Balance suggestions ! (Full Version)

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ReinXI -> Balance suggestions ! (11/3/2012 2:32:19)

Alright this is just a list of idea I have thought of to help balance out the game a little bit

General stat's

HP/agility ~ increase the amount of - def the higher your hp goes something like
0-95-+2
95-110 0
110-120-2
120-130-5
130-140-8
140-160-10
160-180-12
so on and so on
Reasoning : Agility is by far worthless.. whats the point in worrying about -2 defense when you can just
equip a +5 def/res armor and negate that + have a +3 in each defense. Plus with how enhancements are
people can still get really high defenses even with that -2 in there just through stat placement.

Energy/ Exhaustion
(N/A due to having second thoughts on this system if you have ideas feel free to post them below )


Strength *revamped*!
1-49 str (same)
50-69 increase point's needed to increase by 2
70-89 increase point's needed to increase by 4
90+ increase point's needed to increase by 6
ALSO every 15 points after 65 your chance to hit is diminished slightly
75 strength -3% 85 -6% 95 -9% 105 12% 110+ -15% chance to hit

Dexterity~! ( to be continued! I really don't know much they can change haven't seen any problems )

Technology~! ( to be continued! I really don't know much they can do here either no problems about abuse really.. bots can hurt but thats the point of some bots )

Supp~! ( same as last two )

Focus~! ( eh it's fine.. )

Classes!

Mercenary~ honestly as a mercenary the only thing I found bad was that hybrid was good.. but it would be nice to have a slight buff to the armors since they
really don't have high damage output unless they tech spam bunker with loads of energy which takes away from other skills and such.

Suggestions on skills

Hybrid armor +7/+6 def/res

(possible replacement for adrenaline)

Health Injectors ~ passively regenerate health ( i know sounds OP )
supp requirement 42 at max level ( since I don't think skill stat req can go over 42 )
lvl 1 .6% of your health
lvl 2 1.2%
lvl 3 1.8%
lvl 4 2.4%
lvl 5 3.0%
lvl 6 3.6%
lvl 7 4.2%
lvl 8 4.8%
lvl 9 5.4%
lvl 10 6.0%
I think this is balanced because at the most a 100 health person will regain 6 hp a turn.. ( that's not a lot but over 4 turns thats 24 health )
and with 140 health is only about 8.4 health a turn but suffer lower defenses/ less stats in other categories + 10 skill points to just get t0 that 6% a turn )
now I can also see where it would be OP due to some uber tank build that negates tons of damage .. but really with debuffs like smoke/ malf ( and the fact mercs
have 0 skills to negate these ) there only option would be a assault bot for it's special so that stops tech abuse bot builds in a way unless they try and just fight through
the de-buffs )

TM ~ there fine except for the casters which.. I don't have much experience with those I really barely ever fight caster tms so yeah

BH ~
Massacre ~ change the skill's crit modifier to 0.0 or something so it CANNOT critical hit at all and make it to where it does not work
with blood lust taking those away will help greatly due to the fact it won't affect Cybers at all ( they don't have blood lust ) and most of the time
cybers don't rely on massacre to critical hit.. if they do well that's a weird thing to rely on. So it would be a workable nerf to massacre that only
truly affects the bounty mass abuser.

BM ~ there fine really.. annoying but nerfing strength as a stat will fix that problem

CH ~ there fine maybe help out static honestly static seems like a worthless skill nowadays

Tactical merc ~there good for the most part.. out tanking the competition and they have a counter to tank builds ( poison )
maybe if anything buff something to do with there offense somehow .. maybe give them a passive that goes a little like

Counter Strike ~
The pain being dealt to you has greatly increased damage! on your next attack after being hit you have a chance to
perform a counterstrike and do more damage
Passive ~ lvl 1-5 5% chance lvl 6-9 7% lvl 10 10%
Cooldown skill ~ lvl 1-5 5% defense hit through 6-9 7% lvl 10 10%
CD skill ~ energy cost ( same as double strike )
( replaces double strike to give the tact merc a more unique skill )

Supp requirement 42
lvl 1+5% damage
lvl 2 +7% damage
lvl 3 +10% damage
lvl 4 +14% damage
lvl 5 +17% damage
lvl 6 +20% damage
lvl 7 +24% damage
lvl 8 +27% damage
lvl 9 +30% damage
lvl 10 +35% damage

( added info on a skill version of this which replaces double strike as there "simple" attack skill )

( this information here is in reference to the passive version of this skill )
This skill will only affect the player after being hit ( the character not his "side" in a 2v2 ) and the chance to perform doesn't
stack with each hit it always remains at the % based on your level.It will not activate after blocking an attack, deflecting will
affect due to still receiving damage ) plus I think this could add a new "uniqueness" to the tactical merc.




Mother1 -> RE: Balance suggestions ! (11/3/2012 2:59:01)

I like the agility idea since it would help to make it work while as well as help Tank builds stand up to these OP str builds However the energy thing I can't support. This would push people not train their energy less to avoid the negatives of these affects. Remember how Cyber hunters rarely if at all trained their energy when they had an OP static? It would be this all over again or worse they train their energy to the cap before the negatives, and use the extra points in other area while training their skills to work with that amount of energy.

As for the nerf to BH and the buff to CH I can't agree with those.

Static for CH in the past was spammed every time it popped up just because it worked with potential damage instead of actual damage. Now spamming it against the wrong builds would of course make it worthless since they have high defenses to lower damage. Try malfing a player and using it against players with weaker defenses and you will get decent energy back.

As for BH no to the no crit with massacre and no to it not working with bloodlust. doing the later would contradict blood lust since blood lust is suppose to work with all attacks and we already have something that contradicts in the game (If you don't know what it is it is the Azreal borg since it no longer works on the bio borg buff) we don't need blood lust joining that. Also stopping it from critting no to that as well. Massacre on it's own doesn't have a secondary effect like supercharge (it ignores 20% of resistance) and Surgical strike (it steals rage) plus as you and me have stated in the past crits are left to chance and massacre has the same chance to crit as any other attack in that person's build depending on support. Massacre only seems OP because str itself is OP and that is what Massacre improves with. If you nerf strength the damage on this move will go down, and the effect of blood lust will go down as well since less damage means less health gained.

Lastly on the passive for Tech Merc's field commander will stay. If you are going to add a new passive you will have to remove either mineral armor or reroute. Giving them three passives will put them at an unfair advantage over the other classes, and it would destroy balance. Besides all classes have to have a buff and even before they got field commander they still had blood shield which is a buff for resistance.




Wootz -> RE: Balance suggestions ! (11/3/2012 3:02:20)

@Agility,
I belive that the ammount that lowers Defense/Resistance is quite high. -12 is an extreme pain. I'll give you an example, recently I fought Gassia, she had 170 Health and really low Defense/Resistance, and with your suggestion it would put her nearly to zero Defense/Resistance, now since I Malfuncion, she is at absolute zero. Making her take 100% of my damage which in my own opinion over-powered and would make stat abusive builds quite strong, Strenght abusers will just come down to 95 Health, My Cyber Hunter is 95 Health Strenght abuser which is a Tank, aswell. (21-26+35 Primary, 31-38+5+1 Defense, 21-26+5+9+1 Resistance). Also, the stats that increase debuffs could be easily abused to take off any high Health build to zero Defense/Resistance.

@Energy/Exhaustion,
Basicly, you only nerfed Casters by that. Which, there aren't so many. And simple EMP Grenade, Atom Smasher or two can ruin it easily. The tank I used yesterday took out 82 Energy in three turns. Which makes any Caster incapable of doing anything.

@Strenght,
The scale needs fixing, adding more stat diminishing is just a bunch of crap. And the decrease in connection is just plainly stupid. And Strenght abusers don't really hit hard. I get around 20 damage by them. And every player can train more Dexterity and Technology easily.

@Mercenary,
The Hybrid armour sounds alright, I wouldn't mind that. But. Replacing Adrenaline is not so good, why replace a unique skill which makes you get rage at third turn? I just got raged by a Mercenary on the third turn and he doesn't even abuse Support! And Mercenaries aren't under-powered, they are just not used as people abuse the over-powered classes. Everyone knows that.

@Bounty Hunter,
That critical modifier will hit Cyber Hunters, aswell. And, I do rely on my Massacre to be a critical, especially when I'm using 135 Support build. Negating Bloodlusts effect on it just sounds lame and stupid on me, because the only problem with it is because Strenght isn't as balanced as other stats. So there is no need to destroy a skill for two classes.

@Tactical Mercenaries,
How the hell would that work? Because if it's passive it would be over-powered, especially on Frenzy usage (imagine raged Frenzy powered by that...). Explain it a bit more, would you?




Bunshichi -> RE: Balance suggestions ! (11/3/2012 3:03:49)

That 4% chance to miss after 50 str points is a bit much using 5 focus you will easily have over 50 points in it.




ReinXI -> RE: Balance suggestions ! (11/3/2012 3:49:49)

to mother ~ the point behind the no bloodlust to massacre is the simple fact massacre does "guaranteed unblockable damage"
and with smoke/ even 5 focus + gear strength it will still give a good chunk of health. The problem lies in the fact due to this
damage as well as the health they gain. There next attack will 80% of the time be a rage the next turn in which they can just
rage there side arm for more unblockable ( but deflectable still though ) damage and heal even more. So while your struggling
to survive there onslaught of unblockable damage and heal with Fm there dishing out this damage while healing enough hp
to make up for most of the damage already done to them. So it digs you into a hole in which you just cannot get yourself out of
normally.

The buff to CH would really only be a higher % keep it to damage done but just a slightly higher % energy back I don't want
the old static back as much as the next guy but you have to admit it isn't exactly that good unless your playing someone with
horrid resistance ( with or without malf ).

on the topic of the energy thing I just think that there should be some kind of downside to having that much energy.. sort of like
the energy equivalent to agility just I don't exactly know how it should scale because energy isn't as crucial / normally put as high
as someones health is so it's hard to really come up with something.

@Wootz anybody who has 170 health is gonna take a beating no matter how you look at it.. the point of the increase is that for instance a str BM or BH with BL
they can so easily deal with that -2 because they just regain health after every hit so they have so much the lower defense matters. This increase is to make them
dread that decrease in defense it should be a little more severe than just -2 defense thats only 2 damage they can regain that and then some every turn.

the strength is fine someone who piles up there strength should have to work for that extra damage.. it's not right that the increase to your dps is so easy to raise
when it comes to strength and it's only fair the higher the stat the more points it takes to increase. Simple as that plus why shouldn't someone with more strength
miss more? haven't you ever heard about the two types of fighters? the brute who hit hard but only when they actually "hit" and the ones who don't hit as hard but
hit a lot more. If you have someone with 150 strength and someone with 50 strength why should the 150 strength have the same chance to hit as the guy who does
less damage per hit?.


@bunshichi.. yeah I kinda thought that and I will re-work that diminishing connection heck I'm 5 focus and have 69 with no enhancements going towards strength

@ all the counter strike is a passive which only works 10% of the time at lvl 10 so the odds of it procing on that rage / frenzy are still only a 1 in 10 chance it's not guaranteed to perform a counter strike + I suppose if it couldn't be a passive ( since we know people like both of tac mercs passives who doesn't like PA and reroute? ) then you could replace double strike with it since double strike isn't very popular most of the time except with strength builds and it could just be a 35% more damage after being hit attack skill.. ( maybe add hits through -10-20% defense to get it a little boost as a Cooldown skill ? ) I just think there skill tree isn't really unique to something that's suppose to be tactical.

will be editing the main post ^




Wootz -> RE: Balance suggestions ! (11/3/2012 3:57:35)

Having 170 Health doesn't mean you will get bashed, I had a 180 with Delta Daggers and I had a better ratio then the "OP" Bounty Hunters. So, that argument doesn't really do much. :p
It's not hard to lower a Bounty Hunters or Blood Mages Health, they'll regen it anyways. Also, then they'll have more defenses which is the horror!!!!

Who piles up Strenght either likes Strenght or just likes its. Also, DPS doesn't exist in this game. It already does, It diminishes like at 50 or 60 and then again at 85 or 95 I forgot. TTwo types of fighter? Then I'd be a Drow who has two schimitars and does 9001 attacks per rounds. Because they don't have a same chance? Having 150 Strenght is pretty hard to have without smaller Defenses. Want me to try?




ReinXI -> RE: Balance suggestions ! (11/3/2012 4:11:41)

wootz it was just a way to get the message across. True DPS isn't in this game but DPT is the
point is that why should player one do 25 damage a turnevery turn while player 2 only does
10-15 a turn due to lower strength?

the way i think it should work is that high strength should say for example
turn 1 P1 hits and gets blocked, p2 hits and does 15 damage
turn 2 p1 hits and does 30 damage, p2 hits and does 15
turn 3 P1 hits and is blocked , P2 hits and does 15
turn 4 P1 hits and does 30 damage, p2 hits and does 15

at the end of the four turns each player did 60 damage both averaged a DpT of 15 damage thats balanced
the way it is currently is more like

turn 1 p1 hits and does 25, p2 hits and does 15
turn 2 p1 hits and does 25, p2 hits and does 15
turn 3 p1 hits and does 25, p2 hits and does 15
turn 4 p1 hits and does 25, p2 hits and does 15

as you can see p1 did drastically more damage than p2 just because he boosted his strength stat up higher than
p2 did p1 averaged 25 and p2 15 dpt how is it fair that someone who can average 10 more damage per turn have the
same hit chance as someone who has a marginally different amount of strength ? hmm




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