Balancing Specials (Full Version)

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goldslayer1 -> Balancing Specials (12/16/2012 3:11:45)

so as some of u know, cost wise surgical strike, and to some degree super charge, are not on par with massacre damage wise.

but thats OK, because massacre focus on pure damage, surgical reduces rage and life steals, super charge ignores resistance and life steals.

so my suggestion?

make super charge and surgical strike be WEAPON based, instead of tech based.
right now massacre is weapon based, this means the higher damage ur primary can do, the more massacre does with the same amount of str.

so my suggestion, make super charge and surgical % based like massacre, but at a reduced %.
this makes it so that the special's damage increase along with the player's weapons like it those with mass, but at less damage due to the other specials having other effects.

the idea?

have an already set scale based on tech which make super charge and surgical run. (why change SC from dex? O.o)

this allows it to add the other damage scale based on %.


here i will show the scales in lvls.
1) +60%
2) +65%
3) +70%
4) +75%
5) +80%
6) +85%
8) +90%
9) +95%
10) +100%

so what those this do?

A is the weapon damage B will be the % + 100% (so at lvl 10, in the equation it would have to be 200%)


A x B = special damage + scale from tech.

example
lvl 35 wep at lvl 10 would deal 70 damage + whatever amount of scale is chosen for tech. (lets say the scale is 21-26)

u would do 21-26 + 70 = 91-96 damage range.

(enemy Defense range = C)
91-96 - C = ur damage to him.



the reason im suggesting this is because massacre can be increased by weapon damage, and damage range which is increase by strength. it should be the same for the other specials to make it fair damage progression wise.

NOTE: please note that the % are just examples, and if such thing were to be implemented, the damage increase would still have to be lower than mass because surgical and super charge offers other effects that massacre doesn't.

what are your thoughts on this?




RageSoul -> RE: Balancing Specials (12/16/2012 3:15:17)

The thing is that it might encourage people to go STR-happy mania because Malfunction won't greatly affect both of those skills.




goldslayer1 -> RE: Balancing Specials (12/16/2012 3:21:39)

@lord
right now people dont want to use SC and SS because cost wise, its too much energy for lesser effect compared to massacre.

thats not because massacre is OP, its because the developers designed SC and SS faulty by not making it % based on primary like they did with massacre. although in their defense, back in alpha beta, these weren't so much of an issue as they are now.

fixing these specials would open up a new lott of builds for ED players to use, so it wont always have to be strength builds in ED.




RageSoul -> RE: Balancing Specials (12/16/2012 3:23:09)

Hmmm , good point , but i just hope they make Health per point =/= 1 .




goldslayer1 -> RE: Balancing Specials (12/16/2012 3:23:38)

@lord
what do u mean?




RageSoul -> RE: Balancing Specials (12/16/2012 3:25:12)

Well , what i'm afraid is that even if the specials get changed in your suggested system , and if 1 stat point = 1 HP when Omega's released, then that's the time it's kinda OPed .




Mysterion. -> RE: Balancing Specials (12/16/2012 3:28:10)

I agree with Lord Aegis, since all our healths will instantly go down from 140 to like 100.
Then will massacre be to OP, so it is better to make it just like SS and SC like my suggestion.




goldslayer1 -> RE: Balancing Specials (12/16/2012 3:31:07)

@lord
not necessarily.
the specials would cost a large amount of energy.
and the points do have to come from somewhere.

but to adress ur point about the 1 point 1 hp.

the problem with that is, 5 focus and strength builds would still be OP. it would be the same as we have now, except worse in terms of OPedness and luck.

now u might be wondering "why luck"

well right now, 1 crit can take 1/3 to 1/2 of ur total HP. imagine with less HP in omega.

and str builds would still dominate because their enemies will have less HP to take them down.

this means focus builds will be OP damage wise because of robot and low HP.
as well as massacre and debuffs. thats is why im highly suggesting an HP increase instead in my other thread.




Remorse -> RE: Balancing Specials (12/16/2012 3:32:39)

Could just lower the cost of SC and SS slightly ,

But I like your thinking gold and one day it will probably have to be changed to something similar as wepons dmages increase over time, However while its not to broken I say dont touch it in terms of damage.




goldslayer1 -> RE: Balancing Specials (12/16/2012 3:34:12)

@remorse
well i wouldn't say drastically increase the damage.
simply make it % based, so that it increase as u lvl.

but in all cases, it these specials should always do less damage than massacre.

perhaps a lower % for super charge since it already has resistance ignore by 30%.




Mother1 -> RE: Balancing Specials (12/16/2012 4:56:02)

@ goldslayer

How about doing the reverse instead? Meaning make Massacre like supercharge and surgical strike? I know massacre isn't OP but every strength move does % more damage with the exception of fireball. Fixing massacre to a scale like supercharge and surgical strike would help to balance it out and bring to the power levels of Surgical strike and supercharge.




goldslayer1 -> RE: Balancing Specials (12/16/2012 5:00:49)

@mother1
super charge and SS scale with their own stats.

the only difference is that scale is bigger, and doesn't factor in primary weapon damage.
thus needing a larger amount of stats put into tech in order to increase these damages to be like massacre.

the thing is, im against making mass reversed, because it makes mass useless in terms of value (specially in omega)
thus "killing" builds. and reducing builds in ED isn't the way to go.

we seen what happened after ED killed/nerf other builds such as str mercs, support build for all classes.
all that remained was strength. and thats why theres so many str builds these days.




theholyfighter -> RE: Balancing Specials (12/16/2012 6:54:04)

Here are my thoughts.
Massacre
-Higher Damage
Super Charge
-Ignores Resistance
-Steals Life
Surgical Strike
-Reduces enemy Rage
-Steals Life

Therefore, if making Super Charge and Surgical Strike's damage be scaled like Massacre, then Super Charge should no longer ignore resistance nor steals life. Surgical Strike should no longer reduce enemy rage nor steal life.




goldslayer1 -> RE: Balancing Specials (12/16/2012 6:56:36)

@holy fighter

i dont think u understand, super charge and surgical would have a scale like massacre in for damage calculation purposes.
and being able to increase damage with ur weps, however the % of damage wont be the same.
super charge and surgical will have a lower % so they do less damage, thus being able to keep their effects.

this is why i used example numbers above.

a max surgical for example can do 100% more damage, while a max mass does 140% more.
thus, surgical is doing less damage. but the damage it does would also depend on the scale they put for it if they are both going to run on tech.

it simply wont make the damage super week and heavily depend on 120+ of a certain stat in order to get decent damage for the cost of the special.




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