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

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Arevero -> RE: =ED= Balance Discussion VIII (5/24/2012 4:35:50)

From the latest DNs it seems Mercs will be getting a buff to their Field Commander, TLMs' FM will stay unchanged.

FM for Mercs will be adding an extra ability that allows HP drain, or regain, and also adding extra STR points.

Any ideas on this issue?

I think technician should receive something special too since it's now the only stat power-up skill that doesn't give anything special, Reflex gives EP back, FM gives HP back.

Just an opinion, what do you think?




rayniedays56 -> RE: =ED= Balance Discussion VIII (5/24/2012 4:53:03)

Yes Arevaro. I agree. Since Technician is now used by only 1 class (sad memories of Cybers Tech) then they should get something nice. Like maybe a 5% energy and 15% health regain? The 5% energy regain would stack on the mages already reroute, making the max, with technician, at 35%, while also adding 15% of the damage to health.


Say a mage used technician, now they are hit with a critical 30 damage. The mage now gains 5 health back and 11 energy back with the increased energy regain (reroute at 30% plus 5% equals 35%)

HOWEVER. The effect nullifies after 2 turns while tech lasts 3 turns.




drinde -> RE: =ED= Balance Discussion VIII (5/24/2012 4:57:12)

Hmm. Sure, but that seems a bit too much. 30 DMG for 11 EP?

What if Technician just increases Connect Chance by, like, 5% for melee skills?




liy010 -> RE: =ED= Balance Discussion VIII (5/24/2012 7:11:27)

@Midnight Yeah, he does write (not rite) essays. Looking as your posts, you can't even write a sentence let alone an essay. Learn how to write. You'll need it.

Anyway, does anyone know how much STR it will add? How much HP steal?

I personally like this buff because it will add more variety to Merc and maybe even bring it on par with the other Classes

I dislike this buff because it increases STR builds

quote:

High STR player hits 50 DMG and his defense/resistance is 15
Tank player hits only 30 DMG and his defense/resistance is 35
They would both do 15 DMG but the STR player will...
Get rage faster
Ignore more defense/resistance on Rage
Ignore more defense/resistance on crit

Also, both Primary and sidearm increase with 1 stat. This allows E and P Weapons. To increase defense and resistance however, you need 2 stats.

This is why STR is so OP and so dominant.


Quoted myself from Pg 19




XxKirachanXx -> RE: =ED= Balance Discussion VIII (5/24/2012 9:21:29)

On the subject of Technician, it's a little cheaper than the other two and has a one turn cooldown.

Technician: 9ep at lv 1 and 1 turn cooldown
Reflex: 11ep at lv 1 and 2 turns of cooldown
Field commander: 11ep at lv 1 and ? cooldown

As a techmage that doesn't abuse tech, I find technician useful even at lvl 1, because it is a cheap and quick little defensive skill that can be used to give you the extra turn or so that may be vital, and if you are feeling charitable in 2v2 you can remedy a teammate's poor or debuffed tech




SMGS -> RE: =ED= Balance Discussion VIII (5/24/2012 9:28:51)

^ FC has a 1 turn cooldown.

I agree with you though, I find it pretty easy to use a technician when I really need it.
I'd rather have it stay the same at a lower energy cost rather than buffing it (with a special effect) and having a higher energy cost (and/or cooldown).




Archlord Raistlin -> RE: =ED= Balance Discussion VIII (5/24/2012 14:26:32)

@liy010 Apparently I'm a ranter now, so I will try to keep this low key. Your logic of multi being too strong makes
little sense and HURTS the game. Multi atks are PAID FOR with significant mana and SHOULD BE one of your
strongest attacks. That is why we invest such a large portion of our mana into a multi skill. With the nerf to 75%,
multi is pretty much WORTHLESS against 2 players. Using so much of your mana for a lousy hit is not worth it and
saving a multi for rage or when there's only one opponent left may be too late to do any good...especially when
your partner is low level.

So yes, in my opinion and the opinion of many others...this is an incerdibly poor attempt at balancing anything.
My 38 mana cost multi delivered 30% more damage than my free strike per individual. Adding it all (dmg) together
is just smoke and mirrors. Hey -if you get lower level multi's down to about 40 damage...we could hit for 3 by
spending 30 mana...wait, it's really 100% more: 6 dmg. That's how this nerf is going to play out...

At max multi, with my 106 dex, I could hit 2 players for 50 dmg. Since they both will likely have 35-40 resistance,
this is a whopping 10-15 dmg to each player. How is this in anyone's mind worth 44 mana? And if you're a lower
level player or non varium player, the damage will be even less. This is NOT the intent of a multi strike...

Someone is NOT seeing the forest for the TREES...





ngshuyi94 -> RE: =ED= Balance Discussion VIII (5/24/2012 19:41:27)

^ Ikr.

I was already wondering why they did that in the first place.

It was a bad move in my opinion. U pretty much sum up what i want to say.

Multi is useless and not worth the energy now when u want to perform it on 2 players.

Hope the testers get this tested again.

A very simple move would be to increase the amount of energy it costs to hit 2 person.




Super Fat Man -> RE: =ED= Balance Discussion VIII (5/24/2012 19:53:08)

I feel that the Merc population is going to rise a lot I feel that this buff will make mercs OP and that Cybers and Tech Mages should receive back their long 3 turn malf so they can massacre if Mercs are to get this buff. It will be a lot like the Blood mages and I only want to warn about str builds glass cannons etc. Just saying, If you want to keep this game balanced, well Im only a Fatty lol [:D]




King Helios -> RE: =ED= Balance Discussion VIII (5/24/2012 20:49:34)

Give Tactical Mercenaries Technician back! It lets us do more creative builds!




Joe10112 -> RE: =ED= Balance Discussion VIII (5/24/2012 23:00:42)

@^: Nah, give CH back Technician please.

GENIUS IDEA!

Remove Shadow Arts, and replace it with Technician.

/runsandhides




PivotalDisorder -> RE: =ED= Balance Discussion VIII (5/24/2012 23:11:51)

@Joe: it would be a straight replacement for Plasma Armour, they couldn't have both [:D]
if they did have both, would be some serious /runningandhiding going on




Renegade Reaper -> RE: =ED= Balance Discussion VIII (5/24/2012 23:12:03)

guys, team battles are still unbalanced. after the update that was supposed to balance team battles, i (lvl 34 varium cyber at the time) and another
full varium 34 partner faced two lvl 34 non variums. the new system needs to be tweaked. i love playing in team battles, but not when the battles
are so unfair. i would like non variums to have a good chance at winning also.





rayniedays56 -> RE: =ED= Balance Discussion VIII (5/25/2012 2:55:00)

@ reaper

Are you suggesting that all level 34 non vars are easy to beat? HAve you fought DestruRage yet? He's a beast :)



I think that Tact Mercs need only a small buff, since they are good also.

Maybe replace Field Commander with another new, unique skill? Like one that reduces the enemy's healing, block, and deflection rate?

(think of dragonfables stats that can cause a -2 to health)


It can be called Menacing Stare


The progressions are thus:

2%
4%
6%
8%
10%
12%
14%
16%
18%
20%

At max, the Tact Merc can cause the opponents healing rate, deflection rate, and block chance to be lowered by 20% for 3 turns.

It does cost EP, however, to keep it from being OP.

The EP progressions begin at 13 EP and accumulate by 2 EP until max, which is 31 EP.


SO, at max,the block rate is down 20%, deflection rate down 20%, and healing rate down 20%.

A level 34 can heal 45 at level 5, so 20% of 45 is 9, so the heal will now only gain 36 instead of 45




Arevero -> RE: =ED= Balance Discussion VIII (5/25/2012 6:02:53)

@rayniedays56

This skill seems to be an amazing idea, it would mean TLMs can be TACTICAL/STRATEGIC again :D This will encourage HOPEFULLY less TLM tanking, because this skill seems to promote tanking...

Give technician to TLMs?

THEN GIVE technician TO CHs ALSO :D

And yes DestruRage is a beast, used to be the no.1 Non-Var survivor, that was until he became a varium user, he's name is now Destru Rage, instead of DestruRage. He's a tech mage, seek him out if you can, because he's worth fighting!

I used to think 2v2 was unbalanced, but now, i think it is HORRIBLY UNBALANCED. I do very little 2v2, it's fun, but the balance tracker ruins it, the fact that Multi is changed, is VERY DISTURBING. I cannot play 2v2 now if my Multi-Shot is 75% dmg dealing, 2v2 is already hard enough, 75% dmg kills it.

@Super Fat Man

You may be right, if Mercs can use this skill strategically, and not become the next Glass-Cannon class, then it would be really fun and worth fighting against. If things does go out of hand, this skill will require changing.

P.S Fatty or not, your opinions are still respected ;)

@Joe

PA gone-TCN replace

SA gone-DA implemented

:D




PivotalDisorder -> RE: =ED= Balance Discussion VIII (5/25/2012 6:10:03)

@Arerevo: Balance Tracker only works for the 1v1 mode.




Arevero -> RE: =ED= Balance Discussion VIII (5/25/2012 6:35:37)

^ O.o

No wonder 2v2 is bad...




PivotalDisorder -> RE: =ED= Balance Discussion VIII (5/25/2012 6:49:09)

their are so many more variables in 2v2 that I doubt the tracker would help much, but Rabblefroth is always trying to improve 2v2 and Juggernaut.




Super Fat Man -> RE: =ED= Balance Discussion VIII (5/25/2012 6:50:07)

@Arevero I do think you are right if we use it strategically and Cybers and Tactical mercs get technician, then this game could very well be balanced nice suggestion :D

Please limit yourself to one signature usage per page. ~TG




rayniedays56 -> RE: =ED= Balance Discussion VIII (5/25/2012 7:11:06)

New skill guys :)


SACRIFICE: (blood mages only) (replaces bloodlust)*bloodlust gives too much synergy to BM* this is why Smoke Screen was taken off TLM

Sacrifice a percentage of either HP or EP so that the opposite pool receives 75% of the sacrifice.

13%
17%
21%
24%
27%
30%
32%
33%
34%
35%

Example:

Mage has 120 HP and 60 EP.

He is then EMP'd with a level 3 emp from a high tech cyber hunter (mine is 41 at level 3)

he is left with 19EP.

He can now, however, wait a turn and use sacrifice (1 turn warm up, 5 turn cool down)

He has a level 10 sacrifice (35%) so he casts it and loses 42 HP but gains 32 EP back.

There will be two buttons for Sacrifice. One is green with a health symbol (cross) on it ((this is to sacrifice HP)). The other is blue with an E on it ((this is to sacrifice EP))

Get it?




Joe10112 -> RE: =ED= Balance Discussion VIII (5/25/2012 11:29:54)

@^: 42 HP for 32 EP? That's relatively insane, since most classes only have 90-110 HP. If some BMs used "Sacrifice", I think I would have been able to beat them easily.

Also, this is pretty powerful, it is almost like a full heal. Would there be "Heal-Loop" problems with high HP high EP high defense BMs?




Stabilis -> RE: =ED= Balance Discussion VIII (5/25/2012 12:44:24)

quote:

Would there be "Heal-Loop" problems with high HP high EP high defense BMs?


I would not think so, 125-140 health can have approximately a max of 30-35 (up to 40 each with class armour skills) Defense and Resistance together, without energy stat points, for any class. So, a build like this is at the moment not workable without a severe flaw (like a hole in health points, Def/Res, or energy.




Retrosaur -> RE: =ED= Balance Discussion VIII (5/25/2012 13:14:22)

I vote for the troll HunKing skill:

Replaces Energy Shield

It's called

Massive Damage
Increases damage by +5% per skill level
Increases energy +1 per skill level per turn
Increases HP +1 per skill level per turn
Reduces Damage taken by 10% per skill level




Arevero -> RE: =ED= Balance Discussion VIII (5/25/2012 18:46:01)

Either BMs lose DA, or BL. It doesn't mean a nerf or anything, just the synergizing is by far too great.

Amber's skill isn't bad, but i think the cost is a bit too high.





JohnMenzies -> RE: =ED= Balance Discussion VIII (5/25/2012 20:34:47)

Malfunction requires 19 strength at level 1, however the base strength for TM is 18.
I think that this should be fixed by either:

Making malfunction require 18 strength at level 1 or make the base strength for TM 19.

Any thoughts?





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