Goony -> RE: =ED= Balance Discussion Thread (4/29/2012 0:35:35)
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One of the major factors in the demise of Mercenaries above level 30 is the almost total abandoning by varium players and that is because the new classes were better! Why did players leave the mercenary class? They had no chance for a long time and now can really only succeed if a defensive build is used. Most players will not use mercenaries because they would prefer to play an attacking style of gameplay. To win using a mercenary in the current game you will almost certainly need to heal, atom smash and invest a lot of skill points into dexterity and technology. And even then the cyber hunter and tactical mercenary classes have tank builds that perform much better in almost all scenarios… With mercenaries having only 2 skills that improve with dexterity and technology (bunker buster and surgical strike) it means, to get damage output from skills that improve with strength and support, that mercenaries will need to invest stats and/or energy into those skills, thus begins the quandary when playing as a mercenary. Sacrifice defence and/or resistance to invest in strength, support, health and/or energy. Sacrifice your chance to get blocks or to be blocked and/or chance to get deflects or to be deflected to get more damage. It’s the definitely the hardest balancing act in Epic Duel. Me, I use a 4 focus, gamma bot, 106 dexterity, 68 tech and heal/intimidate almost every game, sometimes two heals and two HP boosters. It’s the only way to get a decent win ratio and survive! The thing is levels 1-30 aren’t dominated by varium, so mercenaries will be able to cope reasonably and will show a good percentage of wins against the other classes. With a very low percentage of varium players using mercenaries in the range 30-34 then obviously the percentage of wins will fail away badly. So, after all that, what would I suggest? Change intimidate so that it improves with dexterity and yes I realise it’s an interconnected skill with BM who have reflex boost. It should be ok… Change adrenaline so that it also improves the chance to connect with strikes, lower the rage gain and put a 6 level step in the improve. Level 1 for a Level 10 player that would be +1% rage gain and +1% connect chance and that would improve to 5% for both at level 34. The percentage step for each skill point would be 1. So, that would mean a maxed adrenaline at level 34 would be 15% for both rage gain and connect chance.
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