RE: Blood Magic (Full Version)

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theholyfighter -> RE: Blood Magic (1/19/2013 8:27:50)

Yep. Therefore, in order to receive feedback that seems worth seeing, more details are needed.




Xendran -> RE: Blood Magic (1/19/2013 8:33:34)

No, you are not here to judge the balance. That is the job of the developers.
If threads like this were about judging balance then realize this: If a player designs the best skill in the game, but it is poorly balanced, it would be shut down because of people focusing on numbers and not concept. This is the reason most skill threads fail.




Darkwing -> RE: Blood Magic (1/19/2013 9:00:43)

So this works like bloodshield (when you cast it it takes HP). With the new +1 HP per stat point instead of +2 HP, and less total stats, I don't see this as a good skill, unless the HP cost of the skills is low.




Xendran -> RE: Blood Magic (1/19/2013 9:01:56)

quote:

So this works like bloodshield (when you cast it it takes HP). With the new +1 HP per stat point instead of +2 HP, and less number of stats, I don't see this as a good skill, unless the HP cost of the skills is low.


Read the OP fully before posting. There is a modifiable cost multiplier, the original post explicitly states this.




Stabilis -> RE: Blood Magic (1/19/2013 9:04:08)

The main thing that sets me off a bit, even if I did not spec any energy points, that is 40+ energy gone each battle at base level energy.

What if you set this condition:

If an energy requirement is not met, Blood Magic will convert health to energy to use skills.

Just as Deadly Aim not being in effect until triggered, the passive would not have to be always active.




Xendran -> RE: Blood Magic (1/19/2013 9:05:53)

That both negates the main idea and makes it too powerful unless it used a LOT of health, making it not particularly effective anyway. Again, there is a cost multiplier which can be used to compensate for any power shift in losing the base energy.




Stabilis -> RE: Blood Magic (1/19/2013 9:15:53)

It does seem fine.

There should be no negative consequence to speccing a fundamental stat, health or energy, contrasted to not speccing those 2. The argument for "they should not spec energy/ it is their fault" is not a well-balanced argument though. In EpicDuel reality, there are no penalties for speccing any 1 stat, even Agility since it will disappear. So there SHOULD be some compensation if a user of Blood Magic does choose to quantify, oh, 70 energy for example.

Unless speccing energy adds to the cost multiplier of course.




Xendran -> RE: Blood Magic (1/19/2013 9:23:42)

quote:

Unless speccing energy adds to the cost multiplier of course.


See, now this is a good idea. Having higher energy could make the multiplier go down, decreasing the HP cost of your skills. These are the kind of ideas i like, as opposed to the generic "sounds OP/UP".




Lycan. -> RE: Blood Magic (1/19/2013 9:31:29)

Supported




willendorf -> RE: Blood Magic (1/19/2013 13:14:20)

How would you heal??? Would you heal 25 health using 17 health instead of energy??? Needs more thought.




Midnightsoul -> RE: Blood Magic (1/20/2013 7:38:28)

I'm fine with how BM is, except bludgeon...




Xendran -> RE: Blood Magic (1/20/2013 10:05:37)

quote:

I'm fine with how BM is, except bludgeon...


Irrelevant, overlap skills are planned to be replaced regardless.




veneeria -> RE: Blood Magic (1/22/2013 10:37:59)

Really like the idea, so i support this.




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