RE: =ED= March 20th Design Notes (Full Version)

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Remorse -> RE: =ED= March 20th Design Notes (3/21/2012 13:29:27)

@Aomant,

Thanks for agreeing :)


Its nice to know that not all players are extremely bias towards there class xD.


I like to think Im not but then agian no one truly isn't.




aomont -> RE: =ED= March 20th Design Notes (3/21/2012 14:19:27)

We are too many in each class so it is hard to have a completely unique build but since STR BM build gets so efficient they are very common AND during battles my opponent (no matter from which class) usually advise to "look into a STR build since I am a BM"...
As they are really strong (same goes for several builds from the different classes) and I'm here for the challenge, I choose to think of ways of defeating them without using the same builds.
Yeah I know, not that easy and sometimes not really possible but worth trying. ;)




Ranloth -> RE: =ED= March 20th Design Notes (3/21/2012 14:32:47)

Hmm, with Assimilation instead of Berzerker, I could say Support build can work and possibly other Tank builds.
Well about 60 Str would be best, good defences and higher Support and you can use Matrix and Energy Shield effectively (P Armor and E Shield = win) as they both improve with Support, and even with Lvl 3-5 Heal, near-maxed BL, high DA, and maybe Intimidate - you still have few stat points left so putting it in Assimilate is not only improving your tankiness but also give a strategical advantage. Lvl 5 Assimilation (about that is possible at Lvl 34 with decent Support build), you can take away 7 Energy and get 4 back. Useful against all classes but those with Energy regen unless you time it correctly and use it wisely! Plus, you can get some Energy back which is always good if you get EMP'd or someone else uses Assimilation. :P




XxKirachanXx -> RE: =ED= March 20th Design Notes (3/21/2012 23:18:44)

Murr...
I was considering applying to be a tester, seeing as I'm 19 I would be legible.
And if given the opportunity, I play quite a few hours every day.
And then I remembered that I've only started playing six months ago, I made my first character soon after the last Talk Like a Pirate Day.
And I've never played as any evolved classes and I've only just recently attempted juggernaut.
Yeah...it would probably be best to wait for next time, huh?




Remorse -> RE: =ED= March 20th Design Notes (3/22/2012 1:15:35)

Asimilation for beserk is like the perfect balance change.

Its fixes Blood mages skill capcity to be more strategical by giving them a energy drain (rather then them being the only class without one.)

And it fixes the over the top power Blood mages get from beserk, It means that if they start and use fireball, The other player can wait a few turns before having to energy drain.

or at least get out of the, fireball, zerk rage gun combo...
It may also delay the STR blood mages rage by 1 turn.

But it wont completely destroy the STR blood mage build either.
Infact It hardley effects them if you consider the fact the blood mages can just fireball a second time instead.




xxomegafaustxx -> RE: =ED= March 20th Design Notes (3/22/2012 3:43:41)

quote:

Mercenaries will be receiving a new passive skill affecting rage


A passive that debuffers rage? That'll totally crush high support builds and in response, I would envision everyone reverting to the classic focus/strength/high dext. builds. But IMHO, I think support has gone through too many nerfs and if you think about it, with that kind of ability, mercs have the power to eliminate two of the most offensive stats in the game - that is strength (intimidate) and support/rage (the new passive and plasma cannon). Coupled with hybrid, mercs could easily dominate in 1v1 and 2v2 if given a considerable buff.

The only weakness of mercs is their inability to regain mana. That's ultimate what's been holding them back as a class.

To digress a little from the topic at hand, I feel that TMs also share this poverty, especially nonvars. I've been using a high dext. build with little avail and I'm surprised that higher dext. does not scale with overload more so than high tech does with plasma bolt. Tech overpowers Dex and I feel that the scaling for dext in conjunction with skills like overload and supercharge need to be modified accordingly.




Ranloth -> RE: =ED= March 20th Design Notes (3/22/2012 3:46:21)

No it does not say that new passive will be debuffing rage, re-read it again.
If you read above posts, new Passive is to give you better "rage control" and provide better synergy with Surgical Strike which was mentioned maybe a month ago in Balance Thread. There was no mention of debuff as passive debuffs have never been made nor could work properly if working passively




Lycus -> RE: =ED= March 20th Design Notes (3/22/2012 4:00:35)

@XxKirachanXx: If you're helping with Testing, you don't need to be any good at balance etc, since the Balance Team and the Testing Team are separate. If you apply for the Tester position, then the length of time that you've been playing will be taken in to consideration, but if you've got a lot of experience in other areas and your application is very good, you would still stand a chance.

@Everyone: Based on what XxKirachanXx said, I'd like to explain something quickly. As we've explained multiple times, the Testing Team and the Balance Team are separate. So if you get the Tester position, you won't need to know too much about balance, you don't need to be full of balance ideas, you just need to be able to work as a team and test. If you think that you'd be great with balance, then there is certainly room on the Balance Team - but when you become a tester, after you've helped with testing for a few weeks, and you prove that you have good balance ideas, we'll happily put you on the Balance Team - This of course is Ashari's decision, since she is Head Balancer. The reason for this, is that if you're a balancer, then you would still be expected to help out with testing. If you jump in to both positions, it's a bit overwhelming, so we find it best to allow you to adapt to one over a few weeks, then jump in to the other role subsequently.
So just a quick reflection, to join the Testing Team, you don't need to be great with balance, but if you do want to help with balance, then you can then join the Balance Team and help with those discussions. This doesn't mean you can just apply to be a Balancer, because that its self is not a position, since you still are also a Tester, and that is the position you would be mainly helping out with. If you think you'd be good with balance, then feel free to include it in your application, but just remember that that is not the position you are applying for, you are either applying to be a Moderator/Tester or a Tester, and you'll have the chance to help with Balance through that role if you feel you can, and we feel that you can provide the time necessary and handle the position well! :)




Remorse -> RE: =ED= March 20th Design Notes (3/22/2012 5:01:19)

^ Thanks for the info. Lycus :)




It would be really cool if they changed the whole rage system this week along with giving the mercs a passive.


Because rage was made during a time when people dont constantly spam high powered attacks (now you pretty much have to), Infact rage back then would only allow those with extremely high support to get rage in the 3rd turn.

Its a shame that rage has become less of an anti tank thing and more of a powerabuse thing which is hardly influnced by support anymore.


Like many have stated I think rage should be based more on damage tacken then damage given.
Because currently rage does little but promoat attack spamming.

Since it's unlikly the negative effect of enhaments on power would be removed it would be good to change other things negatively effected by enhacnement's power such as rage.




drinde -> RE: =ED= March 20th Design Notes (3/22/2012 5:03:30)

Yay, Support! :D

@Above
Yea, rage needs a shift to DEF count, and not DEF difference.




Remorse -> RE: =ED= March 20th Design Notes (3/22/2012 5:09:42)

Some more proof that rage doesn't work properly.

I just versed a Tank 5 focus TLM, whith around 29-34 defence +11 and 29-34 res +9

The weird thing was that because my build isn't totaly revovled around attack spamming The TANK actuly got rage faster then me.... and more frequent...

Isnt the whole point of rage to disadvanatge high defence builds.... rather then encouarge attack spamming???


A change made to rage would hopefully decrease the unfairnes glass cannons get when it comes to rage, AND it would still disadvanatge tanks by the same amout because often tanks spam attacks to the same degree as glass canons.





Rui.. -> RE: =ED= March 20th Design Notes (3/23/2012 7:36:48)

ashari, can we know what skill is going to replace the new skill for merc?
If its blood shield then can the hybrid armour be buffed ? Or can the hybrid armour be merged with the new skill ? I am a cyber and have noticed that two passive skill kinda kills the entire skill tree. Reason - when we add 20 skill points to passive skill and 5 points into heal then the game play gets restricted to a few limited skills.
I was having an idea of adding a new skill to merc that improve boosts. Eg. If a merc uses a health boost this skill will increase the effectiveness of the boost by +10. Thus merc get 35 health or energy when boost are used. Rage improve skill will lead to more nerf and complaints.

remorse a tank is different from a 5 focus tlm. Tank is pure dex and tech with 20 strength and support.
A five focus tlm has 45 strength. 100+dex 120 + tech and 100+ support. He will do constant damage with his aux robot multi or whatever it may be.
Dont mix these two together. I usually get rage in 3 turns max 4 when i go 5 focus. If merc get rage in 2 turns then it will be just awesome he he.

Merged double post into one - please don't post twice consecutively, please use the 'Edit' button instead! ~Lycus




Remorse -> RE: =ED= March 20th Design Notes (3/23/2012 7:58:28)

^Just because they can hit well doesnt mean they arnt tanks....


40-44 def and 38-42 res ...... That is tank defences in my book.


Plus it doesnt really matter, the whole rage system is messed up.




Rui.. -> RE: =ED= March 20th Design Notes (3/23/2012 8:25:46)

the system is not messed up remorse.
Its very easy to beat up these builds. All you need is max poison and constant damage. That way you will do a minimum of 12 to 15 with a strike on them and poison does 12 so 25 damage a turn approx. 75 damage plus massacare, its done son.




supermasivo -> RE: =ED= March 20th Design Notes (3/23/2012 10:12:15)

Nice to read that about mercs... i only hope this "buff" just dont make mercs OP now...or ill have to change classs again xDlol




Remorse -> RE: =ED= March 20th Design Notes (3/23/2012 11:28:04)

@Rui
The system is messed up because Rage gain is NO LONGER a counter for tanks.... Its a Attck spamming benefit. (Tanks get the exact same benefit if they attack spam....)

And attack spamming is the MAIN reason this game is in a hole balance wise.

All battles these days are constantly forced with this attack preasure even the high level tank fights that last ages.

And frankly it ruins enjoyment staretgy and makes luck worse.






Retrosaur -> RE: =ED= March 20th Design Notes (3/23/2012 11:36:58)

quote:

hey charfade i heard the world would come to an end @ 2012.

proof or it didn't happen




Fay Beeee -> RE: =ED= March 20th Design Notes (3/23/2012 14:19:46)

Just tweeted

quote:

Nightwraith ‏ @Nightwraith_ED Close
Testing, testing, testing. We testing.




Basicball -> RE: =ED= March 20th Design Notes (3/23/2012 16:09:15)

quote:

pic.twitter.com/Gn4JB9yh


preview




Ranloth -> RE: =ED= March 20th Design Notes (3/23/2012 16:10:04)

quote:

Practel @PractelAE
Here's a sneak peak for the new skill coming out tonight for Mercenaries that's replacing Blood Shield! https://twitter.com/#!/PractelAE/status/183283054024994816/photo/1


;)




DeathGuard -> RE: =ED= March 20th Design Notes (3/23/2012 16:18:47)

No requirement? Assimilation has a weapon requirement, as Shadow Arts have a support requirement, so why Adrenaline doesn't has a requirement? First mistake Balance Testers., I clap your fairness!




Practel -> RE: =ED= March 20th Design Notes (3/23/2012 16:21:24)

@DeathGuard

A requirement is still being considered.




Stabilis -> RE: =ED= March 20th Design Notes (3/23/2012 16:23:27)

As long as we have 1 stat requirement, all must unfortunately succumb to the same behaviour. If we did not have stat requirements on skills and edited the stat layout, then that would be very pleasing. [:)]




Ranloth -> RE: =ED= March 20th Design Notes (3/23/2012 16:25:01)

quote:

@TransAE Yes actually, I'm updating the wiki tonight with the new ways rage works. It's been outdated for quite some time


From Practel, changes to Rage? ;) ;D




DeathGuard -> RE: =ED= March 20th Design Notes (3/23/2012 16:25:16)

Want a simple solution, make Shadow Arts and Assimilation not to have requirements. If Assimilation works out with any type of weapon, sword type mages would have a more variable build, if Shadow Arts Bh/Ch don't want to invest on support, they should have more stat points to allocate in other stats. It will not make no damage but help with some builds that are dead in PvP




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