RE: Plasma Cannon's Damage (Full Version)

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Exploding Penguin -> RE: Plasma Cannon's Damage (12/29/2012 11:53:57)

I am going to try and address everything said to me about why it shouldn't be nerfed, because so far the closest thing to a good reason which I got was from ND Mallet, which I still can't agree with.

Passives should always work in conjunction with skills, mercs keep their tankiness from hybrid while still having a full-powered bunker. Why did plasma cannon have to be nerfed so that it rewarded less lifesteal from blood lust? With 35-42 Resistance, I'm still barely even touching 55-60 damage on crits against extremely low resistance str BHs WITH interdictor and massive strike. On a normal basis, max plasma cannon only deals like 20-25 damage to CH focus, which have around minimum 40 resistance (before I was malfed), and I find that plasma cannon still shouldn't deserve a nerf. Apparently it was nerfed in a sense because people were worried that plasma cannon crits for 60-65 damage on strength BHs with interdictor, and that the opponent lifesteals 15-ish HP. There's a 25% crit chance, on plasma cannon, which means that unless you use it 4+ times per fight, you aren't going to be expecting one unless you're lucky. The fact that you deal more damage and lifesteal more with skills is because the opponent chose to have themselves take more damage in exchange for something else. If this is the case then why doesn't bunker get nerfed? Merc caster builds and other bunker spamming builds which have bunker being used 2+ times per fight can be made easily with 150+ energy and 95 HP, just because the passive armor ensures merc's safety in using 95 HP. Right now, plasma cannon is just about as useless as fireball. You spend 33 energy for an unblockable physical attack which deals a measly 4 more damage than STRIKE. Even a level 1 bludgeon which only costs 1 skill point and 10 energy deals 6 more damage than fireball, and otherwise is the same except for the block possibility.




King Helios -> RE: Plasma Cannon's Damage (12/29/2012 13:25:48)

This is lame, but Bunker has a 2 higher dex requirement than Plasma?




Hun Kingq -> RE: Plasma Cannon's Damage (12/29/2012 13:48:06)

TRizZzCENTRINO, In 2vs2 you go after players with low tech first unless the tech mage malfunctions someone. You say you crit often but you don’t specify. 5 focus build that means you have enough energy for one shot. Before the Nerf I fought in 100 2vs2 and only got critical damage once while the same merc I kept seeing every other match was getting Critical damage and sometimes it was twice in one match. His tech was at
76 (26-32) with low support my tech was at 135 (39-47) with higher support and when he went on my partner with dex at 96 (28-34) he got 45 non critical damage and I went after his partner that had tech at 58 (21-26) with lower support and I got 45 non critical damage. My tech about twice as much and the merc got the same damage. So I lowered my tech down to the mercs and players with the same low tech I was getting between 35 to 40 damage barely getting critical damage. The one time I got Critical damage a Cyber Hunter stated, “wow that’s the first time in a while I seen it go Critical.”

When one skill of the same like but of different variant takes more of the same stat to get the same damage as the comparable skill that skill is underpowered.

Massacre but itself is over powered before the enhancements when I was moving up as a tech mage, I seen a bounty hunter take down a player un smoked with 76 points of health and the massacre did not stop at 76 after the players was dead already it kept going.

To make Plasma Cannon and Bunker Buster equal lower the requirements of Bunker Buster and put Bunker Buster on the same tech scaling.






TRizZzCENTRINO -> RE: Plasma Cannon's Damage (12/29/2012 20:42:03)

@Hun
i crit with plasma cannon 5 times out of 9 battles and i can use it twice if i want because i didn't max it out, it is just your lack of luck thats preventing it from critting.

quote:

His tech was at
76 (26-32) with low support my tech was at 135 (39-47) with higher support and when he went on my partner with dex at 96 (28-34) he got 45 non critical damage and I went after his partner that had tech at 58 (21-26) with lower support and I got 45 non critical damage. My tech about twice as much and the merc got the same damage. So I lowered my tech down to the mercs and players with the same low tech I was getting between 35 to 40 damage barely getting critical damage. The one time I got Critical damage a Cyber Hunter stated, “wow that’s the first time in a while I seen it go Critical.”

you have false made up statistics here, with 88 technology i can deal 40-46 damage(non critical) to your 21-26 resistance opponent, so with your ultra high resistance and the 20% resistance ignore, you should deal 55-65 damage, since a caster mage once did this on my bounty hunter partner, therefore i think you are exaggerating here.
plus it is rare to see a plasma cannon build since everyone likes OP builds.

nope massacre is not OP, heal loop tech mage with its pre nerfed super charge can destroy anything.

nope, it should stay as it is, because im using plasma cannon build and it is nowhere near UP.




Exploding Penguin -> RE: Plasma Cannon's Damage (12/30/2012 11:29:04)

@TrizZz: That's because I've never seen a single build which counters plasma cannon since it got nerfed. Before when a slightly larger amount of people used plasma cannon, there were quite a few builds (Level 7 tech abuse CH tanks, and other similar builds with TLM and a couple other classes) that were made to counter builds like plasma cannon. Since it got nerfed, people don't feel the threat any more and they stopped making counters to such builds. If people went back to making counters, plasma cannon builds and tech caster BMs would not be nearly as successful as they are now.




TRizZzCENTRINO -> RE: Plasma Cannon's Damage (12/30/2012 11:44:02)

@above same as bunker buster builds, i can make a build to counter bunker buster easily but at the expense of losing to current OP builds, so now it is successful because more players pay attention to strength/smoke and massacre builds, if they made a build to counter small amounts of plasma cannon users, they would lose to the large population of players, just like all other builds that get popular, one day people will start using builds to counter it, just like what we did to counter caster tech mages, smoke and massacre bounty hunters and a few other current or used to be popular/OP builds.




Mother1 -> RE: Plasma Cannon's Damage (12/30/2012 11:45:21)

@ exploding Penguin

Even before the nerf it was rarely used because every blood mage that you would run into was on that OP strength build.




TRizZzCENTRINO -> RE: Plasma Cannon's Damage (12/30/2012 11:47:22)

@above yeah most people who changes into the pre-nerfed OP strength bloodmage just likes winning battles without using their brain.




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