Remove heals from all participants in a jugg match (Full Version)

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Shaden -> Remove heals from all participants in a jugg match (2/9/2013 0:06:57)

A juggernaut battle is usually anywhere from extremely tough to impossible.
Just when you spend all your mana into chipping away their HP, they heal and gain almost 100% of their health again.

Now, this also means that the two facing the juggernaut also can not heal, to even out the playing field.

Generally, the ratio of power of a jugg will be this:

2 being two players 1 being one jugg

2:1




Mother1 -> RE: Remove heals from all participants in a jugg match (2/9/2013 0:15:02)

Not supported in the least. Have you ever heard of planning better against jugs? We have cores for energy an health regain use them when you need them and that solves your mana problem. If you have an energy draining move use it so the jug can't use their regular heal. Since jugs can't use boosters anymore they can't boost either.





Shaden -> RE: Remove heals from all participants in a jugg match (2/9/2013 0:22:27)

"Planning is all fine and dandy, but your two army's of 10 men won't match my army of 100."- Al Capone




Blitzex/Sr. Zeph -> RE: Remove heals from all participants in a jugg match (2/9/2013 0:27:44)

Show me your 100, we will comeback with housands.

Never gonna happen, not supported in the least!




Shaden -> RE: Remove heals from all participants in a jugg match (2/9/2013 0:31:23)

Maybe I should come back when everyone with an open mind is online.




Mother1 -> RE: Remove heals from all participants in a jugg match (2/9/2013 0:33:34)

So you want to punish the jugs just because they plan and use their skills effectively? Sorry but no. Jugs no longer have extra stats, higher level weapons were nerfed so lower level one's could be buffed, and to top it off, we can't use boosters anymore.

Your idea would be punishing the jugs and wouldn't be fair to all classes even if put into play. Classes with blood lust, and blood commander would still have an edge over you since those classes can passively heal with damage given.

Plus if jugs run into stat abusers who can destroy them, they won't be able to heal. So not supported and never supported.




Shaden -> RE: Remove heals from all participants in a jugg match (2/9/2013 0:36:27)

Thank you for giving a less biased breakdown on this mother.

-EDIT
But I still don't think juggs with 100+ health or so should be able to do a full heal, I don't mean juggs with 100+ health in general, I was just using that as an example.




UnderSoul -> RE: Remove heals from all participants in a jugg match (2/9/2013 1:13:47)

I understand where you're coming from and I know it seems lika good idea, but it would likely take some strategy out. If the staff find a way to negate the major drawbacks, by all means I support this. As it is, I don't think it's a good idea. Perhaps healing is nerfed in jugg instead?




Exploding Penguin -> RE: Remove heals from all participants in a jugg match (2/9/2013 1:34:22)

This would severely underpower TLMs in jugg because they depend on reroute. It would also pretty much crush TM juggs at being more unusable in jugg than they already are.




Raffillia -> RE: Remove heals from all participants in a jugg match (2/9/2013 4:51:10)

Juggernauts will have 33-40 res/def along with their +35/6 and +39 weapons of choice (Provided they are lvl 35)

Even if their str has weakened, that does not stop their robots from doing 60+ in one turn.

Alright, lvl 25's have a 40 less stats minimum (Coming from the level difference alone) and even weaker weapons.

So even if they manage to acquire a +25 weapon with 10-12 str, chances are their def and/or their hp will be terrible.

An example would be that if they have an average of 20-24 def/res, the juggernaut will just strike them with 7-9 +35/6 weapons and deal 18-24 per hit with their primary/sidearm. Let's not forget that the lvl 25's have an average of 60-90 hp so that means they'll die in 3-5 moves WITHOUT skill use.

-------

If the Juggernaut has decided to use an str build with 25-30 def/res minimum with 23-28 + 35/36, a single buffed strike (Bludgeon, Cheap Shot, Double Strike, Maul, etc.) will outright demolish them without heals.

~_~_~_~_~_~_~

Long story short, no heals would actually make things worse for the ones facing the juggernauts.

Not supported.




King Helios -> RE: Remove heals from all participants in a jugg match (2/9/2013 11:46:56)

This is a good idea, but a little bet OPed toward Bloodlust and Generator.

Maybe a max amount of heals in a match? And no boosters helps.




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