Class Creation (Full Version)

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Stabilis -> Class Creation (10/14/2012 20:09:46)

Alright.

So, as you know we have 6 classes, with 1 class change costing 900 varium. This suggestion allows you to create your own class, with the class title of "custom", for a cost of 2000 varium or 100 000 credits. For editing to change the custom class, costs 10 varium or 500 credits for each new skill. There are limitations to custom classes so do continue if you are interested.

When creating a class, there is a limit to:

  • number of skills (general, and by type)

  • skill caliber rating (each skill has a determined value of caliber which is "skill power")

  • prohibited combinations (for banning or preventing certain combos or synergies)



    Number of Skills:

  • Field Medic is default

  • 11 other skills are allowed and are required

  • 2 passive skills at maximum

    Passive Armor Skills: Hybrid Armor, Plasma Armor, Mineral Armor
    Passive Health-Energy Skills: Bloodlust, Reroute
    Passive Misc Skills: Shadow Arts, Deadly Aim, Adrenaline


  • 1 ultimate skill at maximum

    Ultimate Skills: Surgical Strike, Supercharge, Massacre

  • 3 skills improving by Strength, 3 skills improving by Dexterity, 3 by Technology, and 3 by Support at maximum

    Example: Artillery, Blood Commander, Defense Matrix (no more Support skills are allowed)

  • 1 burst skill per stat at maximum

    Burst Skills: Bludgeon, Cheap Shot, Double Strike, Plasma Bolt, Fireball, Plasma Cannon, Plasma Rain, Static Charge, Maul, Bunker Buster, Berzerker, Stun Grenade, Artillery, Frenzy, Multi-Shot, Bludgeon, Overload, Supercharge, Plasma Grenade, Massacre, Surgical Strike

  • 1 stunning skill at maximum

    Stunning Skills: Overload, Stun Grenade, Plasma Grenade, Maul

  • 1 poison skill at maximum

    Poison Skills: Venom Strike, Poison Grenade

  • 1 multiple target skill at maximum

    Multiple Target Skills: Plasma Rain, Multi-Shot, Artillery

  • energy restoration skills or energy destruction skills

    Positive Energy Skills: Reroute, Static Charge
    Negative Energy Skills: EMP Grenade, Assimilation, Atom Smasher



    Skill Caliber Rating:

    1 Point: Blood Shield, Stun Grenade, Plasma Grenade, Overload

    2 Points: Defense Matrix, Energy Shield, Technician, Reflex Boost, Field Commander, Maul, Multi-Shot, Plasma Rain, Artillery, Plasma Bolt, Fireball, Cheap Shot, Double Strike, Bludgeon, Frenzy

    3 Points: Smokescreen, Malfunction, Intimidate, Blood Commander, EMP Grenade, Assimilation, Atom Smasher, Berzerker, Static Charge, Bunker Buster, Plasma Cannon

    4 Points: Venom Strike, Poison Grenade, Supercharge, Massacre, Surgical Strike

    5 Points: Bloodlust, Reroute, Hybrid Armor, Shadow Arts, Deadly Aim, Adrenaline, Mineral Armor, Plasma Armor

    Caliber points determine the placement of skills in the skill tree. The more the point value, the lower the skill is in the skill tree. I may use this later to limit how many points a player can have.

    Starting with Field Medic, which is centre-top, level 1 skills through level 5 are added from the top-left going to the right and down to the next row on the left side to the right. Repeat until the skill tree is full.




    Prohibited Combinations:

    If anyone has any combinations they may think are dangerous, post them here and I will add them for discussion.

    Defense Matrix and Reflex Boost ~ Green Warrior, Mother

    Energy Shield and Technician and Blood Shield ~ Green Warrior, Mother

    Field Commander and Blood Commander ~ Green Warrior

    Mineral Armor and Plasma Armor and Hybrid Armor ~ Green Warrior, Mother

    Bunker Buster or Plasma Cannon and Cheap Shot ~ Mother

    Bloodlust and Reroute ~ Mother

    Static Charge and Frenzy ~ Mother

    EMP Grenade and Atom Smasher ~ Mother

    Mineral Armor or Plasma Armor or Hybrid Armor and Bloodlust or Reroute and Malfunction or Smokescreen or Intimidate ~ Blaze, Mother

    QUESTIONS, COMMENTS, SUGGESTIONS?




  • xGreen Warriorx -> RE: Class Creation (10/14/2012 20:47:58)

    ^ I'm really likeing this idea, but 125000 credits? 2000 var divided by 900 is 2.22222 and 50000 creds times 2.22222 is 111111.1111 so how about 110,000 credits?

    Combinations that are no:
    Any 2 skills that do the same thing:
    Def matrix, reflex boost
    Technician, blood shield
    Blood/field commander

    2 different passive armors is also a no.

    There also needs to be limits on how many energy/phys attacks you can have, so you can't have smoke and then bunker, artillery strike, and fireball.

    Edit: also, I don't think frenzy and static are burst skills. They need a separate category, because they don't do any more dmg, they just give you back HP , EP.




    Mother1 -> RE: Class Creation (10/14/2012 23:16:57)

    Not supported as it is.

    As Xgreen warriorX stated if left like this people would be making OP classes and the game wouldn't be any fun anymore. I could see people running around with Blood lust and reroute, or Plasma and mineral armor which is a big no no.

    Also this would be way overpriced for non varium players. the gap would become even larger then it is now so not supported and until it is actually respectabley balanced never supported.




    Stabilis -> RE: Class Creation (10/14/2012 23:40:24)

    I am OK with 2000 varium or 100000 credits even. Because of the varium-credit ratio the credits need to be at least varium * 50.

    Earning credits in-game is always a constant climb, with a short boost during power hour. I can only suggest that credits can be earned at a faster rate.

    If you feel like adding a prohibition to skills then go ahead, say what you think may be overpowered together, I will mark those down later.




    Mother1 -> RE: Class Creation (10/14/2012 23:59:57)

    bloodlust and reroute together is a no no
    Mineral and plasma armor no no

    Skills that have a chance to crit higher then others can't be together meaning no bunker blaster and plasma cannon, or cheap shot and bunker blaster or plasma cannon.

    No defense matrix and reflex boost
    no technician and energy shield
    no technican and reflex boost
    no Static and frenzy
    No atom smasher and EMP grenade together
    No Assimilation and static together


    Also Assimilation is both a positive and negatve since it takes energy from the opponent and gives half to you.





    Blaze The Aion Ender -> RE: Class Creation (10/15/2012 0:58:35)

    I like the theory, but divide passives into 3 categories

    Armors: Hybrid armor, plasma armor, mineral armor
    Passive regains: Blood lust, reroute
    Others: SA, DA and adrenaline

    NO armors + blood lust or reroute + debuff

    I think this COULD work, if they can avoid making it possible to remake old OP classes





    Stabilis -> RE: Class Creation (10/15/2012 20:30:32)

    First of all, thanks everyone so far for your responses, and prohibitions.

    Now there are some concerns that you mentioned and I will be answering in this post:

    quote:

    I'm really liking this idea, but 125000 credits? 2000 var divided by 900 is 2.22222 and 50000 creds times 2.22222 is 111111.1111 so how about 110,000 credits? -Green Warrior


    Credits changed to 100, 000 with respect to the currency ratio (minimum 1:50).

    quote:

    There also needs to be limits on how many energy/phys attacks you can have, so you can't have smoke and then bunker, artillery strike, and fireball. -Green Warrior


    I understand what you are concerning. Accelerated skill casting. Specifically, on Focus builds. Whereas for a Blood Mage with Fireball and Bludgeon, they may cast (or as I say launch) Bludgeon then Fireball (Bludgeon is at 1 turn cooldown, Fireball at 3 turn cooldown), then another option, then Bludgeon again. With 3 Physical attacks on a Focus Smokecreen, Fireball, Bunker Buster, Artillery, another option, then Fireball again. They may cast more skills more quickly than standard classes with the proper set of skills. The one weak point in this tactic is that like all burst skills minus Static Charge, each skill at level 1 costs at a minimum between 10-15 energy from a source of 40-60 energy with Focus and health at 95-110. Level 1 skills- OH! And I should also add 34 skill points at maximum, allows for example level 10 Smokescreen (35 energy), 9 Fireball (31 energy), 5 Artillery (20 energy), 10 Bunker Buster (33 energy) which is beyond 100 energy so this is not to worry about! [:D]

    quote:

    I don't think frenzy and static are burst skills. They need a separate category, because they don't do any more dmg, they just give you back HP , EP. -Green Warrior


    Yes, Frenzy and Static Charge offer no bonuses to outgoing damage, but, like Fireball for example, improves in effect with Strength. A 100 Strength and Frenzy does burst more damage and as a result heal more than a 1 Strength Frenzy (by about 15 damage). The same applies with Static Charge, and is why I classified them as burst skills, even though they do not boost outgoing damage, they are based on outgoing damage, and achieve their goals through outgoing damage. Is this an alright answer?

    quote:

    I could see people running around with Blood lust and reroute, or Plasma and mineral armor which is a big no no. -Mother


    Bloodlust and Reroute does have potential for exploitation with an accompanying Smokescreen and/or Frenzy for example. This might develop a "vampire tank" by depending on health-energy related skills to cover defence without compromising offence. I am not sure on it's reliability against actual tanks with Assault Bot or Defence Matrix however. Strength and rage "abuse" does leave a vulnerable defence. I have noted this prohibition into prohibition combinations.

    quote:

    Skills that have a chance to crit higher then others can't be together meaning no bunker blaster and plasma cannon, or cheap shot and bunker blaster or plasma cannon. -Mother


    I am understanding of the increased frequency to hit critical damage, with more skills at increased critical rates, more opportunity to go critical. Not to worry about Plasma Cannon with Bunker Buster because of: "1 burst skill per stat at maximum". Though I am not sure where the damage comes from with this set. Technology and Strength would require shared points to improve the skills' damage and that leaves Support barren, so less chance to go critical. I am neutral on this prohibition, but leaning towards it not being more dangerous than average.

    quote:

    Also Assimilation is both a positive and negatve since it takes energy from the opponent and gives half to you. -Mother


    True, it is both positive and negative because it creates and destroys energy. The reasoning behind labelling it negative is because to restore energy, Assimilation "needs" to destroy energy. Before, Assimilation could be used on an opponent with 0 energy and restore energy. Now, Assimilation requires energy to sap to actually procure any energy return. Since restoring energy with Assimilation requires destroying energy, I have given priority to it being a negative energy skill. I would classify it as both, the main problem with doing that though is the question of "then what combinations of Assimilation are a pass or a fail. Because this requires the time to compare Assimilation with every possible combination of skills I am technically forced to take a simpler approach. Is this an alright response?

    quote:

    I like the theory, but divide passives into 3 categories

    Armors: Hybrid armor, plasma armor, mineral armor
    Passive regains: Blood lust, reroute
    Others: SA, DA and adrenaline -Blaze


    Sure, I can do that.




    rayniedays56 -> RE: Class Creation (10/16/2012 0:20:41)

    I say another prohibition would be smokescreen and bunker buster, since they both improve with technology.


    Malfunction and plasma cannon is...iffy for me. If they were together, the no no on bloodlust.



    Bloodlust and plasma bolt (as it is, PB is WAY to easy to abuse)

    Shadow Arts and Berzerker (this is a def NO NO; Imagine someone with max shadow and max berzerker with 27-33+35 damage output; that is too easily abused)


    Smokescreen/malfunction and berzerker. Too much synergy.


    Reroute/static charge and bunker buster/plasma cannon (they can just keep using them)




    Rayman -> RE: Class Creation (10/16/2012 0:24:22)

    I Don't see the problem with berseker and shadows arts, since SA doesn't even increase you'r connect chance.




    Mother1 -> RE: Class Creation (10/16/2012 0:47:37)

    Here is another one no smoke screen, bunker blaster, and blood lust. Tech abusers would have a field day with this one. In fact no bunker blaster and Smoke screen either. These combos would be way to OP.




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