Stats AND Skills... Balanced? (Full Version)

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Stabilis -> Stats AND Skills... Balanced? (11/7/2012 11:25:05)

Be free to discuss the balance of stats. Skills are not a topic.

Is Health (health points, Agility) balanced?

Is Energy (energy points) balanced?

Is Strength (strength points, Primary, Sidearm) balanced?

Is Dexterity (dexterity points, Defense) balanced?

Is Technology (technology points, Robot, Resistance) balanced?

Is Support (support points, Auxiliary, Rage) balanced?

Is Focus (Robot) balanced?

Are statistic-probabilities (Technology-deflection rate, Dexterity-block rate, Support-first turn rate, Support-critical hit rate) balanced?

New: Is Strength balanced with Support?

New: Is Dexterity balanced with Technology?

(these were named by memory, if I am missing a stat in-game and you know it please post it)



Although we "rank" skills by tier, that is no "excuse" for some skills to be in an extremely high damage range while some skills are in an extrememly low damage range, influencing players to exploit some skills instead of others. Stats is a topic, but please focus on skills.

Is Field Medic balanced?

Is Cheap Shot balanced?

Is Double Strike balanced?

Is Bludgeon balanced?

Is Smokescreen balanced?

Is Malfunction balanced?

Is Intimidate balanced?

Is Reflex Boost balanced?

Is Technician balanced?

Is Field Commander balanced?

Is Defense Matrix balanced?

Is Energy Shield balanced?

Is Overload balanced?

Is Maul balanced?

Is Stun Grenade balanced?

Is Plasma Grenade balanced?

Is EMP Grenade balanced?

Is Atom Smasher balanced?

Is Assimilation balanced?

Is Static Charge balanced?

Is Frenzy balanced?

Is Plasma Bolt Balanced?

Is Fireball balanced?

Is Berzerker balanced?

Is Multi-Shot balanced?

Is Artillery balanced?

Is Plasma Rain balanced?

Is Bunker Buster balanced?

Is Plasma Cannon balanced?

Is Venom Strike balanced?

Is Poison Grenade balanced?

Is Massacre balanced?

Is Surgical Strike balanced?

Is Supercharge balanced?

Are the passive skills balanced?

Is Smokescreen balanced with Malfunction?

Etc...

Merged this post along with all the other double posts within the thread ~ Tanky




PivotalDisorder -> RE: Stats... Balanced? (11/7/2012 13:52:54)

support isn't balanced.

stun grenade and plasma grenade are not balanced.




D.v.D. -> RE: Skills... Balanced? (2) (11/7/2012 16:21:16)

Could skills be broken down in to categories?
And then compare them other skills in the same category.




spinutto -> RE: Skills... Balanced? (2) (11/7/2012 16:31:43)

Cheapshot should be able to use with a sword as is bludgeon and double strike.




Bunshichi -> RE: Skills... Balanced? (2) (11/7/2012 16:42:07)

^ cheapshot has a crit chance unlike bludgeon and double strike.




deltaknight7 -> RE: Stats... Balanced? (11/7/2012 18:34:25)

str and supp of course not
tech is stronger then dex it scales faster and now helps deflections
support helping give first turn isnt even noticeable

yes but cheapshot dosent improve damage only ignores defences so only really good against tank
smoke should improve with supp
and multi shot skills are pretty weak right now





Metallico -> RE: Stats... Balanced? (11/7/2012 19:57:04)

support is not indeed

yeah, multi shot is not balanced, it becomes weak when you lvl up




doomturtle -> RE: Skills... Balanced? (2) (11/7/2012 21:18:51)

I think all skills are balanced just builds are unbalanced




Stabilis -> RE: Skills... Balanced? (2) (11/7/2012 21:32:46)

^

Well, yes, synergies can be very productive or barely productive at all because some skills are performing very VERY well.




arthropleura -> RE: Stats... Balanced? (11/7/2012 23:46:23)

when i use support i either go first or last in 2v2...




Wind -> RE: Stats... Balanced? (11/8/2012 8:32:40)

I have merged your posts. There was no need in making two thread's with the exact same topic and name.

~Wind




Stabilis -> RE: Stats... Balanced? (11/8/2012 8:55:47)

^

I comply with this, but I did separate the topics because stats is a structure set and independent, while skills are a structure set sometimes dependent of stats so they were inclusive but not definitely.




Darkwing -> RE: Stats... Balanced? (11/8/2012 9:13:06)

-about strength, we all know the problems we had/have with these builds.
-support, even if support could do with a buff, I still see some support builds( like tm support) who do great with this stat.
-5 focus, not sure if it's balanced, with 5 focus you can get good attack, defence, resistance, some skills and the big bonus of a bot.( I think this stat needs a look at)




PivotalDisorder -> RE: Stats... Balanced? (11/8/2012 15:36:03)

to be honest, both threads even merged where a bit overkill. not really sure if you expected any thing worthwhile to come of it.
seems easier to make a thread about the specific issue, and see who else agrees or has ideas to change it.




Hun Kingq -> RE: Stats... Balanced? (11/11/2012 0:03:12)

The problem is defense and resistance either something is wrong with the equation or something is left out but vast majority of time those two fail to do the job, protecting or reducing the damage. Same thing with Dex and tech. Cheap shot, Double strike, Berzerker or any physical skill that should be blocked is not blocked over 99% of the time even when the player is Intimidated and with max reflex boost on no blocks happen and vast majority of time the damage is the same or greater makes a person wonder why waste points and a turn on a skill that is not that effective.

Plasma Cannon is not balanced, it should have never been nerfed like it was it should be equal in damage and does critical chance as often as Bunker Buster. Put the damage potential of each at the same level of tech, then test each out in battle putting resistance and defense at the same point on the opponent and test to see how often each skill does a critical strike and how much damage each skill does and if one is less than make adjustments to the equation until the battle damage is equal.

Assimilation compared to EMP and Atom smasher is not balanced pertaining to Energy drain. EMP is OP then Atom smasher, they don’t do physical damage but take away energy takes the fairness out of the battle.

The Stun part of overload does not seem to be balanced with the Stun Grenade or Maul or is it that the mage classes are easily stunned more often by all stun skills than any other classes?

The multis should have never been tampered with but needed to be adjusted where the battle damage would be the same and even put a chance percentage on critical strike for multi-shot and Plasma Rain since they do not improve with support.




TRizZzCENTRINO -> RE: Stats... Balanced? (11/11/2012 0:15:59)

@hun kingq seriously? plasma cannon is still strong as bunker, and you are still going on about this? if you think plasma cannon is weak its because you are not using the right build and you should learn to adapt like we cybers did when they nerfed static charge and our passive armors, now 5 focus bloodmage gets more win rate than most other 5 focus classes and can beat strength builds with a higher chance, also their DA can cover the effects of EMP or any other energy drain skill, since they can deal more damage and gain health back. you are like a caveman that never wants to leave his cave. if we don't adapt we cannot survive or evolve.




Firewallblast -> RE: Stats... Balanced? (11/11/2012 0:34:04)

I agree with the unfairness of the energy draining skill compared to EMP....

My ideas:
Assimilation should be moved to the BH's/CH's skill tree.... Atom Smasher needs a slightly lower base percent.... As for EMP that needs to be scraped and replaced with another energy draining skill, preferably one that scales with dex or sup for tech mages.....

If not anything else getting rid of EMP and replacing it would be be the best solution.




TRizZzCENTRINO -> RE: Stats... Balanced? (11/11/2012 2:44:33)

@above if you want to replace it then that means cybers and bountys need a buff and that means a even better skill needs to be added for us to counter other tenergy spammers and strength spammers.




Hun Kingq -> RE: Stats... Balanced? (11/11/2012 10:59:40)

TRizZzCENTRINO, Just as you made clear you are a Cyber Hunter so how can you know how strong the Plasma Cannon is especially if it is not being used in battle due to players relying on strength builds, you know if a blood mage has a strength build they will not have points on Plasma Cannon but you wouldn't know that because you are a Cyber Hunter. It takes more tech for Plasma Cannon to equal the potential damage of Bunker Buster and even when they where equal at lower tech the Bunker Buster damage in battle was greater and they got critical damage more often. Those two skills where not equal and balanced from the beginning and is surely not balanced now. I just battle Lawman 5 times he used bunker buster twice per match I used Plasma Cannon twice per match for 5 matches he got critical damage twice per match while I did not get critical damage once.

If you see a Blood Mage with a 5 focus build then you will see them rely upon a bot to win the battle or you will see them using defensive fighting when the Blood Mage is an offensive fighter not a defensive fighter.

Since you made clear that you are a Cyber Hunter how can you have any clue the win percentage of the 5 focus Blood Mage?

" also their DA can cover the effects of EMP or any other energy drain skill" So now Deadly Aim gives back energy?
If a Blood Mage is malfunctioned there is deflections more so than ever before so the bonus they get from Deadly Aim does not mean a flip of difference and even not malfunctioned the deflection rate was higher than it was being on support and that is players with lower tech than you.

Many complain about strength builds but having other skills to take every skill point to get enough damage to win the match as well as pouring a lot of points into energy to use the skill because of EMP and Atom Smasher will not encourage players to get away from high strength high health builds.

If they want to deal with high strength high health builds a couple things need to be done:
Make other skills more desirable to use.
Make skills like massacre blockable and other physical attack skills higher chance of being blocked.
Since they are not getting rid of high energy drain skills, two options:
1. Make EMP and Atom Smasher a one use skill
a. If Atom Smasher is Blocked than that is the only time it can be used again
b. 2vs2, if a player gets energy drained by one opponent than the next opponent can't drain their energy again
2. Give the classes that don't have energy regain skill an energy regain skill.

This statement was uncalled for:
"you are like a caveman that never wants to leave his cave."

I analyze the battles and adjust my builds accordingly as I always do and right now what I see is a game that is so fair from balance than ever before that everyone wants the next phase to begin and if getting balance is by getting rid of the Blood Mage, Cyber Hunter, and Tact Merc creating three new classes with totally new skills that is not shared by any class then get rid of those classes and bring on three new ones.




Blaze The Aion Ender -> RE: Stats... Balanced? (11/11/2012 12:19:24)

Bunker and Plasma were even in power, but bloodmages got the added benefit of regaining HP from a 40+ damage attack, followed by a 30+ damage gun, followed by a 30+ damage bot

For win rates, blood mages and bounty hunters are at the top of the food chain
Blood mages with 5 focus and BH with strength mass

You were just unlucky with the critical thing, it's luck, rarely accurate to measure

Blood mage is OP offensive or defensive (5 focus)
If you removed deadly aim, sure, put plasma cannon back
Give them adrenaline, because now the only thing they have that mercs don't is health regain
Then, they are slightly stronger than mercs, making them balanced




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