Intimidate in 2v2. (Full Version)

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Remorse -> Intimidate in 2v2. (12/29/2012 9:23:25)

I just had a thought, and that was that in 2v2 smoke and malfunction is a lot better then intimidate because both you and your partner benefit from the defence debuff making up to 6 attacks in total stronger thanks to the debuff.


So what if intimidate was made so that apply it on someone means you strike them but intimidate both your opponents providing both are alive for no extra energy cost so both your opponents have lower strength for 3 turns, but as normal only one of the is struck.


Would mean that intimidate would be brought in par to the other debuffs in 2v2.

What do you think?





Ranloth -> RE: Intimidate in 2v2. (12/29/2012 9:35:03)

But Intimidate lowers their damage which means you take in less instead of dealing more. So it averages out fairly well. Intimidate is more of a defensive debuff instead of offensive. Giving Intimidate onto both enemies would be OP, no matter how you look at it.

I do 2v2, I'm a BM with Lvl 6 Intimidate (-39 Str), and it does fairly well in 2v2. Combo of Smoke/Malf and Intimidate is just as good since I have both types (players should anyway) and they deal lower damage on top of it. Changing what is balanced isn't needed.




TRizZzCENTRINO -> RE: Intimidate in 2v2. (12/29/2012 9:49:45)

sorry remorse, i have to agree with trans here, i use intimidate in 2v2 and it helps me and my partner because the target deal less damage for 3 turns and not gaining as much rage from strikes.




Remorse -> RE: Intimidate in 2v2. (12/29/2012 10:01:26)

Fair enough, I was just thinking to even out the debuffs but if its balanced now then you guys are probably right.




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