Mercenary Solution (Full Version)

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lolo666 -> Mercenary Solution (2/14/2013 2:42:17)

So I noticed while battling lots of mercenaries that they are OP.
They could have a good STR build and still have good defenses due to hybrid and the armor stat allocation.
Also, They dont need to put stats on MP to do Maul + Berserker or Double strike + Berserker
So, What I think is that either Hybrid armor will be changed to another passive or will be like the one before where you change..
But, If it will be like before, it will not be +10 but only +5. So you change change to either put it in Energy or Physical in battle.

OR

Nerf Berserker = Make it have a 3 turn cooldown or more energy required or have a support requirement.

OR

Just nerf strength because it is OP right now....

So... Guys/Gals, what do you think of my idea?


~The Deathgirl




NDB -> RE: Mercenary Solution (2/14/2013 2:47:36)

First of all, I think this should be in the Balance Forum. Second, it doesn't have to be that hard. Just make the requirement on Hybrid Armor go to Tech or Support, make the Requirement on Adrenaline go on Dex or Tech to make up for it. then, make Maul have a 1 turn Warmup, make it deal 855ish Damage instead of ignoring 20% and in turn make it cost less because of it. They already said they are going to make Strength based skills worse. Besides




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