New skill core and balance at the same time. (Full Version)

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Remorse -> New skill core and balance at the same time. (2/14/2013 22:26:14)

I have an armour passive skill core idea.


Shock resistance.



Any damage that exceeds 40% of the players maximum HP is reduced by 50% of what exceeds 40%.

For example if you have 100 HP and a player berserkers you for 60 damage. Because it exceeds 40% of your HP by 20 damage the 20 damage is reduced by 50% making it 10 damage, making the overall damage 50 instead of 60.


Having it work as a % of maximum of your HP means those with really high HP need to get hit by a lot more then 40 damage to trigger this effect, which is balanced because they usally have lower defense which means they git hit harder.
And it also means those with low HP get this effect triggered before 40 damage, but if you are hitting high on someone with low health they could use this effect more deserving.



This means builds designed to crush people in swift turns are slightly nerfed,
But less so does it buff tanks because tanks are unlikely to have their damage dealt on them high very many times.



What do you guys think?

Keep in mind the percentages can change to be more balanced accordingly.






ND Mallet -> RE: New skill core and balance at the same time. (2/14/2013 23:10:21)

I wouldn't consider a skill core a nerf to stat abuse builds. It's not really a nerf if you HAVE to buy a certain item to use against a build to balance it out. Although it is just a weaker but more versatile version of Thorns.




Remorse -> RE: New skill core and balance at the same time. (2/14/2013 23:14:48)

^ The OP factor of abuse builds such a STR for instance is they are hard to counter and have hardly any reasonable counters which don't involve luck.


Giving them counters in this seance would essentially be nerfing though it does not suit the definition because all builds should be properly counter able, hence why STR builds are So OP.




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