=ED= EpicDuel 1.4.5a Release 18.05.2012 (Full Version)

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Fay Beeee -> =ED= EpicDuel 1.4.5a Release 18.05.2012 (5/18/2012 17:05:55)

quote:

Titan
Mythic Ruler



The team introduced soooo many changes this week that I wanted to provide more specific details on what is happening behind the scenes, specifically for those features that you might not notice at first glance:

ADDED Tactical Battlegear Upgrade package for 3 keys, (Levels 16-20)

ADDED “Terms and Conditions” link under the game client on live

ADDED confirm screen to 'Exit Battle' button

ADDED Ability to have missions chained together

ADDED automatic reconnect system following a connection lost

FIXED Mission complete text does not fit in the chat bubble in some cases

FIXED When logging in, if you have an incomplete mission, it shows as complete (green) even though it is not complete

FIXED Broken Zealot previously sold for 1700 Credits. Max credit sell back on broken items is 1,000 Credits

FIXED AFK can appear as [AFI] (larger fields for long names)

FIXED 2vs2 back row player selection bug (weapons would previously impede ability to click)

FIXED Issue where battle would hang by allowing you to be cursed by Delta Knight armor while casting Thorns or Jack-O-Fire

FIXED clicking Exit during 2vs2 was counting as a run

FIXED Character pages now support up to 200 inventory items

FIXED Numerous Portuguese translation issues

FIXED Multi damage is correctly being reduced now

FIXED Website discrepancies (http://epicduel.artix.com/how-to-play.asp)

Technology increases chance to deflect. (7. SKILLS)
Varium can only be purchased in game (10. CURRENCIES)
Challenge battles don't count towards your record (15. CHALLENGE BATTLE)
Under items replaced "Consumables" with "Miscellaneous Items" (13. ITEMS)


UPDATED - block logic

Block base has been reduced from 10% to 8%
Block bonus % step has increased from 2 dexterity per additional % up to 2.5 dexterity per additional %
Block Max falls from 40% down to 35%
Block Min falls from 4% down to 2%


Block Example

Player A has 40 Dex
Player B has 70 Dex
Player A attacks Player B
Dex advantage of defender: 30 30 / 2.5 = 12%
8% (block base) + 12% = 20% chance player B will block player A


UPDATED - An uneven number of players with access to top-level gear can no longer be matched together. This means a 29 can no longer be matched with three 34s

UPDATED - the way character heads are drawn (greater flexibility for exciting monsters and armors in the future)

UPDATED - the What’s New section now offers more control at each 5 level range.

UPDATED - how missions data is loaded and managed

REMOVED - Friday the 13th Achievement


Tag, you're it! -SMGS




Zeruphantom -> RE: 1.4.5a Release 18.05.2011 (5/18/2012 17:08:03)

Awesome! I was especially getting annoyed with the fact that exiting the 2vs2 battles counted as a run, thus losing your influence for your faction. Nice changes.

~ Zeru.





rej -> RE: 1.4.5a Release 18.05.2011 (5/18/2012 17:08:45)

*Notices that the multi glitch was fixed.*

Aw....




My Name is Jake -> RE: 1.4.5a Release 18.05.2011 (5/18/2012 17:12:16)

I'm very happy about the changes to block but I think the minimum should be reduced to 0%. Same with crit and deflect.




Wootz -> RE: 1.4.5a Release 18.05.2011 (5/18/2012 17:12:29)

I'm glad that Titan finally wrote something. It'd be nice for every release to have those.
All in all it looks pretty amaizing and a lot of work has been done, good job! :)

I'd appreaciate a chat with Titan like the one we had during the Frysteland war, thank you!




King Helios -> RE: 1.4.5a Release 18.05.2011 (5/18/2012 17:20:01)

Is the WARRRRR coming?




steven11113 -> RE: 1.4.5a Release 18.05.2011 (5/18/2012 17:20:29)

Good release, Bye bye 40% chance to block [:(] Bye Bye all the bug that help me win when it maybe a lose [:o]


That could make the other player weak so chance are gonna be similar [:D]




Charfade -> RE: 1.4.5a Release 18.05.2011 (5/18/2012 17:22:30)

@Duel Domination

We have not made the Infernal Infiltration War release date public yet. We are just building and getting ready for it now. ^^ everything you see now is previews for it.




PivotalDisorder -> RE: 1.4.5a Release 18.05.2011 (5/18/2012 17:23:23)

@Jake1: you would have to be completely crippled to have a 0% chance to block. and being surrounded by smoke doesn't cripple you either.




ForTun3 -> RE: 1.4.5a Release 18.05.2011 (5/18/2012 17:23:30)

thats alot of stuff you guys must have been busy O.O i think its a shame bout the multi thing tho :(




Hun Kingq -> RE: 1.4.5a Release 18.05.2011 (5/18/2012 18:19:50)

Plasma Rain really sucks more than ever before, it is not beneficial for the Blood Mage class due to getting 35 and lower damage and not having any kind of energy regain to use it again. This is more troublesome in 2vs2 when already we needed super high dex to get any noticeable damage. With 80 potential damage with reflex boost on getting below 40 is not worth using it and getting 35 and below is surely not worth using.

So congratulations to the staff for turning 2vs2 into two 1vs1. The multis will be a dead used skill that might as well be replaced. Instead of players being encourage to use multis with reduced energy cost it will discourage players from using it due to the massive reduced damage.




xGreen Warriorx -> RE: 1.4.5a Release 18.05.2011 (5/18/2012 18:23:01)

Exit confirmation! No more accidentally leaving the battle when you're about to win! :)




Calogero -> RE: 1.4.5a Release 18.05.2011 (5/18/2012 18:26:04)

@ Hun

I still use Multi and eventhough the damage is low, I still manage ;)




Hun Kingq -> RE: 1.4.5a Release 18.05.2011 (5/18/2012 18:38:28)

andy123, in 2vs2 or 1vs1 if you are trying it in 1vs1 only go into 2vs2 and try it and you will see how much it sucks now even the tact mercs and mercs that switch to support builds finally says using Artillery strike in 2vs2 is not worth the wasted stat points and we will see more 1vs1 builds in 2vs2 which I just retrained myself. Try a multi build in 2vs2 for awhile and you will see for yourself.




Calogero -> RE: 1.4.5a Release 18.05.2011 (5/18/2012 18:44:38)

I am using a Multi build in 2v2... From Reset till now, I only had 1 loss and that was due to my partner leaving with me VS 2 Tech BB Mercs ;)




liy010 -> RE: 1.4.5a Release 18.05.2011 (5/18/2012 18:58:39)

quote:

ADDED Ability to have missions chained together

ADDED automatic reconnect system following a connection lost


One question, is missions chained together like you can accept multiple missions at once?

Two question, Is the "automatic reconnect system following a connection lost" like if you're in the middle of a battle and you get disconnected, you can login again and be in the middle of the battle?
If so, how long you you get to login before you lose the battle automatically?

Three question, any new missions :3

If one of the new Mods or a helpful somebody can answer these, it would be greatly appreciated :)




Calogero -> RE: 1.4.5a Release 18.05.2011 (5/18/2012 19:10:22)

chaining missions might mean accepting more then 1 at the time ( speculation )
automatic reconnect is probably just auto log in into the game, not into the battle...
no new missions from what I've seen...




ND Mallet -> RE: 1.4.5a Release 18.05.2011 (5/18/2012 19:11:29)

I believe chaining missions refers to having quests that require completing them in a certain order rather than accepting multiples of quests.




Goony -> RE: 1.4.5a Release 18.05.2011 (5/18/2012 19:19:47)

1. The chained missions feature means that you will have to complete another mission before attempting certain missions. Having multple ongong missions is not part of this feature.

2. The automatic reconnect will not return you to the battle.

3. No new missions this update! There will be a new mission modes that will be introduced in the upcoming war! These will be missions that are completed by winning random 1v1, 2v2, or any random battle!




liy010 -> RE: 1.4.5a Release 18.05.2011 (5/18/2012 19:28:55)

Thanks, Goony :3




frogbones -> RE: =ED= EpicDuel 1.4.5a Release 18.05.2011 (5/18/2012 20:05:01)

1v1 still sucks. Arrogant Cyber zombies proliferate it. Same build, same stupid button-pushing sequence no matter who the opponent is.

What is wrong with the devs? This game could be sooooo much better.

Profanity removed. -SMGS




ScarletReaper -> RE: =ED= EpicDuel 1.4.5a Release 18.05.2011 (5/18/2012 20:27:32)

Yeah, getting kinda tired of half my battles being strength or tank cybers. Little variety would be nice.




felixossom -> RE: =ED= EpicDuel 1.4.5a Release 18.05.2011 (5/18/2012 20:43:49)

thank you for
quote:

This means a 29 can no longer be matched with three 34s




kaiseryeux21 -> RE: =ED= EpicDuel 1.4.5a Release 18.05.2011 (5/18/2012 21:02:25)

good release. but i thought the refinery will be opened todaY?/




Hun Kingq -> RE: =ED= EpicDuel 1.4.5a Release 18.05.2011 (5/18/2012 22:19:59)

The strength and or tank Cyber Hunters are ruining all battle modes. They use multiple EMPs, max plasma armor, max static charge, mid to high level malfunction, mid to high level massacre (since it is unblockable), they use mid to high level multi shot due to malfunction helps increase the damage.

Before the weakening of the multis I was getting decent damage, not high damage keeping them somewhat at bay in 2vs2 but now with only getting 25 to 37 damage with 80 potential damage plasma rain and not getting critical strike due to my low support. If I raise support then I would get 37 critical damage so no matter what the exchange for less energy cost over less damage of the Plasma Rain was really not worth it and you will see less mages using Plasma Rain in battle but more Plasma bolt/ malfunction combo.

The adjustment to the block is bad for the non shadow arts classes will hurt them more than it will helps because with shadow arts at max then get 10% more chance of blocks so while the non shadow arts classes get 35% chance at block the shadow arts classes get 45% chance to block so how does the change to blocking bring any kind of balance.

Within a week you will see nothing but Cyber Hunters at the top of all leader boards with 98% win rate with an exception of 2vs2 maybe but we will see that as well but since there is so many tank 34s I doubt if a Level 34 will ever win the 2vs2 achievement. If you try to increase strength or support for increase weapon damage then they deflect and if you try to increase energy to avoid deflect and blocks with skills then they Energy drain you to death.

If you have a defensive build you don’t have enough power and they still get 30+ damage each strike, you have a power build you have no defense and resistance helping them get more damage.

So now what will the ED staff do to help combat these high health strength/tanks since now they will be running over other classes like if they were rag dolls?




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