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

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PivotalDisorder -> RE: =ED= Balance Discussion VIII (5/13/2012 14:12:48)

with energy regain skills and energy stealing/removing skills their is a large disparity between them.

EMP and Atom Smasher easily control the energy of players with Reroute, Static Charge, Reflex Boost and Assimilate. [Tech Mages have 2 of these, harder to control]

EMP and Atom Smasher usually take 28+ but can reach almost 50 [and more with extreme builds] while Static Charge only returns more than 16 in str builds, Assimilate
is fixed at 6 max, Reflex boost requires you to recieve a lot of damage to even pay for itself, reroute is good but also requires you to take damage, while the player with
Atom Smasher or EMP just has to stall a bit a rinse. maybe it IS time that they significantly reduced the amounts taken by those 2 skills.




King FrostLich -> RE: =ED= Balance Discussion VIII (5/13/2012 14:13:39)

Emp may be replaced or moved but still considers cyber hunters overpowered. Plus, the ones with non passive armor classes already do high damage. giving them extra defense may level the playing field but will not satisfy those with passive armors.




Mecha Mario -> RE: =ED= Balance Discussion VIII (5/13/2012 16:32:41)

Just edited/deleted several posts in this thread. Would like to remind everyone of the following thread: =ED= Reminder About Courtesy. Doesn't matter how many wins you have in ED. Everyone has the right to express their opinions regardless of how many wins they have. Need to be respectful of everyone's opinions, even if you don't agree with them.

If you see problems with another user, check out this guide on what to do.




Arevero -> RE: =ED= Balance Discussion VIII (5/13/2012 18:12:43)

@Hun

If you want Mass blockable, then i want it's dmg raised, and SuperCharge and SurgicalStrike to be able to be deflected. Honestly where did that idea come from, I've tried to let others take in your suggestions when you last posted and you were immediately filled with contradictions. But this idea is just...ILLOGICAL.


On topic...

I have just fought 2 CHs yesterday, both tank with massive Field Medic etc
Got EMPed FOUR times, taking about 29ep each time.
I mean as a CH, i do use EMP, but 4 times is just ludicrous, i urge CHs out there to stop Spamming/abusing EMP, can't they see that they are destroying the skill, soon EMP will be taken from us CHs because of US. I don't want EMP taken away, but under this condition some CHs just make dueling epically to waiting to die slowly.





Mr. Black OP -> RE: =ED= Balance Discussion VIII (5/13/2012 18:27:44)

Rage needs to be fixed, it just encourages strength builds.
How about when attacking you only receive 66% of the rage you gain now?




Stabilis -> RE: =ED= Balance Discussion VIII (5/13/2012 18:29:20)

Difference between Massacre and the other 2:

Massacre improves with the Primary weapon and Strength damage range, while Surgical Strike and Supercharge improve by a stat and have a standard damage range... why? Any staff members have an opinion on this matter if in the event that they should be standardized in one way or another?




liy010 -> RE: =ED= Balance Discussion VIII (5/13/2012 18:47:07)

Cyber Leech

Level 1: Does 50% more Damage (Level 1 Massacre) and inflicts 1 Damage Poison DoT
Level 2: Does 50% more Damage (Level 1 Massacre) and inflicts 1 Damage Poison DoT+1 EP DoT
Level 3: Does 50% more Damage (Level 1 Massacre) and inflicts 2 Damage Poison DoT+1 EP DoT
Level 4: Does 50% more Damage (Level 1 Massacre) and inflicts 2 Damage Poison DoT+2 EP DoT
Level 5: Does 50% more Damage (Level 1 Massacre) and inflicts 3 Damage Poison DoT+2 EP DoT
Level 6: Does 50% more Damage (Level 1 Massacre) and inflicts 3 Damage Poison DoT+3 EP DoT
Level 7: Does 50% more Damage (Level 1 Massacre) and inflicts 4 Damage Poison DoT+3 EP DoT
Level 8: Does 50% more Damage (Level 1 Massacre) and inflicts 4 Damage Poison DoT+4 EP DoT
Level 9: Does 50% more Damage (Level 1 Massacre) and inflicts 5 Damage Poison DoT+4 EP DoT
Level 10: Does 50% more Damage (Level 1 Massacre) and inflicts 5 Damage Poison DoT+5 EP DoT
DoTs are for 3 Turns

Tactical Skills

Level 1: Does 50% More Damage and adds 1 Point to each Stat (Except Health and Energy)
Level 2: Does 50% More Damage and adds 2 Point to each Stat (Except Health and Energy)
Level 3: Does 50% More Damage and adds 3 Point to each Stat (Except Health and Energy)
Level 4: Does 50% More Damage and adds 4 Point to each Stat (Except Health and Energy)
Level 5: Does 50% More Damage and adds 5 Point to each Stat (Except Health and Energy)
Level 6: Does 50% More Damage and adds 6 Point to each Stat (Except Health and Energy)
Level 7: Does 50% More Damage and adds 7 Point to each Stat (Except Health and Energy)
Level 8: Does 50% More Damage and adds 8 Point to each Stat (Except Health and Energy)
Level 9: Does 50% More Damage and adds 9 Point to each Stat (Except Health and Energy)
Level 10: Does 50% More Damage and adds 10 Point to each Stat (Except Health and Energy)

This might seem OP but usually, a Max Technician/Reflex Boost with Average Support adds +40 or more Dex/Tech anyway...Plus, this requires more Energy to use, a lot more!

Blood Drawing
Basically a Static Charge at 80% (Level 10) to health instead.
Seems OP? Well, it is a level 10 Ultimate...So it will cost a lot of Energy!

I'm not sure how these will work out, I just had them on the top of my head. Who said Ultimates just had to do big Damage? I think we could use some like this where we can have effects after that turn. Oh yeah, if you don't know what ultimate is for which Class then...Yeah, you should go check your IQ...




King Helios -> RE: =ED= Balance Discussion VIII (5/13/2012 19:16:09)

Normal Full-Enhanced Varium Equipment = ~100 Stats.
Level 34 = 132 Stats
Tactical Skills (Level 10) = 40 Stats
Plasma Armor (Level 10) = 42? Stats

Total = About 315 Stats with the new abilities you suggested.





liy010 -> RE: =ED= Balance Discussion VIII (5/13/2012 21:41:55)

^Wut?
I never suggested PA...Tactical Skills in an ultimate. Not a Passive. It lasts for 3 turns.




JohnMenzies -> RE: =ED= Balance Discussion VIII (5/13/2012 22:17:36)

A change in Blood Mage Skill Tree:

Switch Reflex Boost with Assimilation, and then replace intimidate with Reflex boost.





rayniedays56 -> RE: =ED= Balance Discussion VIII (5/14/2012 19:49:21)

@ John Menzies. I agree that Reflex Boost as a Tier 4 skill is a bit much.

Making it Tier 3 or even Tier 2 would highly encourage people away from the usual strength BM build :/

How about this....



Heal-Fireball-Energy Shield
Plasma Cannon-Reflex Boost-Plasma Rain
Bludgeon-Bloodlust-Overload
Intimidate*-Supercharge-Deadly Aim

*Intimidate is buffed a bit, adding a % of strength to the user.

%'s start at:
15%
18%
21%
24%
26%
28%
30%
32%
34%
35%


so a level 5 intimidate (26%) with an original taking away of 38 strength points would give 9.88 or 10 strength points to you.

Let me know if it needs nerfed or buffed :D




JohnMenzies -> RE: =ED= Balance Discussion VIII (5/14/2012 21:22:02)

@Rayniedays56

I also suggested Intimidate should have the same effect as what you stated about 2 months ago.




Midnightsoul -> RE: =ED= Balance Discussion VIII (5/14/2012 22:52:41)

Azrael borg needs to be fixed so bad...it is just OP'ed...


-Midnightsoul




RageSoul -> RE: =ED= Balance Discussion VIII (5/15/2012 6:05:28)

ED , no doubt , is REALLY HEAVY LUCK-BASED !!! I mean , even if i have high TECH , my opponents tend to Deflect more , which is why i have the BH build i'm using now scoring 125 HP with low TECH and DEX , but it's more successful than ever . No really , i even pwned some Varium BMs with it !

Now , about CH :

Ugh , i don't like the "PA stays idea" , well whatever statement one gives , doesn't matter . I mean , if the Balance Team wants higher RES endurance , why not Energy Shield ? Sure i never used the class , but i made an awesome build with it having ES instead of PA , and it's a pretty good one too !

Next , TM :

Caster TM is pretty OP ... but not that OP . The only solution to give to them is... put back the STR requirement to Plasma Bolt , but this time , it's 35 or 36 STR instead . Most TMs have either 18 - 20 base STR so loosing 15 - 18 points means :

*30-36 HP/EP lost
*3 - 4 RES / Plasma Bolt Damage lost


And BTW , the 4% Block and the 2% Deflection Minimums are still not helping balance promotion . I fought a CH with only Physical Gun and Primary , and he has like 30+ TECH while i have 80+ TECH in my TM yet he Deflected my Aux , and he won (obviously) . And no , i am not complaining because of luck , i'm complaining because of too ... Much .... LUCK

PS : I'm not flaming .





Arath -> RE: =ED= Balance Discussion VIII (5/15/2012 7:51:31)

What I think needs to happen is that battles have to be 'diluted'
Players get punished so badly if they waste one turn to be blocked or deflected.
For instance, instead of berserker be blocked entirely guaranteed, block could be applied to one of the three attacks or more if lucky.




khalidon5000 -> RE: =ED= Balance Discussion VIII (5/15/2012 11:44:03)

^^
Making Strength more OP




Ranloth -> RE: =ED= Balance Discussion VIII (5/15/2012 11:53:04)

@Lord Aegis
They are planning on passive Skills revamp if things go well, so you will see passive Armors getting a nerf obviously to something more creative and balanced. This is the reason it's staying, and no it won't have the same power as it does now but much lower. Wouldn't could on passive Res bonus either, it'd have to be minimum +1 so +10 at max which is too much, so probably whole different effect.
Caster TMs are fine. But Str requirement on Bolt and I demand Support requirement on Fireball - we're giving 2 useless stats for respectable classes as requirement. Or simply change requirement on Reroute and SC - Reroute to Support (from Tech) and SC to Strength (from Dex). I mean, please tell me which Tech Caster TM doesn't use SC? Exactly. Besides Str requirement would affect lower levels as well, so don't look at one range only. As of Support for Reroute, if Casters go high Tech, they obviously ignore Support and Str if they can, change in requirements would fix that + Support for TLMs ain't that bad with FC and Multi sooo.

And yes, you are complaining because of luck. You can suggest how to fix it but complaints aren't meant to be posted here at all; of luck that is. But still funny, people are angry because enemy blocks and deflects but if you get your streak, it ain't a problem. It averages out, don't look at few battles where you might be unlucky. Take a sample of fair amount of matches, by fair it's not 10 but at least 40-50 to get more accurate result. Takes time but shows the truth as well. ;)




rayniedays56 -> RE: =ED= Balance Discussion VIII (5/15/2012 12:35:11)

Guys, I have been working on a few new skills for Cyber Hunter (and a few others) so let me know :P

Decay (replaces Venom Strike ((only available after the removal of PA)))
Strike an enemy so that the strike penetrates their molecular structure, causing the body to decay over a period of time (3 turns)

1: 2 DoT
2: 4 DoT
3: 6 DoT
4: 8 DoT
5: 9 DoT
6: 10 DoT
7: 11 DoT
8: 12 DoT
9: 13 DoT
10: 14 DoT

The strike is blockable and the initial setting is blockable, meaning that if the attack is missed, no DoT. HOWEVER, to combat this, there is a Critical Chance DoT, meaning that there is a 18% chance for the DoT to do 150% DoT.

EX: critcal Strike at max. 14*125%=17.5=18 DoT
Requirement is 39 support at MAX. Ep values start at 9 EP and raise 3 EP each level, making the max at 36 EP.

Warm up: 1. Cool Down: 3
*************************************************************************************************
This one is for Mercenary

Menacing Aura
A passive that is basically a revamped version of Adrenaline. HOWEVER, it now adds a percent of EP to mercenaries.


1: 5% EP and 6% rage
2: 7% EP and 9% rage
3: 9% EP and 12% rage
4: 11% EP and 15% rage
5: 13% EP and 18% rage
6: 15% EP and 20% rage
7: 17% EP and 22% rage
8: 18% EP and 23% rage
9: 19% EP and 24% rage
10: 20% EP and 25% rage

Requirement is 40 strength at MAX. Static Charge and Assimiliation NULL the EP regain.

EDIT**

Nerfed Decay a bit...




ScarletReaper -> RE: =ED= Balance Discussion VIII (5/15/2012 12:47:16)

I like the second one. First one I am not sure about. Without PA maybe....but still pretty powerfull.




rayniedays56 -> RE: =ED= Balance Discussion VIII (5/15/2012 12:51:26)

It is set in the off chance we get rid of PA and replace with TECH.

We would get two nerfs to activate Decay, meaning venom strike and PA gone = a powerful DoT! :)




ScarletReaper -> RE: =ED= Balance Discussion VIII (5/15/2012 12:56:21)

Thing is though, then bh and tlm would complain that their poison is too underpowered.




rayniedays56 -> RE: =ED= Balance Discussion VIII (5/15/2012 12:59:46)

well, true on that. BUT they won't be nerfed anymore, and since we would ben nerfed pretty good, then we would need a good comeback :) I was actually thinking of nerfing it a bit.

Like making the max 14 DoT and giving it only 125% on crit.

MAX does a crit 14 DoT, which gives 14*125=17.5 or 18 DoT.

Requirements at 42 support



HOWEVER, remember that the DoT and the attack IS blockable, and it has harsh requirements, not to mention a High EP level ;)




ScarletReaper -> RE: =ED= Balance Discussion VIII (5/15/2012 13:21:38)

Yeah, if you switched it to that then yeah. Sounds better.




khalidon5000 -> RE: =ED= Balance Discussion VIII (5/15/2012 13:59:37)

Raynie what do you mean by 20% EP?
On another note, I thought that the staff didn't want to improve mercenaries with HP regen or EP regen as they don't want every class to become too similar....


@Depressed Besides Field Medic :P & those aren't my words.




Stabilis -> RE: =ED= Balance Discussion VIII (5/15/2012 14:10:12)

@Khalidon,

Though Field Medic is a universal form of HP regeneration.



I am confused by the statement that staff "does not want classes to become similar" when:

•P. Cannon, Static Charge (lovely skill though), Fireball, Plasma Armour, Frenzy, are not too different from existing skills

•Evolved classes recycled original skill trees

Not trying to argue with you Khalidon just so you know, what I am stating is the contradictory status of the staff's plans and achievements.

BIG TOPIC: If our release was due and if staff released an update that was incomplete, having to release unoriginal content, would you rather have waited longer for original content?




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