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

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PivotalDisorder -> RE: =ED= Balance Discussion Thread (3/25/2012 14:02:21)

quote:

In a 2vs2 match I used Plasma Rain one player had high tech one player had low tech and I got for the first time, 51 critical damage on both, so if there is nothing wrong with Plasma Rain, how in the world did I get exactly 51 damage on both players with different levels of tech (resistance). There is something wrong with Plasma Rain and it needs to be fixed.
@Hun Kingq: it is not bugged. you are just bad at math and do not understand game mechanics.

1: resistance range. i.e 30-36 or 20-24. the range for resistance can lead to a possible 12 damage difference between 2 players, even if resistance is equal.
2: Critical strike ignores 50% resistance. if player 1 has twice as much resistance as player 2, when you crit them both, it ignores half the resistance on player 2 that it ignores on player 1.



I just easily explained the "phenomenon". please take more time doing your research before claiming something is bugged, the staff have enough problems.




Stabilis -> RE: =ED= Balance Discussion Thread (3/25/2012 14:09:30)

^

I just block him, I find the solution simple and clean :p.




PivotalDisorder -> RE: =ED= Balance Discussion Thread (3/25/2012 14:24:27)

I usually don't rise to his delusional posts but it gets annoying when he is misleading the staff purely because he cannot grasp game mechanics or mathematics.
this is the balance topic, if you can't even get your info right, you shouldn't be posting here.

for future reference http://www.epicduelwiki.com/index.php/How_Things_Are_Calculated




JohnMenzies -> RE: =ED= Balance Discussion Thread (3/26/2012 1:30:37)

I think Assimilation should take 14 energy at Max and not require a staff.. Some build can be very irritating due to limitations Assimilation has.

For Example:

When you take a Blood Mage's energy that has Max Fireball and Berzerker, If you use assimilation they can just fireball once again.




Arevero -> RE: =ED= Balance Discussion Thread (3/26/2012 3:05:20)

If Bms do get (eventually) get an EMP regain ability, then the balance team should nerf fireball/berserk. I think these are reasonable considering Bloodlust and static/assimilation/reroute will be quite powerful saying that BOTH their HP/EP would regain at massive rate. To be honest if they do receive a E passive, Bloodlust should be gone from their skill tree or heavily nerf Fireball and berzerker.

And i do suppose assimilation is best-fit with a Blood mages skill tree since it doesn't give them too much EP regain, but on the otherhand if they use assimilate with STR build it would deal a lot of damage/ taking away EP from opponent and giving it to yourself. So we should really discuss thoroughly if we are to give BMs a EP regain ability/passive.




Luna_moonraider -> RE: =ED= Balance Discussion Thread (3/26/2012 7:17:41)

@PivotalDisorder

just block him. i cant stand him he is saying tlm are still oped in 2v2 he is in his own world where bm and mages are forever uped. so simple solution is to block him and he will never annoy you.

Back to topic:

bm zerk should be replaced with asim it helps them. also tlm should get thier technition back reason ebing they do not have the deadly smoke+techni combo. but if the devs do that BS would be gone from the game forever XD.maybe BS should be given to blood mages.




drinde -> RE: =ED= Balance Discussion Thread (3/26/2012 8:49:22)

I like Luna's suggestion. :P




King FrostLich -> RE: =ED= Balance Discussion Thread (3/26/2012 8:58:07)

I'm not sure if it's right to replace berzerker with assimilation for the sake of energy regain. In my opinion, they can replace supercharge for another skill that has something to do with EP recovery for BM's. It just doesn't feel right to remove berzerker.




drinde -> RE: =ED= Balance Discussion Thread (3/26/2012 9:00:57)

Its for stopping the Strength abusers. Of course, we could always replace FireBall with it. /whistles




King FrostLich -> RE: =ED= Balance Discussion Thread (3/26/2012 9:02:56)

That would mean Blood Mage will just turn into a TM with bloodlust since Plasma Cannon will be the only good unblockable move other than Supercharge. In short:


BM without fireball = TM with bloodlust




drinde -> RE: =ED= Balance Discussion Thread (3/26/2012 9:04:07)

.-.

Why not Bezerk then?

Buh the way, did we get a LiveStreamer cheev? :P




ansh0 -> RE: =ED= Balance Discussion Thread (3/26/2012 11:35:07)

^No.


On topic: BM is a class which is meant to dish out damage like a truck. So removing Berzerker OR Fireball would cripple BM's. But BM does not have a way to regain EP so, as suggested, a skill should be replaced with Assimilate. Now how can you do that without removing an important skill from their tree? You can't.

Now I have come up with a solution to this problem.

Modify a skill.

Assimilate works after every 2 turns, so does Fireball. Now if we could decrease Fireball's base damage by 10 AND add an Energy-lust to it. This would work like the Frostbite effect BUT in addition to a small amount of energy being lost by the opponent, you would get that small EP loss added to your current EP.

Example.


BM uses Fireball.
Opponent starts losing 6 ep/turn for 3 turns(or 4)

This could scale with the level of Fireball.

This would strengthen BM without crippling other classes as only BM's have access to Firebolt.

Now some of you might say that it's unfair to the other classes....but you could easily fix the EP loss with an Energy Booster.



So what do you think of my idea?




Clavier -> RE: =ED= Balance Discussion Thread (3/26/2012 12:51:48)

I like King Frost's idea. It just doesn't seem right to remove zerk on BMs.

On topic:
I have some ideas.
I think BM's deadly aim could be replaced by shadow arts, as it nerfs the str builds, they can have more options to dex builds with sa buffing overload.
CH's sa replaced with assim. Slightly nerfing the dex builds, it also improves the energy regain, remembering static was nerfed badly imo.
And make infinite focus.




rayniedays56 -> RE: =ED= Balance Discussion Thread (3/26/2012 13:48:27)

I just want the glory of SC back to where it was on CH.

HOLD ON BE4 THE TROLLING!!!! :)

I also want PA to be away. It DOES make CH a BIT OP. I say give CH back technician BUT also give us back the full glory of SC. (55%! :))

Any CH who isn't a strength abuser would love this, as the most that we can gain back now is 10-13 energy AND we are blocked.

The perfect Cyber Hunter to me?

Get rid of PA. Replace SA with another. (how about deadly aim and give SA to BM?) It would remove the HUGE UP that BM's have and give them some more builds to think about instead of the constant Strength Builds.

Because everyone knows that the BM's have a horrible skill tree! :)

I will now be a pest and post types of Skill Tree for each class :)






MERCENARY (poor guys: they STILL need a buff :( )

Field Medic-Double Strike-Hybrid Armor (former glory!)
Field Commander-Intimidate-Bunker Blaster
Artillery Strike-(some new skill since berzerker is UP for them...mayber Frenzy?)-Maul
Surgical Strike-adrenaline (good idea..but...perhaps add a crit enhance?)-(skill like atom smasher but adds a percent to their own EP)


TECH MAGE (Getting better...still needs a slight buff)

Field Medic-Defense Matrix-Plasma Bolt (add slight buff for a 15% chance for crit)
Technician-Bludgeon-Overload
Malfunction-Reroute-Plasma Rain
Assimilate(maybe a bit more energy stolen?)-Super Charge-Deadly Aim

BOUNTY HUNTER(needs a slight buff for the non strength abusers)

Field Medic-Cheap Shot-Smoke Screen
Energy Shield-Bloodlust-EMP Grenade
Multi Shot-Reflex Boost-Stun Grenade(maybe add a 15-25% for crit?)
SA-Massacre-Venom Strike (make the poison higher! Like the darned Tact Mercs..shoulda..never...done...that :))

TACTICAL MERCENARY (NOT UP now people! Yet..they DO need something new! Get rid of BloodShield for another energy buff? Like Give them back FULL Hybrid Armor? :))

Field Medic-Double Strike-HYBRID ARMOR (former glory)
Stun grenade-Adrenaline Maybe?-Field Commander
Reroute-Frenzy-Artillery Strike
Surgical Strike-Mind Slasher (WTH! TWO WAYS TO GAIN ENERGY!! no... this TAKES IT AWAY*-Poison Grenade

CYBER HUNTER (quit nerfing! or they will be as bad as they were!)

Field Medic-Cheapshot-EMP
Technician-SC(old glory of 55%)-Defense Matrix
MultiShot-Malfunction-Bleed (like poison, but ADDS health of enemy to Cyber)
Plasma Grenade-Massacre-Deadly Aim

BLOODMAGE (nerf/buff...just fix them!)

Field Medic-Fire Ball-Atom Smash(like the new one for the mercs I made :))
Plasma Cannon-Blood Lust-Plasma Rain
Blood Shield-Intimidate-Fire Starter (physical version of Over Load)
Reflex Boost-Shadow Arts-Super Charge




*the Mind Slasher for the Tact Mercs could be based on the highest amount of health between them and the opponent minus the lowest amount of health times the highest level and taking that number and dividing it by the lowest level. That number you then divide by the amount of focus between the two.


EXAMPLE***

95hp lvl 34 focus of 4
140hp lvl 32 focus of 2

140-95=45
45*34=1530
1530/32=47.8

focus of 2 and 4...difference is 2

47.8/2=23.9

24 energy taken away from opponent.


Tell me that THAT is not tactical :)




Rui.. -> RE: =ED= Balance Discussion Thread (3/26/2012 13:50:01)

assimilation is the only skill that drains energy while increasing your rage. If blood mages are given a energy draining skill it should be atom smash or something that does not improve rage.





Stabilis -> RE: =ED= Balance Discussion Thread (3/26/2012 13:55:58)

@Rayniedays,

I too do not want to see Static Charge decline as alien skills such as Plasma Armour rise. Can you scroll to the bottom of this post about Cyber Hunters and tell me what you think about it balancing them?

http://forums2.battleon.com/f/fb.asp?m=20161815




Ranloth -> RE: =ED= Balance Discussion Thread (3/26/2012 13:58:20)

Well, ray, I suggested same thing here, http://forums2.battleon.com/f/fb.asp?m=20161685! [:D]

I'll agree on most points, not all for few reasons. ;)
- Old HA won't be back, the +12 Def or Res, that's why Mercs have it passive now and +6 Def and Res. Mineral is fine. And instead of BS as you said, put buffer which is old Technican. ;D
- Plasma Bolt and Fireball are same skills, so you'd need bonus to both. I'd say they are fine now as they do more damage than other skills which is fair trade-off. :)
- BM can work with Blood Shield, if you look at my suggestion I'd say it's better with boosted one as they'd get an useless skill. (I explained it there)
- I'm not sure if SA is good for BMs. It's luck-based skill and wonder how it'd work out for them, DA could leave but not sure if SA would be as good to replace it; my opinion though, but at high SA + Dex, it's noticeable difference.
- Mercenaries will come back up after FC and Indimidate is buffed up + if Adrenaline is too weak, we'll have to see Staff's feedback, they'll buff it. :P HA is quite nice now, my Merc actually likes it.
- Venom of BHs does more damage on hit, while Toxic Grenade does less. That's reason why Venom is weaker. xD

Otherwise they are good suggestions, similar to mine in a way but still great!

And I'll agree, making Heal scaled slightly with Support would be good to bring Support builds back, although not too OP'ed Heal as before. Something along of +1 more HP per 7 Support would be great. 70 Support is +10 more HP which can make a difference, more as it goes up but doesn't favour Support builds as much. So training it would still be good for better heal. ;)




rayniedays56 -> RE: =ED= Balance Discussion Thread (3/26/2012 13:58:57)

I like the idea Depressed, but I am trying my best to try to get rid of the need for Strength for SC.

@ Above But we are also Blockable. Maybe making our Venoe unblockable...Im just trying to give Bountys a chance :)




Ranloth -> RE: =ED= Balance Discussion Thread (3/26/2012 14:05:46)

Oh right, making Venom unblockable on hit would be fair in comparison to Toxic which is unblockable. Making Toxic hit to Poison means it must be unblockable so it should be the case for Venom too. xD




rayniedays56 -> RE: =ED= Balance Discussion Thread (3/26/2012 15:33:04)

What? lol...I did NOT understand a thing you said :)


Um...if that was a compliment...thanks? If not...then what is it?

Lol...sorry...I am a bit confused.


I say make Venom Strike unblockable but only 20% more damage with 12 poison damage at level 10, and Toxic Grenade do 10% more damage with 13 poison at level 10. Better? :)




Ranloth -> RE: =ED= Balance Discussion Thread (3/26/2012 15:37:24)

You did confuse me just now! xD

What you said is making Venom unblockable just like Toxic Grenade is (Venom deals more damage but has less Poison, Toxic is opposite of this) but Venom is blockable whilst Toxic is unblockable. What I said was short evaluation on why it should be unblockable (Venom) and said it'd be fair. xD
Current values of both are fine, making Venom unblockable would be perfect and both Poison skills are good to go. :)




rayniedays56 -> RE: =ED= Balance Discussion Thread (3/26/2012 15:43:11)

Ok lol. Thanks :D





Stabilis -> RE: =ED= Balance Discussion Thread (3/26/2012 15:51:04)

@raynie,

quote:

I like the idea Depressed, but I am trying my best to try to get rid of the need for Strength for SC.


Bing bing bing! I posted:

quote:

Static Charge: A percentage of your Primary weapon's damage is added to your energy in a Strike. Energy restoration is unblockable, however damage is blockable. Cool-down has increased.

Energy Required: 0 (No Cost)

Conversion:
Level 1: 33% of the Primary Weapon's Damage to Energy
Level 2: 36% of the Primary Weapon's Damage to Energy
Level 3: 39% of the Primary Weapon's Damage to Energy
Level 4: 42% of the Primary Weapon's Damage to Energy
Level 5: 45% of the Primary Weapon's Damage to Energy
Level 6: 48% of the Primary Weapon's Damage to Energy
Level 7: 51% of the Primary Weapon's Damage to Energy
Level 8: 54% of the Primary Weapon's Damage to Energy
Level 9: 57% of the Primary Weapon's Damage to Energy
Level 10: 60% of the Primary Weapon's Damage to Energy


^ For Static Charge.

Because Primary weapon damage is not relative to Strength damage in this suggestion, you do not have to use Strength to get good energy off SC! Nice? I avoided having SC be overpowered by getting fixed %s, as such, with a 35 damage weapon these days at a maximum % of 60% conversion, you will only be able to get 21 energy with level 10 SC... and will not decrease or increase depending on rage! Does this sound more clean now? With the revamped SC, players will be able to control their energy consumption without the synergy of making OP Strength builds only designed to output heavy damage!




Arevero -> RE: =ED= Balance Discussion Thread (3/27/2012 1:25:13)

@rayniedays56

Wow you just opened my eyes to a new skill tree change, totally. Love the SA gone idea and getting Deadly aim. It fits us a CYBER HUNTERS perfectly, i mean we are hunters after all.....guns *hint hint. And PA takeaway fine with me, we can finally not get a massive tight build requiring two things to be maxed out! And Static 'Former glory" agreed also. Man why didn't i think of replacing SA with DA. Great idea rayniedays, best I've heard so far about nerfing CHs yet making it fun still. I can already make out awesome builds with the deadly aim idea!

But one thing, assimilation replaced SS? Not gona work that well. It still gives BM a STR abusing way, and they hardly use SS. Besides, every class should have a 'Final' ability. I think the idea from anhs0 is a great suggestion. Fireball lowered with 'Energy-lust' is a good idea. We should discuss further on that, but Berserk needs a bit of a nerf. It can do up to 11 11 36 damage, against me '30-36DEF', so that's saying a lot. Sure you can block it, but then again if you don't you lose about 40-60hp. Not even considering rage.

And one last thing, sorry if i am being a bit picky>.<
but could forum mods suggest some of our ideas to the devs/BT/programmers, i think many players suggested wonderful things in the forums, but not much gets implemented, it would be a shame if for example: rayniedays56 idea didn't get implemented. I am not saying our discussions are pathetically useless, its just that great ideas deserves a great chance to be tested. I remember players posting a MASSIVE page of suggestions(drinde, Depressed Void etc....) and seemed a bit wasted as their work wasn't really used up. Not angry just a 'suggestion'.

FINALLY, Depressed Voids SC 60% idea is good i like it. It also saves us from abusing str just to the most out of Static Charge. [:)]




drinde -> RE: =ED= Balance Discussion Thread (3/27/2012 5:05:09)

Who said BMs were meant to dish out damage like a truck? Why a truck, anyway?

With no Bezerker, the STR Abusers would be forced to come up with new ideas. Who knows? With Assimilate, they could use DEX builds and other builds without so much fear of energy loss. Besides, STR Builds would still be there. Assimilate-FireBall-Gun?

I still stick to the Assimilation idea.

/stubborn :3




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