a few suggestions (Full Version)

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dragnmastrnite -> a few suggestions (2/5/2013 3:00:47)

This is what I suggest:

The Tech mage's Plasma Bolt should cost just 1 more point of energy. For example, plasma bolt at maximum level would cost 30 energy points instead of 29. This makes sense because plasma bolt is really powerful and can be regained rather quickly as weapons nowadays are getting a lot stronger. Also, plasma bolt just looks unfairly discounted in comparison to the other unblockable elementals such as bunker buster, plasma cannon, fireball, etc. (of to which all cost at least 30 at maximum). Since it is only 1 more point in energy, plasma bolt not only looks more realistic but also caters to all levels of mages.

Frenzy should be a little more useful, again, because weapons nowadays are getting stronger and Frenzy is rather useless in comparison to things like blood commander and bloodlust. Frenzy is also highly nerfed and disadvantageous because it takes 3 turns worth of cooldown and can only be used with clubs. Although I am fine with the cooldown and the club requirement, it seems really futile to have frenzy regenerate at most 25 HP with a crit (for example).

Finally,Jack-O-Fire on the reaper weapons should have the same cast rate as Thorns on the Bionic Battlegear.

What do u you epic duelers think?





Ranloth -> RE: a few suggestions (2/5/2013 3:17:46)

Plasma Bolt idea: I've suggested myself a cost that's equal to Fireball which is 32 Energy in fact. Since it scales faster than FB, it shouldn't be problem to low-level TMs due to Reroute and higher base EP in Omega.

Frenzy: No. It's fine. You realise that TLMs have Reroute and Passive Armor as well, which means their defence is very good + can loop EP. Frenzy gives them HP back like SC does for CHs, but here Frenzy is better since CHs have Malf instead. If you cannot go without Frenzy then there's a problem with your build, but it's good enough as it is.

Skill core: Many passive abilities will be made into active in Omega, e.g. Curse, Frostbite, etc., and Jack-o-Fire will probably be one as well.




Remorse -> RE: a few suggestions (2/5/2013 3:20:31)

I support the higher plasma bolt cost.


32 seems a bit better IMO.

I remember it costing 32 or 33 not sure why they ever changed it..



I do not however support frenzy being buffed and the reason is not because of the skill alone but because of the other skills TLMs have.

If you have a class with an energy regain AND a passive armour AND a high low costing energy drain then the last thing they need is a powerful hp regain.

Plus frenzy is insainly OP in battle modes such as Juggernaut, mainly due to the fact it synergises amazingly with passive armour and an energy regain.


With regards to skill cores such as jack o fire and the thorns,

Im pretty sure they are likely to become activateables in omega which means the cast rate will not matter.



EDIT:

@ Trans,

LOL I posted the exact same arguments for everything you did at the same time xD






theholyfighter -> RE: a few suggestions (2/5/2013 6:39:32)

I'd like Plasma Bolt to have a 33 energy cost at MAX, matching with Fireball.

I don't get your part about Frenzy tho...How would you make it more powerful?




RageSoul -> RE: a few suggestions (2/5/2013 8:24:27)

quote:

The Tech mage's Plasma Bolt should cost just 1 more point of energy. For example, plasma bolt at maximum level would cost 30 energy points instead of 29.

Well , this seems ... kinda unnecessary .
quote:

This makes sense because plasma bolt is really powerful and can be regained rather quickly as weapons nowadays are getting a lot stronger.

Hence Enhancements are going away .
quote:

Also, plasma bolt just looks unfairly discounted in comparison to the other unblockable elementals such as bunker buster, plasma cannon, fireball, etc. (of to which all cost at least 30 at maximum).

The class was suppose to excel at "spells" ( i.e Plasma Rain , Super Charge ) . Plus , some of those can score Crits .
quote:

Since it is only 1 more point in energy, plasma bolt not only looks more realistic but also caters to all levels of mages.

I don't mean to be rude but how can it be real ?


quote:

Frenzy should be a little more useful, again, because weapons nowadays are getting stronger and Frenzy is rather useless in comparison to things like blood commander and bloodlust.

It's a "canned Blood Lust on a strike" , meaning it's only instant but stronger . Plus , Blood Commander only works when you attack ; if they all deal minimum / no damage , it's more unreliable than Frenzy .
quote:

Frenzy is also highly nerfed and disadvantageous because it takes 3 turns worth of cooldown and can only be used with clubs.

3 turns is very fast to recover if you're gonna ask me . 2 turns can beat sure , but most of them don't really benefit you much .


quote:

Finally,Jack-O-Fire on the reaper weapons should have the same cast rate as Thorns on the Bionic Battlegear.

See Trans's post .




Mother1 -> RE: a few suggestions (2/5/2013 9:10:44)

@ lord

Enhancements nothing Even without them if a non varium teach mage gets a good malf on you with it a good chuck of your bar is gone.

Remorse

Rabble did it to buff TM sometime ago because lower level TM were getting their butts kicked badly. Sadly Rabble didn't see this OP mid level to high level TM with out without enhancements.




Remorse -> RE: a few suggestions (2/5/2013 9:14:12)

^ Ah ok makes a bit more seance.


But still very inconsistent with other skills similar.




RageSoul -> RE: a few suggestions (2/5/2013 9:23:57)

@Mother
And even with them , you can still deal huge damage with it because of Stat Diminishing ( in case you weren't able to witness how weak was it , i'll tell how it's easy to counter back then ) .

Let's make an example :

93 TECH would have given you 30 - 36 RES , which means your PB damage would have dealt 71 Energy Damage . But if Stat Diminish is removed , the difference is quite high ( back then , it would have given you 33 - 40 RES or more )

Current : minimum = 35 , maximum = 41
Old : minimum = 31 or less , maximum = >38 <--- there was no scaling back then

Plus counters ....

* Old Hybrid Armor - from Physical to Energy at a tip of a hat . ( + 12 / +13 still counted much back then ) .
* Lack of weapon balance - all the stats we're mixed up ( read : imbalanced ) , plus the fact that it's easier to counter than Bunker Buster . This was the reason a lot of people said some builds/classes were "OPed" .




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