Overkill.. (Full Version)

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ur going to fail -> Overkill.. (5/28/2012 19:02:51)

I think a lot of us can agree that static charge is better than reroute (in some ways). Yes, its debatable, but lets just say it is because its not important now. If you have ever played TLM or TM or even BM/BH you know what going last (passive skills wise) or hitting when you have full HP is a disadvantage. What if your EP could exeed its max? So if your TLM in 2v2 and go last, take 30 dmg, you will still have gained EP as if you had less than full EP.

example: You have reroute and go last in 2v2, take 30 dmg, max reroute and 47/47EP. You would usually just regain nothing but with my suggestion you would. You would have 56/47EP (you regain 9 EP for every 30 dmg). It'd be the same with BH/BM, you go overkill on HP.

One thing you shouldn't be able to do is for example, use a skill and you wouldn't be able to use with full EP (because of EP cost, not requirments) but be able to use it because the EP overkill.

This won't apply to CH.




goldslayer1 -> RE: Overkill.. (5/28/2012 19:05:32)

i suggested this before. it was turned down as a bad idea by other forumities.




ur going to fail -> RE: Overkill.. (5/28/2012 19:07:22)

I completely disagree, it should be obvious why. this is a good idea.




liy010 -> RE: Overkill.. (5/28/2012 19:19:12)

quote:

This won't apply to CH.


Wait, what the hell?

If it applies to BM/BH, which also gains HP back on Strike is there a reason why it shouldn't apply to CH, which also gains back EP on Strike?

That's like saying how about we buff Heal by 100 Health.

This won't apply to any other Classes except CH.




goldslayer1 -> RE: Overkill.. (5/28/2012 19:23:13)

@liy
theres a difference between CH and those skills tho.

u have no control over those such as bloodlust or reroute. but u can determine when u want to use static.

but yeah i can see it being unfair.




ur going to fail -> RE: Overkill.. (5/28/2012 19:30:04)

static charge beats all current passives IMO. You can't compare skills like PA to it though. It would be OP if this applied to CH. Think about it.




VIX -> RE: Overkill.. (5/28/2012 19:32:55)

What is really unfair it's Plasma armor in Cyber Hunters Skills.. Plasma armor should be added to TM or to BM. CH Vs CH the battle will take almost 20 rounds + with w.e build u have . all people are CH and TM and imagine....how plasma armor is annoying.




ur going to fail -> RE: Overkill.. (5/28/2012 19:39:03)

yeah I tihnk its to late to remove PA. would cause a massive upset to children of ED :S




rej -> RE: Overkill.. (5/28/2012 23:55:34)

If you believe that static charge is more powerful than reroute, then why didn't you simply suggest that they be switched for Cyber Hunters? (This post is vaguely sarcastic, since I believe that giving Cyber Hunters Reroute would only make them even more powerful.)

I like idea though. Supported. It would help bring the weaker classes off of the bottom of the pile.




Mr. Black OP -> RE: Overkill.. (5/28/2012 23:59:08)

Static being stronger than reroute?
A mage always gains energy, if static is blocked then you're out of energy. Besides, the most I've ever seen someone get is 18 and that was with a strength build. Personally I would rather have reroute.

The one thing I don't like about your idea:
If a strength bh or bm goes first they can hit your for a lot of damage (before you even shield) and have a lot more health, if you shield or debuff (if it's a bh using smoke) then they could have over 140 health (if they started with 125) before you even attack.




FrostWolv -> RE: Overkill.. (5/29/2012 8:56:34)

I am rather curious to know what, how and when will the balance come ... than what events will come in game




Stabilis -> RE: Overkill.. (5/29/2012 11:23:19)

I do not believe that we would chose to overshoot the health limit or energy limit because of a very considerable reason.

If a player accumulates health points (or energy), otherwise achieved by allocating stat points, and therefore cancels out the need or want of having said stat points, health is further discouraged, it synergizes with agility (boosted D/R), more stat points for Strength or Support for example, and that only concludes with builds that exploit damage to increase their survivability.

The same applies to Reroute, overshoot the energy limit while the energy count is at 45-50 yet end up at over 90 energy and not be required to allocate energy, therefore a stat advantage, like those blasted armour skills.




ur going to fail -> RE: Overkill.. (5/29/2012 19:12:30)

^yeah I took that into acount. I dont think the overkill on HP is a problem, but overkill on EP is, and thats y I said you can't for sample let your EP run up and be able to use max super charge with only 50 base EP.

Static charge beats reroute because it is required to hit to gain EP.

Your opponent could heal a lot of use buffs (FC, shields). If you block your opponent you won't gain EP to. That is y static charge is better.

Reason HP doesn't matter is because I don't think no1 gonna gain over 10HP on first strike. BM fireball/bludgeon, maybe, but its worth it anyway, give CH a challenge.

This really won't make any ONE class OP becuase if you give a OP skill (if this is considered OP, up to u) to a general population, it won't be OP. If every class got a skill that is +99def/res, it wouldn't be OP (compared to OTHER skills yes), but it wouldn't be a gaming winning skill considering that every1 else has it to.




PivotalDisorder -> RE: Overkill.. (5/30/2012 3:19:22)

you want 70 energy, add stats to your energy while retraining until it reaches 70. same idea for health.

poor idea and not surprised at who suggested it before either.




ScarletReaper -> RE: Overkill.. (5/30/2012 8:55:25)

I have had both static charge and reroute as I used to be a cyberhunter and I must say, if you have even REMOTELY decent dex, You will almost never be blocked on static charge and you WILL gain far more than reroute. How do I know this? Because I can't heal loop and defeat armor hazard with 2 tech mages, but a cyberhunter can with almost any class. Why? because by the time reroute gives you enough to heal, you have lost more health than it will give you. Cyberhunters are far better heal loopers for a reason. :p




veneeria -> RE: Overkill.. (5/30/2012 9:27:07)

Having Static charge means, that you aren't limited by your health bar. It can be blocked but then again, there is no way of stopping their skill.
It ignores our defenses and depends on our damage. The % might be lower than it once was but this skill with a tank build is really strong. Reroute is also great but can't be abused as Static charge.
I guess it depends on which build we are thinking of, static charge is not useful in str builds anymore in my opinion. But anyway, when i think of how the tactical mercenaries would be like with static charge, it gives me the creeps (and they have got reroute). [&:]




ur going to fail -> RE: Overkill.. (5/30/2012 18:48:46)

@pivotal: lol did u even read what I said or anyone else? you obviously haven't or simply don't get it lol... If you were half as smart as you thought you were, you would be a space craft engineer.

dont reply with some sleeze-y coment to lol.. If you want to say anything, show that you know what Im talking XD and then make a suggestion.




PivotalDisorder -> RE: Overkill.. (6/5/2012 8:36:20)

@ur going to fail: my comment was aimed at Goldslayer1 [8D] we have a love/hate relationship when it comes to game ideas.

I reread entire topic, idea became more stupid, not less. Plus it favours certain classes over others, creating a large imbalance.




Camoflague MerC -> RE: Overkill.. (6/6/2012 0:21:32)

Just give reroute the ability to increase your maximum EP by 1% per level. for example, i have level 10 reroute, and 65 EP, i start with 65 EP but can have a maximum of 72EP, (6.5 rounded up).




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