return multi's to their normal state (Full Version)

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Mother1 -> return multi's to their normal state (2/4/2013 9:00:44)

It is as the topic says. let's bring multi damage back to 100%. From my knowledge the reason multi's were nerfed where because people complained they were too powerful however we all know this was due to extra stats from weapons and enhancements.

Now that those are going I see no reason why we can't buff multi's back to what they were. It would have add a bit more diversity with builds and bring back old builds that used to be used before they where destroyed due to this nerf.

Moved from ED Suggestions to ED Balance. ~Mecha




theholyfighter -> RE: return multi's to their normal state (2/4/2013 9:44:37)

Sure.




Remorse -> RE: return multi's to their normal state (2/4/2013 9:52:48)

I support,
After I make sure its fine in omega.





Sir Xander -> RE: return multi's to their normal state (2/4/2013 9:53:19)

Those builds were way OP to begin with, and now that they are not you want them to be again?




willendorf -> RE: return multi's to their normal state (2/4/2013 9:55:52)

They won't be OP without all the enhancements. I support.




ND Mallet -> RE: return multi's to their normal state (2/4/2013 14:43:01)

The problem still remains that being able to deal 100% damage on two targets for only slightly above half the cost of using the same skill twice on both targets is OPd and going to be preferred over many other skills. The fact that it attacks two people and only one person gets to go next turn means that one of those people will be left unhealed or undefended. If it goes back to 100% then it needs more energy cost to it. The skills were not nerfed because they were too powerful, they were nerfed because pretty much every 2vs2 build used them, something that the staff doesn't want(they didn't design half the skill tree of a class with the thought "Let's put this here for point dumping, not like anyone will use it anyways.")




Stabilis -> RE: return multi's to their normal state (2/4/2013 15:13:17)

What about a portioned reduction after damage calculations on 2 targets?

"using the same 0.85 modifier"...

Difference:

Current: [damage * 0.85 - defence]

Proposed: [damage - defence] * 0.85

Current EX: 50 * 0.85 - 25 = 18 "round"

Proposed EX: [50 - 25] * 0.85 = 22 "round"

And of course, the modifier can be changed to whatever value suits balance best. This change is a buff as opposed to a nerf.




Mother1 -> RE: return multi's to their normal state (2/4/2013 15:31:52)

@ ND mallet

But you saw what happened the moment they nerfed multi's correct. Before the nerf I saw loads of multi builds being used, but now you are lucky to see even one past the low levels. This nerf to multi's killed them, and the only multi I see is the spreadfire one which IMO is sad. So it if they increased the energy cost a bit for the sake of bring by diversity I am all for it.




Lycan. -> RE: return multi's to their normal state (2/4/2013 15:52:09)

They should definitely buff multi, i mean it's such a useless skill now like mother said.
Also the energy cost should not go up since it will be 1 skill point per 1 energy in Omega.




Ranloth -> RE: return multi's to their normal state (2/4/2013 16:19:00)

@Mother1
This proves that Multi is NOT necessary to play 2v2. They aren't as common but builds aren't as restricted to each battle mode. I wouldn't like to be restricted to one battle mode due to my skills.
Spreadfire you say? Only because there are 2 Varium weapons that have it doesn't mean they won't be a bit more common in the future, perhaps available for everyone.

You don't mind higher EP cost if damage is 100%. But did you consider non-EP regen classes? Of course they have other skills that may give them an advantage (due to lack of EP regen) but not everyone can do well with high EP cost. Yes, skill cores may be the way to go but that isn't good enough. Some people prefer EP efficiency at cost of lower damage, some may judge that based on skills, and some prefer higher damage at cost of higher EP cost. You gotta account for everyone, all classes and all skills.

@Lycan.
And what about it? Base EP will also be going up so this could average it out. Skill cores may also enable non-EP regaining classes to get some Energy back. Skills will also be adjusted to make it all balanced, not talking about Multis here.




ED Prince of Shadows -> RE: return multi's to their normal state (2/4/2013 18:22:12)

Sure, let mercs dominate 2v2 again!




VanitySixx -> RE: return multi's to their normal state (2/4/2013 20:54:44)

Not Supported.

For one, Why should the Extra Damaged Multi come back when people will be weaker in Omega than they were in Delta. The damage will be just like the Mercenary Multi Damage in Beta, and us older players should know how that felt without Enhancements lol!




King FrostLich -> RE: return multi's to their normal state (2/4/2013 21:17:58)

This was one of the unnecessary nerfs the devs made and therefore, should be replaced back to normal. Supported.




Exploding Penguin -> RE: return multi's to their normal state (2/4/2013 21:24:39)

Well, atleast make sure that the glitch where the multi attacks do 100% to one of the two targets and 85% to the other is fixed first.

Once Omega comes, I think it would be a good idea, but I still feel 100% would be too potent. Making it a solid 90%-95% would be good, though. Of course, energy cost would have to go up by 2-4 then when attacking multiple opponents.




theholyfighter -> RE: return multi's to their normal state (2/4/2013 22:47:45)

I like Depress Void's idea as well.




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