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

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i like bounty hunter -> RE: =ED= Balance Discussion VIII (5/22/2012 22:34:31)

Blood Mages Are Not Powerful At All Even From The Beginning

Me Level 23 Vs 27 Blood Mage Before Nerf
Its A Challenge

Me : Smoke
He : Fireball
Me : Stun
Me : Strike

I Win Good Fight

He Had A Strength Build Before The Nerf

I Challenged Him Again Didnt Do Stun And I Won Again




liy010 -> RE: =ED= Balance Discussion VIII (5/22/2012 22:36:49)

@Above but think if the BM had 9 extra skill points.

Also for a level 23 to beat a level 27, it's not because of the class, it's because the person using it had a crappy build.

In that case, I beat a level 34 Bounty as a level 29 TM. His build was Max E Shield, Max multi and Max smoke. His resistance was 7-9 and he had only the light blades. Does that make BH UP?




Combatoid -> RE: =ED= Balance Discussion VIII (5/22/2012 22:39:30)

Since TLM had to have frenzy and stun scaled down since putting them with smoke screen was a too deadly combo, when smoke screen is removed why aren't they scaled back up again? Or you guys could atleast add something called "Haze" which makes the enemy's hit chance decrease and your hit chance decrease.(Similar to smokescreen but it doesn't take away Dexterity and Defense)




King FrostLich -> RE: =ED= Balance Discussion VIII (5/23/2012 1:12:56)

quote:

I tested all armors against Electro hazard without any shield or Intimidation with high tech/dex. The Delta Armor I only Blocked 1 time, the other armors physical and energy I blocked 96 to 100 percent of the time.


I don't understand why you tested a high dexterity and technology build when electro hazard has all energy attacks. Funny for me to say but shouldn't you just spam tech than dex itself?It's just like fighting slayer that has lower defenses and reroute, I don't see why you needed to add dexterity.




rajkumar -> Did block chances incresed for low level player (5/23/2012 1:28:28)

I was doing juggernaut battles and player who have only 17-21 is blocking me like crazyy i have more then 31-38+5 and level 6 shadow arts!!!!! is this really happening i am losing to low levels players! My static always get blocked :D




SouL Prisoner -> RE: Did block chances incresed for low level player (5/23/2012 1:33:48)

It happens to me, too often... the low level players blocks, too much to the higher level, has if they are given some extra powers ....as an advantage :/




rajkumar -> RE: Did block chances incresed for low level player (5/23/2012 1:37:21)

I just got 5 criticals in 1 match!!! If this happens like this i will quit playing juggernauts. Low level player criticals me easily. And merc i cant tell you anything about them there bunker buster always comes with critical.




SouL Prisoner -> RE: Did block chances incresed for low level player (5/23/2012 1:42:24)

Bunker is seriously OPed, it cricts me, 36-40 ,when i got 35-42dex and +5 def, from delta armor, and the opponent technology is around 15-20.... its too much, i don't really wanna talk about balance here, so please, don't post anything further, if you fell its unbalanced, use the =ED= Balance Discussion VIII thread :)





i like bounty hunter -> RE: =ED= Balance Discussion VIII (5/23/2012 8:35:16)

The Blood Mage Had All More Than 90 Strength When Blood Mage Had Berzeker
So His Build Was Something Like This
1-M-1
0-6-0
M-0-0
0-0-0


Max Berzeker And And Max Fireball Is Crappy Build?

Maybe For You But Not For Me

Just Kidding [8D] [8D] [8D]





rayniedays56 -> RE: =ED= Balance Discussion VIII (5/23/2012 14:01:04)

http://i1136.photobucket.com/albums/n496/rayniedays56/staticcharge.jpg


This shows a very old Static Charge that had a max at 60%. If you look up a little bit, you will notice that technician is there.
The max 60% would give 28-30 energy back at a base strength of 13-16+34

I admit this was a bit OP, but look at the level 1 to it. It is 33% at level 1, which is currently 4% points above our MAX.

I show this to urge the original Cybers to fight for a change.

We never wanted PA. We just wanted a semi reliable passive, one not based on luck. However, we had Technician take away also for the horrible PA, which made having a Plasma Grenade build near impossible to create.

Now what do we see? Nerf upon nerf upon nerf on this class. People calling it OP and eventually even taking away the EMP from a Cyber Hunter because of it's now HUGE synergy with PA.

I fear this class will be nerfed so much that it will fall into the dust and use repetitive builds like Tactical Merc now has to do to survive.
(Who am I kidding, a lot of Cybers already spam it)


What I want is for the Devs to take a close look. The ONE action that they thought would save Cybers has actually hurt them. After the introduction of PA many builds and skills were hurt.

Tech Builds were hurt
5 Focus was hurt
Plasma Grenade Builds were hurt
Non-spammers were hurt


What did this encourage? The today Cyber Hunter community that everyone is so sick of...
Either Strength Spammer or Dexerity Spammer.


I fight to say that I will continue on as a Cyber, but only in the hopes of seeing this class fixed.



What do we want? A reliable NON PAssive Armor Passive that is NOT based on luck; the buffing of Static Charge; the return of Technician.


Hopefully this has opened up some minds.




Zeoth -> RE: =ED= Balance Discussion VIII (5/23/2012 14:35:48)

Haha raynie completely agree. I truly miss the old days high percentage or not. This is truly unbelievable. They nerf the original the skill that CH INSTEAD of the repetitive passive armors the balance teams seems to love do much. The Amir was a pathetic quick patch that backfired oh so quickly. Look at all the problems it caused. Nerf after nerf, I don't blame those Emp spammers and str spammers, we're pretty limited in build choices.




PivotalDisorder -> RE: =ED= Balance Discussion VIII (5/23/2012 15:01:45)

too many players have complained about the possibility of removing Plasma Armour, so the staff now consider it "unfair" to remove it.
so Cyber Hunter gets nerfed in all the wrong ways and the players are being blamed because they would complain if PA was removed.

epic logic.




Rayman -> RE: Did block chances incresed for low level player (5/23/2012 15:48:31)

just to add something. Shadows arts dont give you more connect change, it only increase ur block %




King Helios -> RE: =ED= Balance Discussion VIII (5/23/2012 16:42:41)

^WHAAT!?!




Stabilis -> RE: =ED= Balance Discussion VIII (5/23/2012 16:43:38)

It is not too late to implement a Bounty Hunter/Tech Mage hybrid skill to replace Plasma Armour OR add extra skills (like Energy Shield).




King Helios -> RE: =ED= Balance Discussion VIII (5/23/2012 16:56:16)

^Logic was that Multi was necessary for any 2v2 build.

Below: Ninja'd by 16.




liy010 -> RE: =ED= Balance Discussion VIII (5/23/2012 16:56:32)

@Above the logic was that multi was too strong. On two people it did 200% damage and with a rage, it did 290% damage. I have fought you before and I know that your a Cyber with high Dex which also gives high defense. Basically you were just using a Tank build like any other Cyber with a multi added on. Where is the variety in that?





PivotalDisorder -> RE: =ED= Balance Discussion VIII (5/23/2012 17:00:29)

@Depressed: agreed. completely ruling any change out on a PVP game seems dumb to me.

@Raistlin: Blood Mage and Bounty Hunter are the only classes that can can improve their multi. Tech Mages, Cyber Hunters, Mercs and Tactical Mercs cannot.
plus Reflex boost is one of the most underused skills at level cap so it's not like the nerf was awesome for some, horrible for most. it was just plain horrible [:D]




DeathGuard -> RE: =ED= Balance Discussion VIII (5/23/2012 19:13:57)

Why does Tech Mage's bludgeon costs 29 energy and Blood Mages's bludgeon only 28? Is this a bug or what?




rajkumar -> RE: =ED= Balance Discussion VIII (5/23/2012 22:21:00)

Cyber hunters are dead now. I cant kill a single mage i meet in 1vs1 battle they have huge resistance more then 32-36 and now they reduced malf turn so even if i use massacre it will only do more then 40 damage which is maximum for my strength. Tech mages have more then 140hp and huge resistance and if you want to see the proof you should go and look epic duel today solo leaderboard you will see why :P




ND Mallet -> RE: =ED= Balance Discussion VIII (5/23/2012 22:48:02)

@death Probably the difference in tiering because BM Bludgeon is Tier 3 while TMs have it as Tier 2. You might want to post it in the bug section anyways because I don't think tiering effects anything aside from the stat requirements(I don't think there's a difference between CHs and BHs Venom at least).




Goony -> RE: =ED= Balance Discussion VIII (5/24/2012 0:30:37)

@ Depressed, I checked both tech mage and blood mage... They both start at 10 EP now, so 30EP at max! Not sure if this was intended, I'll check ;)




Joe10112 -> RE: =ED= Balance Discussion VIII (5/24/2012 0:56:41)

The only hope left I have in ED is to fix up CH, the class I play as. I came over because it was fun. There was more variety of builds before SC nerf. And now, it is just the same old build, nothing fun about it.

Please fix. Take in all of our suggestions-Raynie, Trans, Pivotal, Void, Me, etc...(all CHs advocating for change), and do something, because ED is sick of the CH we have right now, because it is boring, repetitive, and frankly, needs to be redone.

And I'd like to still comment on my ideas from a long time ago: CH has the least synergy between it's skills (looking at what improves with what) than all the other classes. ALL other classes (I mean ALL), have at least two unblockable damage skills that improve with the same thing. Quick rundown:

BH: Multi and Stun Nade (also have Reflex Boost to help that)
TM: Overload, Plasma, Rain, Supercharge (all improve with either DEX or TECH)
Merc: Surge Strike, Bunker Blaster OR Field Commander + Multi (both increase with SUP, and Field Commander -> High STR -> High Gun damage which is unblockable. Side case. Not to mention High SUP = High Aux damage = unblockable)
TLM: Multi + Field Commander (same ideas as Merc. See Merc basically)
BM: No need to discuss. STR Spam = Fireball + Gun damage (Deadly Aim) + Bludgeon, although Bludgeon is blockable.

[b]CH: EMP Grenade + Um...Plasma Grenade? Both improve with Technology, but Plasma Grenade is tier 4 and bad. I have literally seen only 4 people with it in their skill tree, and put it at level 1 for "killing shot" or "rage move". Other than that, there are no two skills that are unblockable and do damage that improve with the same thing. None at all. All other classes have at least two skills that improve with the same thing that are unblockable/utilize Gun/Aux.

Anything I missed? Otherwise, I think what I just posted sums up the "synergy" (just by looking at what improves with what) of all the classes.

Now, if we had Technician instead of PA, we could improve our Technician through having High DEX = High Multi. High DEX = High Technician = High TECH = High Plasma Grenade damage (when it gets buffed >.>). NOW THERE is some Synergy in CH builds.

What do you guys think?




midnight santa -> RE: =ED= Balance Discussion VIII (5/24/2012 1:14:27)

^how exatly is stun grendade diferent from palasma grendaded?
CH is nice synergies. emp and static, high dex+plasma armor+shaow darts+malf is super tank wit bloks and deflecs, malf+multi+masacre is nice dmg.
cheapshot +masacre for strenth, anyting i miss?!?!
joe i dont get ur reason and brain works...no ofense...ur jus look in smal tings but not whole of a class




Joe10112 -> RE: =ED= Balance Discussion VIII (5/24/2012 1:43:55)

@^: Yes, you missed the fact that I said "UNBLOCKABLE DAMAGE". Which was the whole reason of my post. Was curious as to what you were going to say to me, so I unblocked you for this post.

Stun Grenade is different in Plasma Grenade because...um...hmm...tough. Stun grenade is PHYS and improves with DEX, while PLASMA improves with TECH maybe? Last time I checked, thats how it went down. I think that's the WHOLE POINT of the difference of the grenades.

Sure, what you said all CHs already know. Make a tank build. That's all we have left. Because for one, we have NO TWO SAME SKILLS THAT DAMAGE AND ARE UNBLOCKABLE THAT IMPROVE WITH THE SAME THING! And like I already said, I am looking ONLY BASED ON WHAT THINGS IMPROVE ON, not AS A WHOLE right now, for the sake of looking at the imbalance.

*Refrains from speaking any more than he has to. Back on "blocked list".*




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