EpicDuel's Tanks (Full Version)

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



Message


Scyze -> EpicDuel's Tanks (10/21/2012 10:56:16)

There are two classes. Tactical Mercenaries and Blood Mages. Now are very useful to use with Tanks builds. The Infernal Bots also add an extra "oomph" to the Class' ammunition. They just kill the battle. Whenever I stumble into a Blood Mage or Tactical Mercenary who have a Tank build, I just feel like committing suicide. Although there aren't a lot of Tank builds (I don't find as much as I did back in Gamma) they are still, too strong.

Now, whenever you see a Blood Mage with over 95% win ratio, you can assume that they are using a Tank build. Their Defence and Resistance is too much. Non-Varium based players are more likely to get beaten really quickly if they don't know what they are doing. Adding to that, Reflexive Boost lasts for 4 turns and convert 15% of the damage taken. Most Blood Mages have a level 5-7 RB and gain 37-43 Dexterity. To my mind, this is just too much. Tactical Mercenaries aren't strong as the Blood Mages with a Tank build, but they still pretty hard in the defence.

You don't need to worry about your defence, you just need to worry about your fire power.

My verdict is, "Are they too strong?"




8x -> RE: EpicDuel's Tanks (10/21/2012 11:08:34)

Tactical Mercenaries:
Tanking is like the only thing that TLMs can do. Strength builds aren't that useful when you only have double strike and frenzy, support builds aren't used anymore since support was nerfed (and multi was nerfed too) and poison builds aren't that useful in in 1vs1 and 2vs2 because they take too much energy and don't deal enough damage.

Blood Mages:
With the large amounts of bounty and cyber hunters who slice through strength blood mages, they have finally started using builds other than strength. And I think that is good.

I think that tank builds are not too strong, even though most of them can perfectly counter my bounty hunter strength build.




Wootz -> RE: EpicDuel's Tanks (10/21/2012 11:18:12)

They aren't too strong in my opinion.

Tactical Mercenaries are better at tank builds simply because they can loop Field Medic and Blood Mages, once their shields are down, they have no other way of stopping you.

Personally, I think that Cyber Hunters can be ever bigger tankers then the two. Because resistance scales much faster then Defense, and they have Plasma Armor they can just keep around 37 for Maxed Static Charged and a level 8 Plasma Armor which is more then enough if you have a Hybrid armor like Delta Knight or so. It's quite easy to spam awfull ammounts of Dexterity on the class, Support just goes with Massacre and Massacre is great at level 4 so no need to have more then 30 Support unless you want the first turn badly. And still Cyber Hunters are able to have a big primary damage, here's what I got of my build:
Primary/side: 24-29 +35/33
Auxiliary: 11-14 +39 (I use a tad more Support then the requirment)
Defense: 26-32+5+1 (which can easily be higher by moving enchantments, since all of myne are into Strenght)
Resistance: 21-26+5+8+1
So, basicly you can have huge offense with huge defenses as the class, and I think that that is too strong, not Blood Mage and Tactical Mercenaries tankers.




Promaster -> RE: EpicDuel's Tanks (10/21/2012 11:37:22)

If that's so, what about CHs?

They can tank and malf, which equals to dealing more damage in the process. They have plasma armor to increase their resistance so they can redirect adding tech to some other stats. EMP ruins strategies and SA for that added % to block along with their already high dex. Malf and high str can even help them get back more ep as well, and this can help them to heal as much as 2 times in battle, sometimes 3 if the battle drags on.

Tlm can tank, but that's all they can do. The only thing you have to worry about is their 5 focus high tech bot damage. Other than that, abusing their high defences to rage faster can get a win if you do it right since you'll be tearing down their defences. ( Funny how their high defences are what leads to the tank tlms' downfall. )

From what i see from your post, you only state how BMs are "OP" with their reflex boost. A simple counter to that would be using unblockables that does energy damage. Problem solved. Not to mention that reflex boost takes away precious energy away from their already small energy pool, they are only left with 20-30+ energy left for their skills. As much as it seems, a simple assimilate/emp/atom smash can easily take away the rest of their energy. BMs are not as strong as Tlms in tanking, but BMs are able to heal back a percentage of their damage taken. Though versus a tank, they wont deal as much damage at all, considering they focus most of their stats on their defences. Luckily for them, they have got DA to back them up, though they can only use it every two turns. They will gain back 15% of the damage they take each turn while RB is active, however, that will not help them gain back a lot of ep considering how RB lowers the physical damage they take, hence the low ep they regen. Plus the increase in chances of blocking also lowers the ep they will get while RB is active as well. Seeing as to how your post contradicts itself when you stated that,
quote:

You don't need to worry about your defence, you just need to worry about your fire power.


If BMs do not have to worry about their defences, they would not have used or even skilled reflex boost at all. This is something to consider about.

Now, i also notice that you have stated that,

quote:

Non-Varium based players are more likely to get beaten really quickly if they don't know what they are doing.


Now, this itself is not any of the BM or Tlms' fault seeing as to how you describe the non variums as "not knowing what they are doing." This is a PvP game afterall, so strategy, even a bit of it, is needed in every gameplay. How else do you expect to defeat your enemy if you do not plan of what to do next? If that is the case, I do not see how tank BMs or Tlms are OP since you already stated that they do not know what they are doing, which can be inferred as how they have no strategy what-so-ever. If they do put up a good fight, then basically what decides the battle in the first place would be due to the fact that non variums are already at a loss considering how they are already out-equiped, add in max enhancements to varium equipment and only 1-3 enhancements to the non varium equipment, there would be no doubt that non variums are losing. Why else would players pay money in a game, only to gain similar advantages as players who are f2p?




doomturtle -> RE: EpicDuel's Tanks (10/22/2012 6:19:00)

Don't lead to another cyber hunter nerf. I am a tank cyber right now and I get beat by the 5 focus tank blood mage. But I don't think it is op. what is op right now is not tank builds its caster tm and smoke mass bountys. I know because I switched from bounty today and I could rip through tank Tlm because I blocked their atom smasher a lot




laguna blade -> RE: EpicDuel's Tanks (10/22/2012 13:20:47)

Tank not op. And crit can counter then easily coz ignore def




classifiedname -> RE: EpicDuel's Tanks (10/22/2012 13:54:57)

No ,i don't think tank is OP because:
first, as 8x said that's the only thing that TLM can do ...no other build really works as well.

second, for BM I'm actually glade people aren't doing strength builds anymore ,because in my view that was just as powerful.

third, there is always the crit counter that just completely destroys a tanker's plan of tanking as it ignores 50% defense. if i crit twice on a tank they are basically finished

As for CH, I'm using a tank CH build and i can easily beat other tanking classes. Though i do not think we should give another nerf to CH the real powerful builds are caster TM and max max mass bounties and bunker builds for merc.

my verdict is:
WE SHOULD NOT NERF ANY CLASS




Super Fat Man -> RE: EpicDuel's Tanks (10/23/2012 14:53:02)

I believe a nerf for infernal android is needed. Tank tact mercs can use that thing really well. Tact mercs are so deadly even with some luck they can still almost win. I can hardly do any damage and once you get them down they boost and heal loop. But it is the only build they can do, so I don't know whether infernal should be nerfed a tad more. It seems kinda sad that they cannot do any other build but the build they use is very strong.




deltaknight7 -> RE: EpicDuel's Tanks (10/25/2012 20:07:52)

tank builds exchange fast wins for a high win %
8x is right ive been playing as a tact for a while now and i almost never win unless i tank




Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition
0.125