RE: =ED= Patch Notes - 1.5.1 - February 9, 2013 (Full Version)

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Stabilis -> RE: =ED= Patch Notes - 1.5.1 - February 9, 2013 (2/8/2013 23:59:00)

^

Ah, yeah, if you have short battles. That 3-turn cooldown on the Auxiliary will slow down your extended battles.




Silver Sky Magician -> RE: =ED= Patch Notes - 1.5.1 - February 9, 2013 (2/9/2013 0:00:49)

WOW. 74 base energy on CHs? (and I don't think other classes will be far behind) Skill spamming will be easier than ever [:D]




Yo son -> RE: =ED= Patch Notes - 1.5.1 - February 9, 2013 (2/9/2013 0:03:47)

@death Jr.

So you are depending on luck, with a damage resource that not only have a 3 round cool down, but can also be taken away with the yetis, but for strength on the other hand, you can hit high damage infinitely. Luck will never be your friend.




Blitzex/Sr. Zeph -> RE: =ED= Patch Notes - 1.5.1 - February 9, 2013 (2/9/2013 0:07:28)

I dont see any changes to the str builds?

Seems they nerfed everything except mercs -.-




Blaze The Aion Ender -> RE: =ED= Patch Notes - 1.5.1 - February 9, 2013 (2/9/2013 0:53:27)

All that happened is that BH/CH can have near unbeatable Mass/str high energy/high hp builds
And Str Mercs need to invest 0 in energy




rayniedays56 -> RE: =ED= Patch Notes - 1.5.1 - February 9, 2013 (2/9/2013 1:08:02)

Logged onto ED after work.

Noticed the exclamation point on level, looked at DN's...


Died of horror. O_O


+17 HP is good, yes...but...this just gives more HP for those Strength Mercenaries who are already darned near impossible to kill...


I'm not complaining (ok a little) but...we players who don't wanna use strength builds are getting pwned.

I have 26-32+3 resistance. I used Technician (was facing a strength mercenary with energy sword). I then had 33-40+3 resistance. They used FC, made their strength increase to 25-30+36. They used berzerker, which hit, of course with their also high dex. Results:

25-30+35(90%)

35(.9)

32

So, the damage is now:

92-97 Damage O_O


That amount of damage...in a game where HP and defenses suffered a horrible nerf...

God help us O_O





OmilliYo -> RE: =ED= Patch Notes - 1.5.1 - February 9, 2013 (2/9/2013 1:21:14)

I think that the update is great. I'm getting pwned now which is a good sign :P.




Exploding Penguin -> RE: =ED= Patch Notes - 1.5.1 - February 9, 2013 (2/9/2013 1:41:15)

Unless you have malf, you'll hardly gain significant damage with support compared to strength who can use cores like meteor shower and thorn assault, as well as platinum's pride. In the end, support will only win because of extreme likeliness of crits from the +4% crit chance cores. Nonetheless, things are definitely...different now. I have a starting base 74 energy, lol.




Ranloth -> RE: =ED= Patch Notes - 1.5.1 - February 9, 2013 (2/9/2013 1:44:02)

quote:

+17 HP is good, yes...but...this just gives more HP for those Strength Mercenaries who are already darned near impossible to kill...

Unless you still invested in defence, then it won't be that bad since their 17 HP will go down easily.




Remorse -> RE: =ED= Patch Notes - 1.5.1 - February 9, 2013 (2/9/2013 1:58:04)

^ Dont forget that STR builds benefit it 2 ways from this, Not only do they get more health so they can put more into STR,

They ALSO can more energy to spam high powered attacks AND MORE STATS TO PUT INTO STR FROM BOTH ANGLES.

Meaning overall this probably Buffs STR builds even more.......

Tanks have no need for the higher energy and could be using those extra stats as defence, however this won't be the option if the base HP and EP are high so STR will once again benefit more then any other.


Classic ED.


See's a problem, ignores players suggestions (Whats wrong with the MANY CREATIVE ways to add HP players have suggested which WONT benefit STR builds way TOO MUCH), And implements their own, which up until now seems to make things worse.




Ranloth -> RE: =ED= Patch Notes - 1.5.1 - February 9, 2013 (2/9/2013 2:05:30)

And you missed out the part where Rabble is looking at skills such as Massacre and Berzerker (any other that abuse Strength) to get them nerfed. I don't need someone correcting me, I do realise what changes are being made and what impact they may have on certain builds.

Especially with you saying this:
quote:

See's a problem, ignores players suggestions (Whats wrong with the MANY CREATIVE ways to add HP players have suggested which WONT benefit STR builds way TOO MUCH), And implements their own, which up until now seems to make things worse.

Because HP is given to everyone, not excluded to certain people UNLESS they change build? And further changes WILL be made to abusers, it's been said by Rabble on Forum and in the DNs. This is INITIAL change, not the FINAL. >_> If you find it as much of a problem to play, quit until the next patch is out. Will save you loses.




Silver Sky Magician -> RE: =ED= Patch Notes - 1.5.1 - February 9, 2013 (2/9/2013 2:06:07)

@Remorse

Actually I don't find STR builds too hard to counter. If they block or deflect though, I'm probably dead. If they crit or stun, I'm definitely dead. Unless I get ridiculous luck of my own. But the method I use is essentially a combination of tanking and EMP spamming, which is a method limited to Cyber Hunters. STR builds are a problem.

I've suggested it before, and I'll bring it up again: The more STR a player has, the less likely he should be to start first. It won't solve all problems with STR, but it's something. Personally I find a first-turn start really helpful against STR abusers.

@Trans

Remorse is not unjustified in his indignance. Though I do trust in the devs to solve this soon (they can't even take a break after the Omega release :P)




Remorse -> RE: =ED= Patch Notes - 1.5.1 - February 9, 2013 (2/9/2013 2:09:10)

@trans

I have quit, The very first day infact, after I got extremely bored of using a STR build, Tried to find other creative ones to challenge them, failed ( yes I could beat them, but COULD is a relative term, I shouldn't rely on starting and luck nor should counters specifically designed for STR builds fail.) and lost all my credits.



I know it has been said that they are gonna nerf them,


I'm predicting however that whatever they decide to do will NOT be enough,

They should NOT be hoping to return STR balance to delta standard, they should be trying to change it to EASILY counter-able with any class WITHOUT luck standard. ( YES THE BIGGEST NERF IN ED HISTORY, except of coarse the TLMS)


It's funny STR builds now are basically like TLMS when they were first released, they dominated so easily and were outrageously overpowered.


It took however OVER 6 MONTHS! to sufficiently nerf them and I DO NOT want to wait that long for the same thing to happen to STR.


Im just hoping if people like myself come across as VERY STRONG on this matter, then perhaps it will make a difference to the speed and priorities of the changes.


If people dont come on strong now, then they never will and the devs might think they've actually got it right....

At least that's the explanation I see for TLMs taking so long.




priest_hidan -> RE: =ED= Patch Notes - 1.5.1 - February 9, 2013 (2/9/2013 2:21:55)

the blocks and deflection are wayyyyyyyyy more annoying than str build. the bounty hunters block at least twice in every battle...




SouL Prisoner -> RE: =ED= Patch Notes - 1.5.1 - February 9, 2013 (2/9/2013 2:24:38)

quote:

Wow that's a really wide range for juggernauts. Here we go back to them having 95%+ win ratios. =(



Nope, its still horrible ... check the LB at the end of the day .. MAX you will find is 60 - 75% win ratio


quote:

Lowering the level range won't do it in my opinion.



Agreed. They should make it this way : 35 level Jugg max opponents level can be 26 or 27.




Remorse -> RE: =ED= Patch Notes - 1.5.1 - February 9, 2013 (2/9/2013 2:26:07)

^ 60-75 %

Is actually pretty good,

Similar to 2v2 as it actually should be.






Rapid Hollow -> Omega Cost Pt 2 (2/9/2013 2:52:17)

With patch 1.5.1 they made prices a bit more fair how do you feel about this e.g you feel ripped off that you upgraded too early and now its cheaper or any thoughts/opinions




SouL Prisoner -> RE: =ED= Patch Notes - 1.5.1 - February 9, 2013 (2/9/2013 3:04:22)

^Its 2vs1, not 2v2 -.-

Anyways, all i need is boosters back, and little bit of lower range ...




Darkwing -> RE: =ED= Patch Notes - 1.5.1 - February 9, 2013 (2/9/2013 3:21:06)

the retrain is great, 750 instead of 1500. the 1500 was killing my credit funds lol.




Darkeroid -> RE: =ED= Patch Notes - 1.5.1 - February 9, 2013 (2/9/2013 3:55:00)

Guys where is the super secret mission?




Jekyll -> RE: =ED= Patch Notes - 1.5.1 - February 9, 2013 (2/9/2013 4:05:23)

^I believe that mission can be found at Titan (go to Frysteland, go up all the way).

Get 1 loot item from Hank, Yeti Hulk and Bio Hazard each.




Silver Sky Magician -> RE: =ED= Patch Notes - 1.5.1 - February 9, 2013 (2/9/2013 4:24:43)

I'm still doing the first mission in the Yeti warrior mission chain lol. It's pretty intense for a casual player like me.




Jekyll -> RE: =ED= Patch Notes - 1.5.1 - February 9, 2013 (2/9/2013 4:34:12)

^Wait till you begin farming Yeti Pelts... It's mental torture.




Calogero -> RE: =ED= Patch Notes - 1.5.1 - February 9, 2013 (2/9/2013 5:04:09)

See, this is what I mean with ' They don't listen to us '.

a HP/EP Buff does not fix the Strength issue, even an unexperienced player could see that.
This only made Strength builds harder to beat with even more HP seeing defences do Nothing.




Variation -> RE: =ED= Patch Notes - 1.5.1 - February 9, 2013 (2/9/2013 5:29:48)

I love the lowered retrain cost. The HP/MP addition is also nice, build wise it has helped -->me<--.




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