Some Possibly Stat Problems with Omega. (Full Version)

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Yo son -> Some Possibly Stat Problems with Omega. (12/17/2012 14:01:34)

Hey guys, I just think I point this out, I noticed that Dexterity is losing its value, right now it is not very uncommon for a player to win a match without having to use an unblock-able damage. Because of this, investing in dexterity no longer provide some of its crucial benefits (Blocking/ lowering accuracy rate for players with lower dex). By the looks of it, I believe that this problem will only increase in omega, because with all these new abilities (passive and no passive) it will be very common to see battles that end without anyone having to use a block-able. What do you guys think about this, and is there a possibly way this can be countered? I am not sure if the Devs have already taken this into consideration, but if the have not, it might be something worth looking into.




Scyze -> RE: Some Possibly Stat Problems with Omega. (12/17/2012 14:14:14)

The game will be more "Stat" based in Omega. Luck will most of the time be uncommon.




Yo son -> RE: Some Possibly Stat Problems with Omega. (12/17/2012 14:22:36)

I think you got it backwards buddy, its only luck when the person with the unfavorable stat rolls the hand, so if I actually have higher dex, when I block that's how its supposed to work; unless you are saying the are going to be removing crits, deflections, and blocks then things like that will still be part of the game, and if what I said is true, then the blocking part will be irrelevant since players wont have to worry about blocks or striking accuracy.




goldslayer1 -> RE: Some Possibly Stat Problems with Omega. (12/17/2012 14:23:25)

@yo son
ur referring alot to bloodmages and most focus builds.

yeah its true, they dont rely on blockables so much.




Mother1 -> RE: Some Possibly Stat Problems with Omega. (12/17/2012 14:31:14)

Well since I am a TM I really don't rely on blockable moves other then malf. Plus lately whenever I use it that 1/2 of the time gets blocked. So I can understand people not wanting to use chance attacks when they can use definite damage attacks doesn't that make sense?




Scyze -> RE: Some Possibly Stat Problems with Omega. (12/17/2012 14:33:33)

Even with 86 Dexterity and 97 Technology I barely block or deflect anymore. Neither with 62 Support do I go first often.




J.U.S.T.I.C.E. -> RE: Some Possibly Stat Problems with Omega. (12/17/2012 14:36:17)

CH :D Now the most OP Class for 2v2 in Omega




Yo son -> RE: Some Possibly Stat Problems with Omega. (12/17/2012 14:47:25)

@gold
nah, I think it goes for every class, the only blockable attack that is crucial in battle are debuffs attack. After a debuff, there are gun, bazooka, bots, platinum special(unblockables like this will increase in omega) massacre, surgical, (etc) then just repeat. And this goes for every single type of build, Strength, focus, support, caster( and is true for every class).




He Who Lurks -> RE: Some Possibly Stat Problems with Omega. (12/17/2012 15:31:42)

You guys/gals are forgetting that dexterity also impacts defense [;)]




Rayman -> RE: Some Possibly Stat Problems with Omega. (12/17/2012 16:01:28)

And It's worse now since the bots are starting to be Unblockable




Mother1 -> RE: Some Possibly Stat Problems with Omega. (12/17/2012 16:27:02)

@ rayman

And leaving a tactical decision up to chance was better? You saw how it was with the baby yeti being blockable. Also explain to me how would it be fair for you to wait 10 turns for the infernal bot to power up only for it to do no damage? Or going to use the azreal's borgs special to remove a buff only for it to be blocked. It wouldn't be fair in the least. The normal attacks are all blockable as it is isn't that enough?




Rayman -> RE: Some Possibly Stat Problems with Omega. (12/17/2012 16:33:35)

^
lol, Ik Ik all of that, Im just saying how worse it got thanks to that. Now PPl only spam tech and leave dex alone since bots inprove with tech and deflect is with tech.




Mother1 -> RE: Some Possibly Stat Problems with Omega. (12/17/2012 16:38:51)

The infernal bot did that more then the other bots. Before it came along I use to see more dex builds. But now I only see those with non massacre BH and CH.




King Helios -> RE: Some Possibly Stat Problems with Omega. (12/17/2012 18:53:36)

I have 3 more RES than DEF because of this (2 w/Hybrid Armor). Good thing you can switch defenses on armors in Omega.




Exploding Penguin -> RE: Some Possibly Stat Problems with Omega. (12/17/2012 19:46:06)

Ever tried playing a merc? Both mercenary classes actually rely a good deal (frenzy, atom smasher; intimidate, zerker, maul) on blockable attacks, and this actually brings up some conflicts with class balance itself. Mages can easily deal damage to BHs because of deadly aim and other unblockables, but only specific mercenary builds which focus on stats like tech and support can have a good chance of beating hunters. The way I see it, mages do well against hunters (and OK against mercs), hunters do well against mercs (and OK against mages), and mercs do well against mages (and OK against hunters), somewhat forming a triangle. Block chance itself benefits when fighting certain classes more than others, and so does deflection chance.




Nexus... -> RE: Some Possibly Stat Problems with Omega. (12/17/2012 19:49:00)

The block cap is at 40% with MAX shadow arts (or maybe 45%) if I remember correctly, so really there is a greater chance that you won't block, than there is to block even with the max differential. Now in terms of unblockables, I do have to agree. I think a robots active effect should be usable once per game, and new robots should have an active/passive slot in omega (like the rest of the gear will). Also, maybe sidearm/aux cooldown should start at 2, and every time you use one, its cooldown increases by 1 to a maximum of 5. This would limit unblockables later in the fight. I'm not saying any of these should be implemented, rather just offering solutions to "said" problem.




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