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

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roborapter1493 -> RE: =ED= Balance Discussion IX (7/26/2012 8:59:14)

I would ask the staff and def's and everyone required for such a procedure to take a closer look at the stat enhancements of the new Aux's , I allready created a thread on this matter in the wrong section so I would like to try again. The stat enhancements of the Infernal Disintegrator and LAuncher are not as high as they are supposed to be. Bringing forth some equipment to compare with. The bunnyzooka's appear to have even more stats then the new aux's while their max lvl is only 30, 5 lvl's below the infernal aux's. Even though the bunnyzooka's were promo and expensive, the costs of these new aux's are not to be taken lightly. They are either to expensive or the stats need to be improved. The damage ofcourse is 39 which is nice and there is no need to change that. But the stats should be more then 16+8 enhancements. Make it al least 19+8 to match it with its str and lvl.




Calogero -> RE: =ED= Balance Discussion IX (7/26/2012 9:46:18)

1: BunnyZookas were released before Rabble came so they aren't changed

2: I actualy would want my money back if Bunnies were nerved...

3: Allthough the New Mecha Aux is expensive, Bunny Zookas were more then Double the cost in Varium




kingpowerlord -> RE: =ED= Balance Discussion IX (7/26/2012 9:52:04)

I remember some time ago don't remember
which thread but rabblefroth said they would like
to get rid of stat requirements for weapons but its not possible right now. If they did get rid of them what would be good/bad about it.
-------------------------------------------------------------------------
Pros:
More variety of builds.
Cons:
might lead to stat abuse.


Moved it to balanced discussion :)
And trans I'm such a dope lol.




Ranloth -> RE: =ED= Balance Discussion IX (7/26/2012 9:57:30)

@Calogero
Not any they were double cost in Varium, they were also part of 10K promo so it's 2.2K Varium or $50 instead of 995 Varium.


Yeah kingpowerlord, I told you it may be in wrong place to discuss but wasn't sure. :P I'll just re-post what I said in last thread since this is right place for it.. :P
It's a good idea to let them go (requirements) and leave skill ones obviously to preserve some balance but it'd be tough to prevent abusing. Like people do with Beta Weapons now but stronger and even more stats. xD Penalities could be done - not in form of slower stat progression but actual penality so perhaps lower chance to hit if you abuse Strength (you need accuracy to hit, right?), or if you abuse Dex then your attack is weaker (you need power to hit, right? xD), and so on.

Posibilities with penalities are endless if you're creative and it'd be good step towards taking out the requirements + keeping the abuse down. ^_^




carabuno -> RE: =ED= Balance Discussion IX (7/26/2012 14:20:48)

the new auxs are not horrible, but I can find it only good when using a support build when i first read the stats i thought it said 4 str 6 dex and tech and i was happy about that and bought it with the varium i had left and enchanced with cred. i honestly think that they are underpowered beyond reason compared to the catipilarzooka )idk what its called). the only good thing i can say about this is in the future im going to be the only person who has it because its so UP




Rayman -> RE: =ED= Balance Discussion IX (7/27/2012 2:32:41)

quote:

BMs Nerf?= Replace Bludgeon with Assimilate and replace deadly aim with, Idk, Adrenaline? and in the future buff adrenaline, So Mercs gets a BUFF too.And then we need to nerf CHs.




Blaze The Aion Ender -> RE: =ED= Balance Discussion IX (7/27/2012 2:46:52)

@Rayman
That'd nurf BM's beyond usefulness




Mr. Black OP -> RE: =ED= Balance Discussion IX (7/27/2012 2:48:40)

^
Not at all, it would only nerf str bm, all the other kinds of BM will be fine or possibly even buffed.




edwardvulture -> RE: =ED= Balance Discussion IX (7/27/2012 2:51:10)

I wouldn't say BM's are overpowered.
Its just that there's too much enhancements...




Rayman -> RE: =ED= Balance Discussion IX (7/27/2012 2:57:11)

^^
Other Kinds of BMs build need assimilate and 5 focus bm dont need Deadly aim, they do too much dmg already. Some Bms builds need assimilate to be balanced.
And we have to do something to nerf them, not wait 2 years to do it e,e




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

Strength build and Assimilate? Funny. [:D] So apart from beastly damage, you can manage to tank through it and allow them to drain EP from you and get some back? Yeah sure, go for it!

DA is fine. Focus 5 BMs are a problem with it? Fact they are balanced means you want to destroy it because you can't win against them as it requires a bit more strategy to counter their moves. DA is fine as it is, it should get rescaling so it doesn't progress so fast early on and problem with DA and Str builds isn't the damage they do buy maybe BL which regens too much with it.. This will be changed once passive Skills are revamped so give it time rather than try to patch something temporarily and then make class UP and beg for them to be "balanced"; like CH. ;)




Drianx -> RE: =ED= Balance Discussion IX (7/27/2012 5:47:07)

It is not possible to nerf BM strength build without trashing it completely.

The reason is: BM is very similar to BH - both rely on Bloodlust to regain health by doing consistent damage, and rely on Relfex Boost only to regain mana.

But the BH has 2 huge advantages: Smoke and Massacre.

So after a nerf the BM would become a much weaker version of the BH, therefore useless.

BM is not OPed. Without NPCs I got about 77% win rate as full varium BM with excellent equipment and full enahncements, while BH and CH usually get better than that.

The only issue with str BM is that they are VERY quick.




Calogero -> RE: =ED= Balance Discussion IX (7/27/2012 6:56:45)

If Dex Actualy made sence in Blocking and Tech in Deflecting, STR BM would be a lot weaker




kosmo -> RE: =ED= Balance Discussion IX (7/27/2012 7:01:03)

the prob according to me is blood lust+deadly aim, when they have enought str and hp and 1st turn this combo is mostly unbeatable




rayniedays56 -> RE: =ED= Balance Discussion IX (7/27/2012 19:53:22)

How about this guys?

As we all know, level 35 is another big step for us to take. New weapons, more stats, more skill points.


However, I have also saw passive armors and certain skills affected by the level cap being raised.


My concerns, however, are on that only TLM and Merc seem to have any skills affected by the level cap raise.


Examples:


TLMS poison is raised 1 point poison damage per level on a level 35.
Mercs Hybrid armor offers +7 defense and +6 resistance.


Don't get me wrong, I am glad to see these :)

However, wouldn't it be tangible to increase other skills as well?




Examples of skills being increased on other classes:

Bounty Hunters and Cyber Hunters: Poison Damage increased by 1 per level at new level cap

Tech Mage: Assimilate increased by 1 per level at new level cap.



For Blood Mages it is hard to figure out. Maybe giving intimidate an increase at level cap, but this would also affect the merc community. Maybe doing this and increasing Plasma Cannons damage by 1 by the level cap?

I really dont know, but wouldn't it be more fair for the other classes?




ScarletReaper -> RE: =ED= Balance Discussion IX (7/27/2012 20:53:54)

@rayniedays, ya that would only be fair. Can't just improve a couple skills at level 35 and leave everyone else the same.
Also I took one look at the stats on the new auxes and laughed. I'll stick with my caterpillar bugzooka. ;D




Minus123 -> RE: =ED= Balance Discussion IX (7/27/2012 21:17:02)

Ya bm's aren't op, that's why like half the people in the war are bm [&:]

Edit: Anyway, I wish the staff would keep us up to date on the balance tracker as part of the DN; people giving their own percentage isn't really that reliable




ScarletReaper -> RE: =ED= Balance Discussion IX (7/27/2012 21:22:21)

their strength build has always been, and is still op. Anyone who says otherwise is probably a bloodmage trying to stop a nerf.




Minus123 -> RE: =ED= Balance Discussion IX (7/27/2012 21:27:24)

I'd also like to point out that i'm posting on a non variums point of view, so some builds might not be ideal to use against the current op class *cough* bm *cough*




Vypie -> RE: =ED= Balance Discussion IX (7/27/2012 21:27:34)

^fast matches = faster influence/farm

But yeah.. I know what you are talking about. And we cant forget the PowerCannons they become when I smoke their target. Its like if the enemy health bar flees away in fear.





Mr. Black OP -> RE: =ED= Balance Discussion IX (7/27/2012 21:44:18)

^
Yup, maybe adding a warmup to both fireball and bludgeon or increased gun cool down to slow them down?




Magiskee -> RE: =ED= Balance Discussion IX (7/27/2012 21:54:07)

Add 42 support requirement to fireball when maxed then replace DA with Assimilation?
Edit: Scratch that, replacing DA would nerf 5 focus BM and other builds that aren't Str BM as well.




Mother1 -> RE: =ED= Balance Discussion IX (7/27/2012 22:05:24)

Or better yet change what the fireball is powered by. I mean they did it with plasma rain and supercharge to stop the caster builds, why not make it so the fireball works with support instead. I say support because if it is powered by dex it would be the caster build all over again like with what tech mages used to have, and it would be the same thing all over again if it was powered by tech since plasma cannon and supercharge are powered by tech. With support it would stop the quick kill madness, and give the other players especially non varium's a fighting chance.




Vypie -> RE: =ED= Balance Discussion IX (7/27/2012 22:05:53)

I was thinking of maybe.... Reducing the damage of fireball by a certain percentage (1/3, -33.3% for example), And transfer it to some sort of poison damage. But in this case, Ignition!
The Ingition would deal the remaining damage in 3 extra turns, 1/9 of the total damage the fireball would deal each turn. (11.1%)

The Total damage would still be equal!
The "poison" damage would not have a fixed value, and would instead be based on the Damage you would deal. The remaining part of the damage is just split into fractions.


This would decrease the initial burst of a Blood mage, and add a bit of ramp up time to it.
It could be a nice idea for other players to have time to react before getting Scorched in the first two turns.

(But i wonder if this would make mandatory for BM to use Fireball on the first turn... that would affect some builds =/ )




Magiskee -> RE: =ED= Balance Discussion IX (7/27/2012 22:10:14)

@Mother1
Somebody already suggested that, it's a bad idea since BMs will spam support and crit like crazy.

@Vypie
That could possibly work...




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