RE: Mercenaries Extremely Underpowered? (Full Version)

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D.v.D. -> RE: Mercenaries Extremely Underpowered? (11/11/2012 19:41:52)

ITT: Merc with outdated gears wants buff




cool preston -> RE: Mercenaries Extremely Underpowered? (11/11/2012 19:55:09)

excuse me?

gear is not relevant skills are.




Blaze The Aion Ender -> RE: Mercenaries Extremely Underpowered? (11/11/2012 19:55:30)

Gear limits the build
It is VERY relevent




robo90925 -> RE: Mercenaries Extremely Underpowered? (11/11/2012 20:02:13)

I dont support rage gain with aux dmg increase. Because support also increases rage gain rate. So this would basically mean that people can still rage in 3 turns, maybe faster. I was support TM for awhile, i could rage in 3 turns without adrenaline. If it was just aux dmgt increase, i can support.




Mother1 -> RE: Mercenaries Extremely Underpowered? (11/11/2012 20:07:32)

@ robo90925

str BM can rage in three turns if you add blocks and deflections into the equation. It happened to me in a practice battle with a blood mage when I blocked his max out bludgeon. Also there are merc that do rage at turn 3 with adrenaline and even without it if a block is added into the equation it could happen.




cool preston -> RE: Mercenaries Extremely Underpowered? (11/11/2012 20:14:33)

AE alreayd tried just aux dmg and it didn't work well there has to be something more to be added so it's worth the 3 turn cooldown.

Edit: I wouldn't call my gear outdated though i have charbinger E sword stun cannon and dragon slayer m and working on my 5th enhance for elite big 50. with the original bunnyzooka fully enhanced...

So why say my stuff is outdated? I like stun cannon because it stuns end of story.

Posts merge. Please don't double post. ~Mecha




D.v.D. -> RE: Mercenaries Extremely Underpowered? (11/11/2012 20:38:33)

quote:

charbinger E sword stun cannon and dragon slayer


Enhanced?




Ranloth -> RE: Mercenaries Extremely Underpowered? (11/11/2012 20:42:56)

Balanced class means it's balanced for F2P AND Varium players.. Not just Varium. It's not an excuse for the class to be UP.




cool preston -> RE: Mercenaries Extremely Underpowered? (11/11/2012 20:46:10)

charbinger e sword 6 enahnces armor 7 gun 7 aux 8 but elite big 50 has 4 sitll working on it.




Metallico -> RE: Mercenaries Extremely Underpowered? (11/11/2012 20:55:05)

I am a mercenary too and i think:

Hybrid armor needs a buff?= Yes indeed
Adrenaline should be replaced by a hybrid shield, IS A TANK CLASS and cool preston is right because ch and tactical mercenaries have defense and ressistance skills for buff their weaknesses, but mercenary barely depends of a assault bot, and assault bots got nerfed so it doesnīt let mercenaries to have focused builds. Iīd suggest a similar to blood shield hybrid buff or atleast have the skill to reduce debuffs without a bot or energy.

*And now all the best mercenary skills have a technology improvement, so they can be nerfed by a malfunction, i suggest that surgical strike was improved by dexterity, improved by tech skills were good in the past because mercenaries used to be defense tanks so it was very good for their builds.




cool preston -> RE: Mercenaries Extremely Underpowered? (11/11/2012 21:08:50)

I agree wit Metallico with no way to counter smoke or malf were pretty much dead.

Hybrid Shield definitely needs a buff. All other classes have some sort of defense to counter smoke or malf but mercs have to rely on hybrid shield...which doesn't do much...and I understand blood shield takes health to activate...

The best fix for mercenaries is adding aux deadly aim to adrenaline,increasing hybrid shield to 7 def 6 res. LIKE IT SHOULD BE.

I also agree with metallico we have no dex based skills surgical strike or bunker would be good to switch that on.

and on a sidenote most of us don't use assault bot we use infernal android or gamma bot for dmg... but when malfed or smoke were weak...

THERE MUST BE BALANCE and I see no resolution for the problem except buff hybrid armor and add aux dmg to adrenaline but lower adrenaline percentage to 10% at max...that's like very little rage gain if you ask me if you have ti at level 6.




Firewallblast -> RE: Mercenaries Extremely Underpowered? (11/11/2012 21:32:14)

Why should it be 7 def and 6 res? I don't see the logic behind it... All the shields at this point have to equal 12 so 7 and 6 would be sorta unbalanced. And again TLM technically has a counter for malfunction but at level 35 maxed it only gives you 14 defense at the cost of 14 health plus again it' at max level. So I wouldn't exactly call it a counter.

My thoughts:
Buff to hybrid armor: Yes
Amounts: 6 and 7 or 6 and 6
Deadly Aim - Auxiliary: Yes
Plus Rage Gain: No




cool preston -> RE: Mercenaries Extremely Underpowered? (11/11/2012 21:44:18)

Firewallblast the 7 def 6 res does make sense. hybrid armor was originally 13 and could be switch 7+6=13

The aux idea is good but why not rage gain??? 10% at max level isn't much and not many people would max it out. Rage agin does increase with support but once you rage your opponent rages so a pretty stupid skill...I'm just suggesting we add the aux deadly aim on. and decrease the rage gian from 10% down to 1%...it's bloody fair if you ask me...


As for blood shield a typical malf makes you hit 7-11 higher 12 res is enough to cover it an add some more res to boot.

but don't forget bloods shield lasts 5 turns...3 to outlast malf and 2 more to have extra res...really good skill...





Firewallblast -> RE: Mercenaries Extremely Underpowered? (11/11/2012 22:08:26)

While Defense Matrix lasts for 3 turns but makes smoke completely useless, unlike Blood Shield. With witch, 14 health could make you lost the match... but anyway this topic is about mercs...

I realize that Hybrid Armor originally had four but right now all passive armors have 12, so should Hybrid Armor. If the other passive armors got buffed to 13 sure.....

Think of it this way if CH and TLM got a buff to their passive armor to 14 wouldn't the mercs complain that as a passive armor their total defense should equal 14 too (7 7)? As for adrenaline, 10-14% at max sounds fine...




VornWrath -> RE: Mercenaries Extremely Underpowered? (11/11/2012 22:38:33)

@Firewallblast
Well, mercs need something to make up for their lack of debuffs and shields, and buffing hybrid seems reasonable enough, hmm?




Exploding Penguin -> RE: Mercenaries Extremely Underpowered? (11/11/2012 23:25:48)

I know you in-game... I'd have to say that merc itself as a class isn't underpowered. I can create builds that work fairly well in 1v1/2v2, with as good a win rate, or atleast close to, the same win rate that focus BMs get. First thing is the conventional merc focus build (enough energy exactly for a high level bunker and heal, with 5 focus), is terrible. I've found much more creative builds that are far more successful than common merc builds.

Even though merc itself as a class isn't underpowered, I'd have to say that it excels at 2v2 far more than 1v1. A small buff would definitely not hurt at all...
I think the main problems are that you lack creative build ideas that can be structured to work well (if you need help with build ideas, just PM me or something, I've got a few builds that have worked quite well in 1v1/2v2), and the fact that gear gets outdated way too quickly. You have mostly early-gamma gear, which all are literally nothing compared to level 35 promos these days... Even though this is off-topic, ED really needs to stop making things become outdated so quickly. Literally the only primaries people use these days are promo mutatings/swords.




cool preston -> RE: Mercenaries Extremely Underpowered? (11/11/2012 23:33:23)

exploding penguin I replaced all my outdated gear and am having no trouble with build ideas... It's just not fair that all classes have a counter for malf and smoke yet we do not.

and the aux idea is an awesome one I'd like to see it implemented

My equipment is now
Charbinger E Sword 6 ehances
Stun Cannon :) I love this gun 7 enahnces
Dragon Slayer M 7 enhances
Elite Big 50 5 enhances.




Metallico -> RE: Mercenaries Extremely Underpowered? (11/12/2012 0:06:22)

Aux idea is good but iīd preefer the shield buff ideas, like a hybrid extra shield




Cyber Dream -> RE: Mercenaries Extremely Underpowered? (11/12/2012 5:45:10)

Im a merc, and if i must say so; i am pretty bleepin good at being one. The only thing i see wrong with mercs is skills that run off of support. Since support is unbalanced, doesn't that mean the skills are to?




zion -> RE: Mercenaries Extremely Underpowered? (11/12/2012 6:27:35)

Hybrid armor needs a little boost, having a +10 armor in one is better than +5 in both, so its a bit UP at the moment: Maybe +6 , +6

Adrenaline is really lacking: Aux boost skill - "Technical Support" - and have it raise aux damage in hard numbers to prevent it getting out of hand since aux damage will be +40 soon: Maybe +1, +2....+10 etc.

--Noiz




TRizZzCENTRINO -> RE: Mercenaries Extremely Underpowered? (11/12/2012 7:35:17)

no mercs should stay as it is, cybers and tactical merc only got +10 def or res while mercs got 1 more defense points, if you find mercs hard to use then you are not really a good build maker, look at g00ny and illuminator their merc build is devastating to many classes and builds. so no mercs do not need a buff or nerf.




cool preston -> RE: Mercenaries Extremely Underpowered? (11/12/2012 8:08:06)

Trizz you fail to see the point in this thread. Yes mercs are a good class and if used correctly deadly. However all other classes have a counter to malf or smoke out counter is intimidate them and pray.

The aux idea is just since it takes 3 turns to cooldown it should have more power when that turn arrives.

In the time it takes to shoot gun three times you can shoot aux twice.

So it should be something like 10%rage gain +11dmg to aux at MAX




Metallico -> RE: Mercenaries Extremely Underpowered? (11/12/2012 11:35:17)

@cool preston, support builds actually fail because:
1 - A emp grenade can nerf the artillary strike
2 - Deflection is NOW improved by technology, so 45 damage in rage with auxiliary can become 22 damage against a player with a high technology
3 - Heal has not extra improvement with support

Yes, auxiliary idea is very good but when support builds donīt actually work itīd be useless




Ranloth -> RE: Mercenaries Extremely Underpowered? (11/12/2012 12:10:06)

Nice for you to notice, Metallico. You're wrong. Support builds DO work as it is and require skill to fill in the gaps instead. Heal WILL improve back and this was said by the Devs, last time I heard skills aren't affected by deflections (such as Multi, Fireball/Plasma Bolt, Bunker, etc.) so that's another false point of yours, and EMP cannot nerf AS; it can make it unuseable but same can be said with ANY other class, or Atom Smasher, or Assimilate.

Aux idea isn't happening, it was already given to Mercs and WAS useless due to the cooldown Auxes have. Doesn't matter if you give them higher boost, cooldown sets it at a disadvantage and pretty big one. And Aux DA would be good when Support won't be useless? I see players NOT focusing on Str yet investing in DA. My point? You don't need Support build to get use out of Aux (or Aux DA).
Support takes skill for now to use, not brainless spamming like Strength. My Support TM could compete with pre-nerf SC (one before the current version), and probably even easier now. Support sucks? No. Especially when CHs were a bit stronger than they should be. It could also deal with other classes, just required decent strategy not spamming same attack or skill, over and over.




cool preston -> RE: Mercenaries Extremely Underpowered? (11/12/2012 17:22:04)

Support builds do not fail. Once health gets it's buff to support and maybe deflection support will be awesome.

like trans said it takes skill and cunning to create a support build in this era but it can be done. merc is especially true to making one.

You should not use artillery strike it's a stupid skill since it was nerfed...those points can be invested somewhere else. If auxiliary idea comes into play with rage gain added for extra benefit then support builds will be much easier to use....it all depends on if heal or deflection will be put back to support.






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