How we can fix the class balance! (Full Version)

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ThePriest -> How we can fix the class balance! (2/17/2013 7:00:49)

People complain strength is overpowering.
Or Tech / Support each time something new.

It is always higher% chance that you get a hit,
Than it is to get a block.

It is also higher% chance to not get stun than it is to become stun.

There is a maximum of% how high a talent can be.

If you take those first 3 classes you could choose merc TM BH.
Merc Skills that would do that TM was easier to kill what a BH was to kill.
(Hit skills and str)
But it would be harder to kill BH when they should be able to block the escape his attacks more often.
Same with TM that could Malf BH and shoot and use magic.
In this way avoiding the chance to become block the while this high-Matrix defense.

Yes you understand of course that those three classes would work like rock scissors bag.
If you look on the skillsen and what it will be good for.
Then of course be some luck in it all if you meet someone in the same class.

What I now propose to do it will be more balanced and more tactics in fighting it this.


1,Raise HP big time.
This will lead to have great chance to get a block, crit, stun,
And to use your skills a little more in the battle.


2,We can now see how much HP and E we get back when we use a special hit.
So why not let us see how much chance that a hit has become blockades?
Or how likely it is to get a crit on a target, etc..?

And when you get a block, the reduced chance of getting one more block.
In the next attack, and the same with crit, stun, etc..

Example of a two vs two match.
I take my gun aiming for the target one. 20%deflection, crit 25%
I take my gun aiming for the target two. 35% deflection, crit 5%
I shoot target two. BAM deflection :(
My partner aim his gun on target two, and now his delfection % is down to 10% and crit chans up to 25%.

Or block % chance. If I hit you, you increase your chance to block the next hit.
If I miss it increases my chance to hit you next time.

But the introduction that you can see how much% chance you have of the attacks.
And it goes up and down depending on whether you hit ore miss etc..


Needed a little fine-tuning on the whole.
But the end result would be the following.

% Chance to get a stun crit block deflection hit etc..
Would be raised and lowered in battle while you fighting.


In this way, it becomes more likely to plan the battle.
And with more HP increases the chances that one may use multiple skills,
By doing so you can win over str build or some other unique build.
Then those who use 100% of any skill str tech support etc..
They have other weaknesses but to reach them you need more HP and no less.
This would make it the more balanced. Although the fighting would take longer.

Examples haha.
Who would pay to see a boxing macth $ 30,
And then let it run out in the first round or 10 sec KO.
One would like to see a close game that went on for long.






ValkyrieKnight -> RE: Balance problem solution. (2/17/2013 9:05:02)

If anyone is advocating health increase I'm behind that big time, health is has been penalized into the ground, first agility and then 1 hp per stat.

Reducing/Increase the chances based on weather you succeed or fail is brilliant ! I would love that for situations where people block/deflect for no friggin reason.




ThePriest -> RE: Balance problem solution. (2/17/2013 12:36:39)

Nice someone other than me liked this idea.
Of course, maybe it needs to be fixed up a bit.
But much easier to achieve balance in this way than the example.
Nerf skills etc. When this give you better control and information in the fight.
Plus, it will the more new cores into the game regularly.
In order to adapt even more balance on those different classes.
Maybe even class cores for each class.




Stabilis -> RE: Balance problem solution. (2/17/2013 13:50:16)

I agree with Knight on this:

quote:

1,Raise HP big time. This will lead to have great chance to get a block, crit, stun, And to use your skills a little more in the battle.


I agree with enough health to be able to use all of your different tactics at least once. Say I had only 5 different skills aside from attacks, I would expect to last 5 turns to at least attempt them.

This also does balance the importance of lucky events in a battle. Let us imagine that you have 150 Technology! On your first turn you are surprisingly deflected! But, as you exceed 10 turns, the amount of deflections that you get become more reasonable. That is sensible, no?

Also, the longer the battle, the more decisive the winner is. Because of point 1, if you die before you can actually say you had a real chance to prove your abilities: it was never a legitimate win until you can argue that you could and did use all of your arsenal and still lose... THEN you can openly admit that you were bested in a fair challenge whether it be by skill or resource advantage.




ThePriest -> RE: Balance problem solution. (2/18/2013 8:33:30)

Had really expected that more people would like this idea.
Maybe it's the forum's title, it's very much like my other thread.
(I change the title now so people might see the thread better)


If you are reading this then you can of course leave a comment.





midnight assassin -> RE: Balance problem solution. (2/18/2013 9:19:28)

Slap agility in str abusers face.




ED Prince of Shadows -> RE: Balance problem solution. (2/18/2013 9:22:04)

If hp is increased too much then classes like TLM and TM will dominate with heal looping.




ThePriest -> RE: Balance problem solution. (2/18/2013 9:36:12)

quote:

ED Prince of Shadows


Easy solution to the problem.
All classes can have their own unique cores.
So then those other classes have a core,
As adapted for vs. heal looping.



Thus, focusing on higher HP;
Is that you get more opportunities to make use of stun,
EMP, crit, block, etc
But at the same time so does that% is raised and lowered.
On crit block stun hit, etc. depending on whether you miss or hit.

Then add the class cores, As counteract so called OP builder from different classes.
That may come up in the game.

Or it does not feel like a good solution?
More builders more opportunities, while more tactics.





i like bounty hunter -> RE: Balance problem solution. (2/18/2013 11:48:22)

Support you always have good ideas and this would be great since I'm on a losing streak cuz of blocks




Dual Thrusters -> RE: Balance problem solution. (2/18/2013 12:27:05)

Im okay with low hp because it gets you more pumped in the game to not mess up




ThePriest -> RE: Balance problem solution. (2/18/2013 13:04:27)

quote:

Noobernaut Fusion


Do not quite understand what you mean.
Since we can not control whether we fail or succeed,Current in any way.

You have no idea how much chance you have to get a crit or hit or block, etc..
Everything we see is that you have high status dex tech support etc..

Plus then if you take the higher HP, you have more opportunities to use different type of skills like stun, shield, etc.

For right now, the game is purely based on luck?

With this system, you and everyone else to plan better in the middle of a battle.
Using different types of says the skills more often and so on.

As people begin to complain about str merc that it is preferable noob etc..
So epicduel nerf them is just unbelievable.
Had they instead raised the HP so did the other classes had a chance to malf / smoke.
Stun, shield and so on.
Would we have way more even battles. And they did not have to nerf str merc.

We take for example the judgment classer with malf / smoke.
vs a merc and both are balanced builds.
The smoke / malf is usually higher than what a merc has in defense.
In this way they could do more damage to a merc.
Than what we could do for them. Special to the BH and CH.
(shadow art) The Merc has the strength to go on.
And other classes malf / smoke.
Or as BM also go for strength when they have lower defense.

What I mean is that higher HP makes balance.
Then put in so you can see how much% chance you have of different things,
before carrying out the attack on an enemy ..
While the increases and decreases depending on whether you are getting the hit or not, etc..
Would make the battles longer but more tactics and planning behind each battle.

To even out the fighting might take longer.
So, one can raise the reward existing credits exp tokens etc..




ThePriest -> RE: Balance problem solution. (3/6/2013 7:06:59)

I still think this solution will solve more.
Than what many others have suggested.
As the% chance increases or decreases depending on whether you hit or not.
Plus, you see it in actual combat.
Examples
BH-CH starts the higher block chance. But it decreases after a block.
While block chance is raised in a self if you get a hit.
In this way, as if you make a battle against them.
If they blocks the 3 times, so they have 0% chance to block.
While one has been hit three times increases block chance.
So then you know you get a hit on them when you can see it.
While they may be harder to hit you.

And this should work with crit, deflection. Stun etc also.
Because then you can start to plan their battle with tactics.
2vs2 run and a player tries to opposing team to stun 3 times.
But it misses each time. Then four time should be 100% stun.
Or if you get stun first time so it should not be as easy the second time.


Same with the crit core.
You start with a higher% to crit, but that it decreases after you have received one.
And that applies to all weapons, so you get crit on examples aux so reduces the pistol and sworld too.
But you get no crit and opponents get crit on you.
To increase your chance to crit so you can get a better% to crit.

This way if you mess with one that has a lot of support.
And he gets crit at once! So reduced his chance to crit next time.
While your chances increase.




Etc. this is the best solution!




santonik -> RE: Balance problem solution. (3/6/2013 16:43:02)

All skills need to separate.

like this (1 skill example)

Techmage reroute 33%


Tacmercenary reroute(change name)30%

yes 2 differents skill.

that helping to make better balance all class

no any more same skill 2 class

Now situation other need up and other need nerf. same skill upping both class up or nerf both class.




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