Remorse's balance solution. (Full Version)

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Remorse -> Remorse's balance solution. (2/6/2013 22:02:53)

After a quick thought the obvious major problem is the lack of health.


Now after another quick thought I quickly realized that asking it to improve 2 per stat again would be out of the question.


Then I also thought of current stats and how powerful they are and have come up with this.


-Added bonus, hp improves by 1 health point for every 4 points of dexterity. OR Support, OR a symbiotic relationship between both dex and support eg. you need 4 point in Supp and Dex to increase hp by 1.

-Added bonus, Energy improves by 1 point for every 4 points of technology.

-Support increase field medic.

The point here is mainly the concept of another factor to increase HP and energy apart from the usual 1 point per investment alone.
The figures can obviously be changed.


What the changes mean is STR builds cannot achieve high power and have the same HP and energy as another build.

Hopefully making this disadvantage to them a balancing factor, since I find STR builds currently to be outrageously overpowered.


Dex and support could both do with an added nice effect, and less as good the energy bonus is given to tech because it doesn't only just make seance it also is less powerful and therefore may make it so if it gained the HP bonus.




What do you guys think?





Giras Wolfe -> RE: Remorse's balance solution. (2/6/2013 22:16:03)

Only dex should add directly to HP, but Support should improve field medic. Then I shall be happy.

One thing though...wouldn't that encourage 20-round tank battles?




Remorse -> RE: Remorse's balance solution. (2/6/2013 22:26:08)

^Dex for the hp and support to field medic is also good :)

Also defenses will never be as high as they were with enhancements,

Their wont be 20 round tank battles, because Im hoping the HP bonus will only give around say 20 extra hp for someone with high dex.

A reasonable change.




Giras Wolfe -> RE: Remorse's balance solution. (2/6/2013 22:28:53)

Agreed. Something needs to be done so players can have more HP. The base damage of weapons is so high and the amount of HP we can get is so low. Rebuffing with defense matrix, energy shield, etc. isn't even worth the turn because you'll already be about to die after spending a turn on that.




Remorse -> RE: Remorse's balance solution. (2/6/2013 22:35:06)

^ IKR,

Not to mention now that shielding is almost pointless unless you get debuffed, because of the massive variety of skill cores which switch the damage type for STR builds allowing them to simply switch to the damage type which has no shield...


Also for some reason the sheilds like technician and reflex have become extremely weak compared to the debuff.


Usually I can use one of those shield and slow the incoming damage to around 15 or below.

Yet they still hit 30s...




Average -> RE: Remorse's balance solution. (2/6/2013 22:49:56)

I've been struggling a lot since my HP has been practically cut down 20 points, it takes a major toll on strategy. Also, it makes NPCs harder, even though Omega already buffed them. They need to bring the 2 hp and ep back.




Remorse -> RE: Remorse's balance solution. (2/6/2013 22:52:19)

^ They are very unlikely to bring back something they just changed,


However a change like my idea, will hopefully bring back the same effect, but not bonus STR builds as well, which Im assuming is the reason why they changed it?




Blitzex/Sr. Zeph -> RE: Remorse's balance solution. (2/7/2013 0:18:25)

^ Aint a good reason then, they practically nerfed everything except str builds with lowering health to 1 each.

I like your idea, but it wont do much. Str builds still have like 24 def and 19 res.
Me as a 5 focus has only 23def and 25res. So It wont be much a difference in health.

It nerfs them, but not good.




Remorse -> RE: Remorse's balance solution. (2/7/2013 0:41:02)

^ I originally had the bonus on support also but I figured since that gets heal improving back of field medic it won't need it.

However your right STR builds still have high dex so perhaps have it on support only?

Or perhaps a symbiotic relationship of both mixed,

As in you need high ish support to get the HP bonus from dex.




the final hour -> RE: Remorse's balance solution. (2/7/2013 0:59:40)

i agree with ur idea ive tryed everything and found myselve forced to play a strengh build . cause thats the only thing so far ive found that can compete . now its a case of pray i get the first turn or block or im ded. if i get the first turn i win . interesting stuff huh ? . first turn wins lotsa stratergie in that .

off topic. altho i havent tryed a support mage about the only build i havent tryed and ya know that may be able to counter alot of the strengh builds particually the bhes decent defence matrix decent malf idk tho . just a thought




Blitzex/Sr. Zeph -> RE: Remorse's balance solution. (2/7/2013 1:02:19)

^ I find the improval of support sounding better.
But then BHs wont be nerfed since they already got some sup for mass and SA.

I think that tech for health would be the best thing.
Its not logical, but there aint no logic at all now anymore.

Energy should stay like it is, i dont got a prob with that and it would only encourage spamming one skill like berz-double strike builds.




the final hour -> RE: Remorse's balance solution. (2/7/2013 1:08:41)

i dunno defensive stats improving health 5 focus high hp tank any1 ?

as it stands i can already get 5 focus with relatively the decent defence and 90 hp if 4 tech /1 dex = 1 hp i could get it considerably over 100 . think ud be sorting one issue and creating another . plus this would still help strengh build just not as much as others atm the strengh build im rolling atm has 110 hp this would take it too 120 and the defences arent that low on the strengh build considering assuming i hit everyones a 4 hit KO at most . smoke chairmans fury strike massacre game over.




Remorse -> RE: Remorse's balance solution. (2/7/2013 1:10:51)

^ Thats a possibility

Problem is that so much stuff improves with tech,

Making tech give HP will probably make focus builds OP.



I was thinking more dex and supp because their are less likely to be OP builds from spamming those stats.


People claim support builds can be OP, but not really all you need is an energy drain and their a gonna, Plus with skill cores everyone can have an energy drain so it should not be an excuse.




Blitzex/Sr. Zeph -> RE: Remorse's balance solution. (2/7/2013 1:45:20)

Support builds are easy to counter since there best source of power has a 3 turn cooldown.
Strength builds only have to use strike 4 times and youre already dead.

So str needs a big nerf. 5 focus builds needs a big buff right now.
Making it with tech makes str builds and focus builds nesrly equal.
And when field medic gets improved by support then there also equal.





theholyfighter -> RE: Remorse's balance solution. (2/7/2013 1:59:18)

I like this. Str Mercs are pwning every1 again. This brought me back to the days when they Maul/Berserker and you die without having a chance to even click on anything.




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Blitzex/Sr. Zeph -> RE: Remorse's balance solution. (2/7/2013 2:25:26)

^ You like that?
It is a sign that this game is totally out of control and imbalanced.
It needs to be fixed immediatly and not on the ''watch list''




theholyfighter -> RE: Remorse's balance solution. (2/7/2013 2:51:13)

^When I say "I like this" I meant I like Remorse's idea...(Doesn't mean I fully support tho)

Btw I've beaten some Str Mercs with a focus builds :D But some luck is needed; for example they can't me, and I have to block them at least once.




FlameBites -> RE: Remorse's balance solution. (2/7/2013 3:35:26)

I think this kid wants his old health loop build back and using this update to return the op build back to life




TNC -> RE: Remorse's balance solution. (2/7/2013 3:53:35)

strongly against the support increasing the effectiveness of field medic was implied during beta phase and was removed since it became op when playing a merc since u could have a insane multi crazy aux then heal to full health with a level 1 field medic

also improving health with dex is also very op since you can just spam dex and have an insanely crazy dodge with a huge def and plenty of health




rayniedays56 -> RE: Remorse's balance solution. (2/7/2013 4:03:17)

I like the idea Remorse. It is rather unique.

Also:

quote:

Support builds are easy to counter since there best source of power has a 3 turn cooldown.
Strength builds only have to use strike 4 times and youre already dead.

So str needs a big nerf. 5 focus builds needs a big buff right now.
Making it with tech makes str builds and focus builds nesrly equal.
And when field medic gets improved by support then there also equal.


Support builds ARE easily counterable, I will give you that. Strength builds I also agree with. They are simply TOO strong now that we have very little health to counter it with. I put up a +25def matrix (nice since stats are minimized) and they can still manage 20+ damage on me.

And yes, I also fully support field medic being improved by support, except that there needs to be a restriction, like at level 35 let 40 HP being returned on level 1 max, and no more.


Also:

quote:

strongly against the support increasing the effectiveness of field medic was implied during beta phase and was removed since it became op when playing a merc since u could have a insane multi crazy aux then heal to full health with a level 1 field medic


Which is why there needs to be a limit. Support mercs are easily counterable with the baby yeti and a shield. Strength Mercs, however, are not.


quote:

I think this kid wants his old health loop build back and using this update to return the op build back to life

This OP build you speak of had a 3 turn cool down and increased FM by every 4 Support, if I remember correctly. What we propose is a 4 turn cool down (as it is) with a limit. This would be a counter to the OP ness of strength at the moment.




Remorse -> RE: Remorse's balance solution. (2/7/2013 4:04:10)

@ TNC

Doesn't mean anything,

It means you lack the common seance to use a energy drain against that build.


Now is not beta,

Every class has access to a high energy drain so their is NO excuse.


STR builds however dont need energy and if you waste a turn draining them you fall behind way too far in damage output making it extremely hard to ctach up from then on.



Most balance mods have actually stated that they will make support increase heal again.

So obviously its initial change was for conditional situational purposes.



@Everyone,

Flame-bites is my brother just trying to stir me up xD

Hey bro :)





FlameBites -> RE: Remorse's balance solution. (2/7/2013 4:04:44)

Make focus return damage, more for higher level focus and make it so they have to hit high damage before the skill does much or anything and the skill does more return at the start. Just a thought.




Remorse -> RE: Remorse's balance solution. (2/7/2013 4:07:41)

^ Liam are you really gonna post when you just started playing for 2 weeks?


hahah :P





Vegafire -> RE: Remorse's balance solution. (2/7/2013 12:08:55)

I think linking it like focus for HP meaning if you want high HP you need to balance stats?

Because if your linking it to dex alone you max out dex and gain massive ammounts of HP whilst block rates are insane?




Remorse -> RE: Remorse's balance solution. (2/7/2013 12:15:51)

How about dex and support combined?
quote:

OR a symbiotic relationship between both dex and support eg. you need 4 point in Supp and Dex to increase hp by 1.



I don't really like the idea of focus getting another bonus, they already have robots.

If you give them all HP they will dominate along with STR.


Im also trying to fix the variety problems at the same time you see.




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