Rage After Rage Fix (Full Version)

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theholyfighter -> Rage After Rage Fix (2/9/2013 9:20:25)

A player's Rage meter increases slower at a 33% rate every time after he/she uses Rage.

This means that if a player needed 6 round to Rage, the next time to have a full Rage bar is at round 14, under the condition that all battle actions are the same.

Why is it at round 14?
Since it increases slower at a 33% rate, and the player needs 6 rounds to Rage at the first time. 6*133%=8, which means 8 rounds after.







Remorse -> RE: Rage After Rage Fix (2/9/2013 10:41:28)

Rage needs a slower base rage gain,

But I think making decrease every time, will leave it to be exploited by tanks.




Stabilis -> RE: Rage After Rage Fix (2/9/2013 11:23:33)

Rage needs a full overhauling. Remove rage gain on attacking: it is exploited by full offence (especially synched with Bloodlust) and attack spammers. Remove rage gain on incoming damage: effect-less.

Change it so that rage is gained each turn based on the enemy's average protection rating ([Defense + Resistance] / 2), and add bonus rage if attack results in minimum damage (3 for weapons, about 5 damage for skills). This way RAGE will actually scope in on the crowd it was supposed to counter: armour nuts!

There.




Raffillia -> RE: Rage After Rage Fix (2/9/2013 11:35:15)

Max Bludgeon gets blocked with 27-33 Base Str + 35 weapon on first turn.
Rage bar fills up 70%.

High str ensures large rage gain.

Rage on 3rd turn.

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Like Void said, rage is meant for breaking armor, not a free way of boosting already-high damage.




RabbleFroth -> RE: Rage After Rage Fix (2/9/2013 12:38:29)

Rage is another thing I'd like to take a look at after we hit up some other balance issues. The formula hasn't been adjusted in a long time and could use some updating.




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