Overlaping (Full Version)

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MrBones -> Overlaping (9/5/2012 6:30:38)

This is of course a balance issue. Why does it have it's own thread ? Because it is too big to fit in the balance thread.

As RabbleFroth pointed out himself, the main problem in adjusting balance is the overlaping of many skills. For example, they cannnot adjust the bludgeon skill on the BloodMage class without affecting the same skill for the TechMage, and so on ..

I think these new class got out a bit too fast. Beside field medic, every class should have their own skills. It would be alot easier to adjust everything in my opinion. AND there would be so much variety in builts.

What do you guys think ?




Drianx -> RE: Overlaping (9/5/2012 7:17:27)

It would be nice to have completely different skills for all 6 classes, but I think this won't make balancing easier - remember when we had only 3 classes, those were hardly ever balanced.

Also, I can't think of other useful debuffs or passives that could be implemented and be on par with current ones.




Unknown Menace -> RE: Overlaping (9/5/2012 9:43:00)

^

Or multiple skill trees for every class. Like every class has 3 so there is more diversity. (haven't worked it out yet)




Stabilis -> RE: Overlaping (9/5/2012 9:45:12)

@DrianX,

Apparently skills are the most difficult to engineer (as said by Rabblefroth), but it still is acceptable to use different skills. At first, there was little experience and testing for skill power, so it is natural that some overpowered skills would be rooted.

I mostly believe this is because of different skills of different tiers and different skill trees meaning that different skills should have more or less power compared to others. This is unnecessary, as we need improved balance.




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