Ultimate Balance Within Epicduel (Full Version)

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Vegafire -> Ultimate Balance Within Epicduel (2/8/2013 7:59:34)

Okay so I couldn’t sleep last night, something was eating away at my head and then it hit me, I have the solution to rebalance epic duel completely, Yes this sounds slightly insane and yes I am addicted to epic duel but hear me out,

The solution is not big complicated calculations and drastic changes within the game but simple ones allow me to explain my theory in more detail:

So there are currently no penalties for players abusing one stat or another to gain an advantage? Maybe their does not need to be, think about another system to replace Agility, Vitality for those who look after their body, so if my calculations are correct and I have done the maths there can be 6 stages of this,
30 points on each skill (Base) +15% Starting HP
32 points on each skill (Base) +17% Starting HP
34 points on each skill (Base) +19% starting HP
36 points on each skill (Base) +21% Starting HP
38 points on each skill (Base) +23% starting HP
40 points on each skill (Base) +25% starting HP


What does this mean? If a player has 100 Base HP before entering battle and 6 vitality they would enter the battle with 1.25* 100 = 125/100 HP and the other player must take down the 25 before they can take the initial HP down, but as an advantage and to stop abusing of this system once the HP is below its initial amount (In this case 100) even field medic and Blood lust cannot raise it back to 125

But before people say this would Buff 5 focus and abusing builds more it would not, for 5 focus you need 45 of each stat an extra 20 stats than Vitality, stats that could elsewhere be on Health or Energy and also most str, Caster and Support builds don’t even meet the 30 initial stats on each skill so they would not get the full benefit but still have the damage benefit

Shadow Arts?
With the new Passive skill cores Stun and Block rates are far too high with shadow arts so I suggest replacing it, with another passive called Laser Sight, as we all know both cyber and bounty hunters have no use for support, well this passive will increase their Auxiliary Damage by a set percentage That caps off at 25% or +10 aux damage for a +39 damage Aux giving support a use for them.


Give players a skill core inventory so once a skill core is purchased it can be used repeatedly, the cost should stay at 7,000 but to remove the core from your item and place it back into the core inventory should cost about 500-1000 credits or 25-50 varium per time, although placing a skillcore into an item will be free
This will benefit as these promo only cores and future ones could be useful but, people may not like the art so it would allow them to switch the core into a more desired weapon or armour, There should be no limit on the amount of cores a player can have but they should be UN delete able/ unsellable to prevent hackers or scammers removing these ultra-rare cores from the account.

Retraining, retraining should stay at 500 credits for a level 35 and whatever it is for other levels, but the item retraining price once its damage and stats are purchased should be free, 1,500 credits for a complete retrain is just too muc
h

PvP drops should be re-Introduced, a 2% chance to get a broken item but a 1% chance to get a broken armour and should cost 250-500 varium each to repair, once repaired you will still need to purchase stats and damage
Rusted items should have a 1% chance as they are useful and some people like the look of them; they look more salvaged, and fought for than normal items, maybe even rusted armour with a 0.5% drop rate?
Hungry Baby Yeti, yes maybe have a unusable yeti drop with a 0.2% rate, The text “You found a Yeti Scavenging through your Bag” would appear and a mission would allow you to feed the yeti Baby,

Missions:
Landlord – Dage would give you a mission requiring 200 1v1 and 100 2v2 wins in order to receive a basic house, No requirements
Need A Lift- Dage would give you a mission requiring 200 1v1 and 100 2v2 wins in order to receive a hover bike, No requirements
(Non repeatable)
Hungry Yeti? – An NPC would give you a mission to collect a yak burger from another vender in Delta-V, the item would cost 500 varium and the reward would be a baby yeti, Requirements would be a Hungry Baby Yeti


Raise HP back to 2-1 ratio but keep energy as it is, currently no decent builds can be made due to the lack of HP or Lower stats unless you’re Strength / support abuser, we need the HP to have the Freedom when creating builds but we do not need the energy so the rates for energy should stay 1-1

Make it possible to retrain your character for about 25 varium? This will not limit it to credits and therefore balance that aspect.

Those are my suggestions and I personally think and well the calculations and feedback already gained about Omega leads me to believe this could finally balance Epic duel, Of course each class will always have its strengths and weaknesses but the build will determine who wins and skill,
A last thought would be lowering initial Crit rates as with passives crits are becoming stupidly often
All the items are currently available for credits and Varium (Apart from removed and promo items) including the baby yeti but this gives the time advantage to varium players and saves them some varium if they are lucky enough to get a drop, without actually affecting gameplay and therefore varium becomes slightly usefull besides a time advantage again,
If I am correct this should rebalance the game and make a lot of players happy both P2P and F2P, and the possibility of the older players who have returned to try and find balance staying should increase dramatically.

Also once the game is balanced there should be no reason not to introduce a second purchase option to the class changer, a “Buy class option” which realistically should cost about 5k varium per class and you can change to the class when desired for free after, or a onetime change for either 50k credits or 900 varium, due to epic duel being completely balanced again it will not be a “Hop to the OP class option” but a “Hop to your most desired class” option without costing a fortune, of course this permanent buy option should be varium only as there is still a credit option for a quick change

More Rating Stars, People want higher rating stars as new Cheevos become available, Aswell as more increasing cheevo’s like treasure hunter what about it achieving at 50k rarity and 100k rarity and maybe a mission cheevo for 25 missions complete aswell as it increasing at 50 and 100?
After all these balance issues are addressed possibly raise the Level cap around easter time as most players will be on a break and able to play more often

A system that automatically ends the battle (1V1) Or removes the AFK player (2v2) or Jugg after the timer runs out on their third turn of not selecting anything, thats a minimum of 45 seconds and will count as a win for the Non AFK players but due to not being able to depict if its lagg or afk battling the other player (Possible Afker) would be returned Home with No gains or Losses to both credits and exp aswell as no loss or win on their record, As the average AFK battle lasts 3-4 Rounds anyway unless the player is purposly doing this to "Troll", this would help discourage AFK battlers and make Gameplay more Fun for those active players

Results
-More stable Economy
-More Balanced Gameplay
-More Diversity in Builds
-Happy Player Base
-Happy Customer Base
-More time for cheeseburgers :D *Nom*



Thank you for taking the time to read through my post
~ Vegafire




theholyfighter -> RE: Ultimate Balance Within Epicduel (2/8/2013 8:02:07)

Wow! Nice effort!

Btw the first "base" isn't capitalized...




TRizZzCENTRINO -> RE: Ultimate Balance Within Epicduel (2/8/2013 8:02:29)

seems good enough, just need to see how it works in the actual battle.




Vegafire -> RE: Ultimate Balance Within Epicduel (2/8/2013 8:03:17)

Thanks but as my life i put in no effort, it just came to me XD i live live as it comes and overcome any problems which is a good way to Game aswell :D

I know what you mean Trizz, in theory and on paper it works but it depends on peoples reactions and adaption aswell as any interfeerences it could cause with current systems in place

Keep the feedback coming guys :)





theholyfighter -> RE: Ultimate Balance Within Epicduel (2/8/2013 8:11:04)

I LOVE the mission "Landlord"!

However could you kind-of edit it a little more and catergorize it so it's more convenient to read?




Stabilis -> RE: Ultimate Balance Within Epicduel (2/8/2013 8:12:43)

quote:

Shadow Arts?
With the new Passive skill cores Stun and Block rates are far too high with shadow arts so I suggest replacing it-


*interrupts*

Yes.




Vegafire -> RE: Ultimate Balance Within Epicduel (2/8/2013 8:12:51)

Could color code it and space it out but i dont think it could be catagorised as its random implementations which in theory would work




Remorse -> RE: Ultimate Balance Within Epicduel (2/8/2013 8:57:16)

Awesome ideas vegafire!

Once again though I would like to point out, making it so you get the HP advantage by having higher focus will benefit focus builds more then any other.


Focus builds are a separate style on their own and can easily be overpowered in a similar way STR builds can.

Especially for example 5 focus builds with high STR also, they would have the HP bonus they get from high focus, AND extreme power with not just STR but robot aswell.



I think in order to allow stats to give HP bonuses they need to be separate stats. ( at least not a combination of all)

To avoid it being used for common power builds. ( STR and Focus)


This however is the only flaw I see in all your ideas.


Perhaps you can think of a better way to add a HP bonus, perhaps similar to the ways I suggested?









Vegafire -> RE: Ultimate Balance Within Epicduel (2/8/2013 9:30:56)

But as stated theres 20 initial points between vitality and max focus, if the ratio is put back to normal thats a 40 HP advantage over 5 focus builds or if you sit on the same Hp you could have a 20 point str or Support advantage which ammounts to on average 4-5 Extra damage ;) I came up with the design to make it flawless as a 4 focus build is alot less affective than a 5 focus when a robot is involved but that extra HP can make the difference as can extra damage, the suggestions are not individual but all interlinked in such a way that they would have to all be implemented together to balance the game for ALL classes

And there are skilltrees which Have intimidate and other debuffs right? aswell as buffs put those into perspective with my suggestions and you have equal balance within the classes and it would be about 5-10% luck , 60% down to builds and the other 30-35% down to strategy with every class, a big difference from all previos phases




Remorse -> RE: Ultimate Balance Within Epicduel (2/8/2013 9:57:59)

^ I do like the fact its worked on 4 focus and not 5 focus, that makes a lot more seance to me since 5 focus will only benefit ruffly the same as other builds.

Thought it was working with 5 focus originally.


Im in more of an agreement now :)




Vegafire -> RE: Ultimate Balance Within Epicduel (2/8/2013 10:18:23)

Most people are logical thinkers and think of over complicated methods of possibly fixing stuff, i would like to class myself as a lateral thinker meaning i think more outside the box about more unuiqe fixes and well even my builds prove this, at first glance its iffy but proves highly effective, When i say Flaw proof it makes 4 focus, casters, str, 5 focus and random builds all as strong as eachover in prospective, And the battle itself will be down to the players Skill rather than luck




Blitzex/Sr. Zeph -> RE: Ultimate Balance Within Epicduel (2/8/2013 10:23:24)

This
quote:

passive called Laser Sight, as we all know both cyber and bounty hunters have no use for support, well this passive will increase their Auxiliary Damage by a set percentage That caps off at 25% or +10 aux damage for a +39 damage Aux giving support a use for them.

Would make Support Cybers wayy OP.
They already have malf and def matrix improving it, and you want to give them +10 dmg on their already deadly aux.
No thank you.

The rest can work, but this one cant.




Vegafire -> RE: Ultimate Balance Within Epicduel (2/8/2013 10:26:42)

Considering the aux has a 3 turn cooldown it would be no more powerfull than a techmage with deadly aim, and with the new system im suggesting would lower there HP is they want to abuse Support, I thought through thousands of scenarios and well when i say fullproof the numbers Prove balanced, as far as the luck side though that may still play a small role within battles

And players will finally be able to hit these players with high hitting blockeable skills, meaning it balances itself out in comparrison




King Helios -> RE: Ultimate Balance Within Epicduel (2/8/2013 17:35:14)

quote:

With the new Passive skill cores Stun and Block rates are far too high with shadow arts so I suggest replacing it, with another passive called Laser Sight, as we all know both cyber and bounty hunters have no use for support, well this passive will increase their Auxiliary Damage by a set percentage That caps off at 25% or +10 aux damage for a +39 damage Aux giving support a use for them.


I love this! Haven't gotten to the rest yet though.




nico0las -> RE: Ultimate Balance Within Epicduel (2/9/2013 5:00:37)

I saw your comment on my post and I read all you posted above.
It's definitely an interesting suggestion, but I have a nagging, and unexplained feeling that this will not work.
In theory it does, and this could definitely work, however you ARE buffing and encouraging 5 focus builds.

Now all though 5 focus builds are by far the builds that demand the most skill to use, there will eventually be a set build
that every monkey in the world will have. We need to encourage build originality, not go half way.
There needs to be a penalizing system on those who abuse a stat. This will discourage enormous quantities of abuse, all
while encouraging build flexibility and, because it removes the all powerful abuse builds from use. Players would actually have to think.






Mr. Black OP -> RE: Ultimate Balance Within Epicduel (2/9/2013 16:36:56)

quote:

With the new Passive skill cores Stun and Block rates are far too high with shadow arts so I suggest replacing it, with another passive called Laser Sight, as we all know both cyber and bounty hunters have no use for support, well this passive will increase their Auxiliary Damage by a set percentage That caps off at 25% or +10 aux damage for a +39 damage Aux giving support a use for them.

I would raise it, that's +10 damage every 4 turns while deadly aim is +10 every 3. I would go with +13 at max so after 12 turns its +39 damage while DA is +40 which is more equal.

Other than that I like your ideas.




DeathiZClarity -> RE: Ultimate Balance Within Epicduel (2/9/2013 21:29:28)

The +25% is too much..make is like..10%..otherwise it would be too unbalanced and EVERYone will goto focus again..
Focus builds can already beat strength abuser's (if you know how to use it, and have the right skill cores). My alt, UIJ has a very good and fun counter build for strength abusers.




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