Multi Skills (Full Version)

All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel Suggestions



Message


Nub Apocalypse -> Multi Skills (7/23/2012 6:21:09)

The skills which can hit multiple targets in 2v2 were the most commonly used skills throughout the whole of EpicDuel, but with the recent nerf, it is rare to even see one person use it now. Without a doubt, the multi builds need a revival, so, why don't we start by removing the warm-up round for these skills?




Sympleton -> RE: Multi Skills (7/23/2012 14:36:33)

Multi skills were never the most commonly used skills in ED. What phase are you talking about? Also Multi's are fine IMO. They are not meant to be the main source of damage for a player. You should have other skills that compliment it, unless of course you want to spam the stat for that multi.

If it was in need of a buff, the one thing that shouldn't be done is to remove their warm-up.




DeathHound -> RE: Multi Skills (7/23/2012 16:10:40)

I completely agree with Sympleton in every way possible. Multi attacks were just fine in the past days of ED.The fact that players don't use it anymore, is either that they've found an even better build, or that they've found it to not get the job done. If anything, the Nerf on the Delta V classes (Tactical Mercenary and their SmokeScreen and Technician for instance) should be buffed (For the fact that Cyber didn't go through a huge Nerf, but that's another topic) because of how sorry they are now. But for the multi shot to lose a warmup like the NPCs is just a bad idea.

Need we not forget, back in the old days, you had people who were all support. Multi increases with support. To have it on the first go is overpowered in every way.




Nub Apocalypse -> RE: Multi Skills (7/24/2012 3:42:38)

I thought I made it clear that I was specifically talking about 2v2... Over 60% of players in 2v2 had maxed our their classes Multi skills. In the case of tech mages, i'd even say over 80% did. This is considering the EpicDuel population as a whole, on all levels. In the higher lvls, the % does decrease, so the statistic is valid, multi skills were the most commonly used skills throughout EpicDuel, I am speaking with over 3 years of experience in this game. Unless you are including passive and default skills this obviously isn't the case, but the implication here are active, non-default skills.

And if it was in need of a buff, it isn't the one thing that shouldn't be done. At lvl 10, multi skills require 40 energy. Even if they do have their warm-up removed, they still suffer from the fact that they will need a massive energy pool to make use of the fact that there is no warm-up and pull off a second multi. I dare say over 80% of builds would not incorporate the energy to use a second multi. Also, like Sympleton said: You should have other skills that compliment it, unless of course you want to spam the stat for that multi. If a build is going to have complimenting skills, then it would require an even larger energy input, effectively reducing the efficiency of the build yet again. To have it go first is not overpowered in every way.

It's quite highly likely it would not be op, but who knows since this is untested? If it does turn out to be slightly op (it won't be very op, just slightly), then the cooldown could always be increased to 3 to make up for it.




Mr. Black OP -> RE: Multi Skills (7/24/2012 3:45:52)

@nub
I'm pretty sure passives are the most over used skills in ED.




Nub Apocalypse -> RE: Multi Skills (7/24/2012 4:05:15)

Jeez, I don't think anyone who comments anymore reads the full post

quote:

Unless you are including passive and default skills this obviously isn't the case, but the implication here are active, non-default skills.


And typo there, I meant implication is, not are.




charwelly -> RE: Multi Skills (7/24/2012 6:28:57)

I agree with you nub I would always see ppl using multi but now since the nerf they just arent using it




Sympleton -> RE: Multi Skills (7/24/2012 14:29:36)

Well ok, if you're talking about low level non-variums, then yes multi is probably most used.In beta, High level techmages NEVER used multi.

The reason I said that no warm-up would be OP is because (im not including merc here) all successful multi builds rely on being enormous tanks. If they don't, then the build is not efficient. Basically, the idea of a player with over 50 def (this is what I had on my multi build for BH once I used reflex boost) or 50 res (Technician) coupled with at least 35 of the other defense, being able to pull off 2 or 3 multis seems unreasonable. Because of the tankiness of the player, they WILL be able to get off 2 or 3 if they want to.

I do like the idea of a 3 turn cooldown if your idea is implemented.

The energy problem is generally not an issue, since multi/tank builds have very low strength and often times low support. If you have weapons that allow for huge dex/tech and little or none str/supp, then getting 90+ energy coupled with about 110 hp is not at all a problem.

Like I said before, I don't think that multis are underpowered. They can still be used to great effect if done with the proper builds. I've done it. You have to realize that there really haven't been any good promotional items that help with support builds since gamma ended. Now that I think of it, there haven't been any since like... they re-released Frostbane. Correct me if I'm wrong about that. Once they release a new weapon that doesn't give strength, the multi builds will come back. No problemo




DeathHound -> RE: Multi Skills (7/24/2012 15:20:15)

I still don't see what the problem is. Sure, the items nowadays give Support, so it might just bring it back. Other than that, people chose not to use it, probably because they came up with something better.




Nub Apocalypse -> RE: Multi Skills (7/25/2012 4:24:44)

@Sympleton: The Infernal Interdictor was an example of a weapon which helps support builds but everyone i've seen who has the weapon used a build other than support (mostly focus).

@DeathHound:
quote:

Other than that, people chose not to use it, probably because they came up with something better.


This is exactly my point. People come up with something better!!! The multi builds are comparatively weak among the builds which are now around, Malf/Smoke mass dominates the Hunter classes, most mercs use strength, and high dex multi TMs are practically non-existent.




friend18 -> RE: Multi Skills (7/25/2012 9:07:17)

People still use multi builds... Just take a look at Miraged's build :/ and Support merc builds.

Multi is a great skill for lower leveled players because players have less defense. I am fine with the status quo because multi shouldn't be able to do additional damage, since it already can hit two targets and can be used against one target.




Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition
0.109375