace with Technician again. As much as I like Plasma Armor, it should not be there in my opinion, Technician should be there.
2) Either restore Static Charge back to it's former glory percentages, or change it so that Static Charge becomes a passive energy-regain version of Blood Lust. And for those people who are saying "OH NOES MORE PASSIVES?", remember, Technician replaces Plasma Armor, a passive.
3) Swap Deadly Aim from Blood Mages with Shadow Arts from us CH, and re-make Shadow Arts to be:
a) Either make Shadow Arts also increase connect chance (more hit chance = better for zerker)
b) Change Shadow Arts so that it gives a passive percentage boost to DEX and SUP. (DEX boost = increase in block/connect chance, SUP increase = Stun Resistance Increase)

What do you think about those ideas?


Meh? Anything wrong with this?




ScarletReaper -> RE: =ED= Balance Discussion Thread (4/7/2012 19:02:44)

As far as bm goes, they have a good build that is not strength related. Make a tank bm with high tech, max energy bunker, max plasma rain, and bloodlust and tell me that isn't a strong build. That is the build I use, and yes I know malf will hurt a little, but there are bots to fix that. :p




JohnMenzies -> RE: =ED= Balance Discussion Thread (4/7/2012 20:08:24)

@Scarlet Reaper

My point exactly. I use that exact build but with Level 1 Intimidate and Level 2 Deadly Aim. Thursday I won over 200 battles with this build, as well as the day I won 2v2 Champion.

One change that should actually be made is Replacing Energy Shield with Technician. I sure would love to make a build using Technician, which is a lot more useful than Energy Shield, with a High Technology/Dexterity Build. Technician will allow higher robot damage also. Since after our energy is gone we have no other attacks.




Stabilis -> RE: =ED= Balance Discussion Thread (4/7/2012 20:10:57)

@Joe,

Just one part, Technician is not the best defensive skill for Cyber Hunters.

quote:

http://epicduel.artix.com/gamedesignnotes/date/2012/01

TLM - Replace Technician with Blood Shield

Reduces ability to be more tanky + increase damage output + heal

CH - Replace Technician with Plasma Armor (passively gives energy resistance)

Gives them a reliable passive with better defensive options

BM - Replace Technician with Energy Shield

Gives BM higher energy resistance

Slightly reduce passive Armor skills’ defense/resistance

Evens out scaling per skill level, make it slightly less powerful



So the staff had come to the conclusion that:

Cyber Hunters needed a passive, a reliable passive (I still say that Shadow Arts could be replaced by a reliable passive even now).

Technician was not providing enough protection.

Technician was too advantageous for TlM due to tanking and robot-mancing which gave them crazy ratios with massive robot damage and absorbing little damage, perfect for tank healing.

They even gave Blood Mages Energy Shield because it worked much better defensively opposed to the defensively weak Technician.

Armours needed to balanced as well.


I agree with you on one part, Cyber Hunters should not have an armour passive as do Tactical Mercenaries and Mercenaries due to Static Charge, which is the fastest source of energy restoration available. But Technician is way too weak for Cyber Hunters. When I played Cyber Hunters as a novice, enemies would still hit way above 10 damage because Technician would only increase my Technology by an average of 35, which is equal to about 9 Resistance points, while Energy Shield gives at least 20 Resistance as Support usually lies at 40 points or greater. Technician eats your skill points if you want more protection, because 1 point of Technology does not = 1 point of Resistance. If Technician was good for Cyber Hunters, then for what? Stat exploiting the ability for luck, because deflections now go by Technology, and overpowered attacks, because Technology boosts Robots and various skills (eg, an overpowered EMP or perhaps an incredibly lucky Plasma Grenade with good damage).

Energy Shield does not fail in these cases as to where Technician does. Stat boosting, compared to Defense/Resistance boosting is an incredibly uncertain jump for balance because of the countless factors and effects.




ND Mallet -> RE: =ED= Balance Discussion Thread (4/7/2012 20:12:24)

@void If CHs get ES for PA, then they need to lose DM or Malf because they aren't going to keep two defensive support skills and an offensive support skill.




Stabilis -> RE: =ED= Balance Discussion Thread (4/7/2012 20:15:46)

Lose Malfunction I am fine with that, the skill only brought exploit opportunities anyways.




Arevero -> RE: =ED= Balance Discussion Thread (4/7/2012 21:02:43)

CH losing malfunction would almost mean another TLM debuff-lost class. Cybers are hunters, like Bounties, on the offensive side, heal would be our only option for protection and survival. I'd rather technician in many ways, it also creates a TECH build for Cyber Hunters. And like i said, DM and ES is just another OP version of hybrid armor(before it was split) except even higher in DEF/RES points. So give us technician over PA, DA for SA, static full %, and we will be fine. It's not that complicated nor hard. I find that skill tree very balanced already, perhaps it might seem like going back to the weak CH era, but then again we've got DA allowing us to make more damage output which might makes us survive in tanky battles.

And as i say it repetitively, a Buff starts a bigger nerf in the end. If you give us ES, in the next couple of releases CHs might lose malf/DM which again would lead to arguments. And right now i am completely against changing what we have discussed about technician. It's a great skill and so what if it provides little protection, we are hunters afterall, heal/boost/high hp would let us live. And Static on full % will make a difference(55%). Or like others have suggested, make it a passive E lust. It can be 25% then. Wither way, PA-->ES is really unnecessary. And trust me, CHs aren't feeble if they get DA and static %. In fact i think they will be a bit powerful. [:D]

@ND

To the point yes, I don't think CHs are willing to sacrifice those 2 skills for ES, besides, we have E armors up to 9 points of RES. So our resistance can be taken care of.




Hun Kingq -> RE: =ED= Balance Discussion Thread (4/7/2012 21:57:21)

Trans, since you have forgotten I have been making suggestions to improve the Blood Mage class with new skills that is not linked to other classes but in your minds you pictured those skills making that class over powered. In my recent post I listed the Delta weapons because players were asking how can you beat this tank Cyber Hunter and look at the placement of the requirements an I was taking a look at more wrist blades and a vast majority don’t have strength or support requirement just dex and tech so the Cyber Hunter with a combo of weapons can have super high dex or tech. A wrist Blade with good requirement stat placement is the Bionic Battlegear (Blade) they can’t as everyone states spam Dex or tech because it force them to have strength and support at a certain level.

Improvements have to be made to Assimilation to meet the description of the Blood mage being the aggressive form of the Tech Mage but all of you just want the skills switched without suggesting any improvements.

Trans, more Blood Mages would rather see Super charge switched out with Assimilation because we don’t use super charge, takes too much energy with for very little damage (not like when it was first introduced), we don’t have energy regain, so if 2 emps are used that skill is useless or even one max level emp with high tech. If the Blood Mage don’t have dex high enough Berzerker will be block when it is used. Now with players having high dex and tech the Blood Mage has no choice of putting strength or tech the highest it could go to get any good damage output from Plasma cannon or fireball. Fireball even at high levels with high strength was one of the weakest tier 1 skills from the beginning of Delta and the staff knew this but did nothing for over 6 months and know all of you want to nerf fireball again. Then Berzerker was nerfed not because of the Blood Mage but because of the Merc class players the original strength abusers.

Arevero, Bounty Hunter and the merc classes are far from being weak classes and they have Atom Smasher and EMP which for those skills being able to take as much energy as they do at low levels and can used multiple times in a match or more than once on the same player in 2vs1 and 2vs2 those skills are giving the merc classes and Hunter Classes unfair advantages not only over each other but over the classes that don’t have energy regain. Nerf then buff so nerf the whole class for a year then buff that is not balancing anything out. You want to stop strength spammers, dex, tech, or support, they need to start with the proper placement of weapon requirements but not to a point it cripples the classes then work on the skills.
One reason why Cyber hunters lost Technician is due to the EMP.

supermasivo, when I had dex where it was above 86 (26-32) +9 +1 a high strength Blood Mage only got 30 damage with fireball and was blocked when they did Berzerker. You call 23% from damage healing that is a joke when the damage from the opponent is 5 to 10 times more I tried to get that improved which in turn would have been an improvement for the Bounty Hunter as well but players did not want that for the Blood mage so they went against the improvement.

When they took away technician that made the players playing the blood mage turn towards strength builds, which I told everyone that was a bad idea, so don't blame the players blame the staff and they gave a lame reason why they did that. They replaced Assimilation with reflex Boost, another skill that Blood Mages do not use.

Instead of replacing skills with skills from other classes they should have left Assimilation in place, created the programming code for the new skill called Guardian (a combination of defense matrix and technician) since they want the Blood Mage to have both a defense and resistance improving skills and it would still have improved dex and tech but would have not improved with either and with that the tact merc would probably still have smoke.

They wanted the Blood mage to have some sort of energy regain that is another reason why they took away Assimilation and gave them reflex boost instead of coming up with a new passive skill like H.E.L.O another independent unique skill from all other classes that could be adjusted without affecting any other class. Recent a new Multi skill that does two strikes one of fire one of Plasma and the could make it improve with strength and tech or dex and tech and could make the damage times the focus or a percentage of the focus and you would see more balance builds because 5 focus would give the most damage. A new ultimate skill that could replace Super Charge would be TAZ a combination of Berzerker and bludgeon, the same warmup.

So like I wrote to get balance they need to start with the weapons then the skills and don't just write lets swap out one skill for another without improvements when something does not improve with nothing just the weapon damage.




Stabilis -> RE: =ED= Balance Discussion Thread (4/7/2012 21:57:23)

quote:

Heal would be our only option for protection and survival.


Except... every class uses Field Medic, and we are talking about 2 defensive skills here, no? I can see multiple protection options from what is being proposed.

quote:

DM and ES is just another OP version of hybrid armor(before it was split) except even higher in DEF/RES points.


Eh, you took it too far. Lets break it down:

Conventional use... Energy Shield is an active skill... Energy Armour is a passive skill ► 1 turn and a sum of energy is spent for Energy Shield, Energy Armour is free and always active (only inactive at rage events).

Average effectiveness per turn (approximate)... Energy Shield, 20 Resistance per turn, 3 turn duration (including the turn it is cast), 1 turn cooldown, = 15 Resistance per turn... Energy Armour = 13 Resistance per turn ► Energy Shield is more effective per turn

Energy costs... Energy Shield (minimum) 11 energy to use, 3 turn duration (including the turn it is cast)... Energy Shield costs a minimum of 4 energy per turn to use, Energy Armour costs no energy to use ► Energy Armour is more energy efficient

Tactfulness... Energy Shield requires casting, and lasts 2 turns afterwards, Energy Shield restricts rage use proportional to weapon or skill damage (varies)... Energy Armour does not require casting, fully allows rage use and attacking ► Energy Armour is more tactile

Growth... Energy Shield improves with Support for every 4 Support points, requires no stats... Energy Armour is constant, requires Dexterity up to 43 Dexterity Points ► Energy Shield has better growth



When it comes down to Cyber Hunters, Static Charge is available, allowing a continuous use of Energy Shield, energy costs is not a significant issue with frequent charging. Energy Shield is more effective than armour skills Resistance-wise. A massive advantage in armours is not having to stall for a turn to cast the effects. While Energy Shield required energy and an entire event-less turn to activate, Energy Armour (or Plasma Armour) for example gives the user the freedom of choice, possibly a turn spent dealing 10-30 damage plus the rage bonus. As EpicDuel is a health-based PvP mmo, damage is more important than not damaging, as health being reduced to 0 results in an end of match. Energy Shield, because of this, would not be overpowered because it just is not conventional!

What can Technician do?

Technician improves Technology, improving by Dexterity, and costing less energy than Energy Shield. On average, Technician (at level cap), will give about 30-40 Technology at level 1-5, averaging about 35 Technology. 35 Technology is worth approximately 9 Resistance, twice as less Resistance as Energy Shield, but lasting one more turn. Technology controls deflections, Robot damage, skill use, and Resistance. Technician (35 Technology for 4 turns), even grants more Resistance than Energy Shield in total. Technician can be used to exploit Robots, ranged weaponry, Malfunction combos, energy crashing EMP grenades, Plasma Grenade exploits, and caster builds in 2v2. There are more opportunities by far to abuse Technician than to Energy Shield. This is why Energy Shield is not overpowered, at the same time being more situational, making Energy Shield the optimum choice for strategy.




Joe10112 -> RE: =ED= Balance Discussion Thread (4/7/2012 22:21:47)

@^: Which is why I suggested we go back.

If we CH had Technician back, there would be way more builds we could do, and since it improves with DEX, we could potentially have a high-tank build, high EMP build, etc....

How about my idea of SA from CH to DA from BM, and reworking DA? Or the "new" version of SC which is energy blood lust>




DeathGuard -> RE: =ED= Balance Discussion Thread (4/7/2012 22:36:51)

quote:

A good tech can bolt 60+dmg on a blood on turn one, plasma 50+ dmg, using a lvl 7 heal, and then Bolt again
I LOL at this, don't be dumb! You're exaggerating things here, I can't deal more than 60 damage, worst with plasma rain which barely does more than 41 damage in opponents with low res. Don't exaggerate such things. BMs can deal around 50 damage with fireball and around 50-60 with berseker, and that is true, BMs are way deadlier than caster TMs.




Joe10112 -> RE: =ED= Balance Discussion Thread (4/8/2012 1:18:09)

BM strategy is combo of:

Fireball
Zerker
Deadly Aim

The thing is that they all improve with STR (DA = Gun Damage = STR improve).
So yeah, Gun -> Fireball -> Zerker -> Rage Gun = Win, or rage Fireball, or something like that. It's incredibly OP, which is why I suggest to switch SA with DA, and maybe change up SA a little





Ranloth -> RE: =ED= Balance Discussion Thread (4/8/2012 2:41:20)

quote:

Trans, more Blood Mages would rather see Super charge switched out with Assimilation because we don’t use super charge, takes too much energy with for very little damage (not like when it was first introduced), we don’t have energy regain, so if 2 emps are used that skill is useless or even one max level emp with high tech. If the Blood Mage don’t have dex high enough Berzerker will be block when it is used. Now with players having high dex and tech the Blood Mage has no choice of putting strength or tech the highest it could go to get any good damage output from Plasma cannon or fireball. Fireball even at high levels with high strength was one of the weakest tier 1 skills from the beginning of Delta and the staff knew this but did nothing for over 6 months and know all of you want to nerf fireball again. Then Berzerker was nerfed not because of the Blood Mage but because of the Merc class players the original strength abusers.


Ultimate skills will not be taken out, forget about it. It takes too much Energy you say? Then why do we want to give you Assimilation? <_< >_> It's not reliable but lowers Str build's damage, gives you EP Regen, not reliable but good enough combined with damage if hits, and more build possibilities. Remember our opinion counts, it's not just you. Fireball nerfed? Yeah we want it maybe, along with Plasma Bolt of TMs OR reducing number of Str and Tech abusers of respectable class (Str and Fireball, Tech and Bolt).
If you don't like nerfs and don't want them, how come they still make you strong enough to compete most of the time and win? Exactly.




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