Nerf malf (Full Version)

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santonik -> Nerf malf (2/26/2013 5:16:19)

Nerf malf or cost more energy. That taking too much defence out. normally 40-55 tech.




Blitzex/Sr. Zeph -> RE: Nerf malf (2/26/2013 5:18:39)

put a dex requirment on it and improve by tech and its done..




Ranloth -> RE: Nerf malf (2/26/2013 5:25:27)

Yeah, Dex requirement is excellent for tanking and with Tech abuse, Mages will get even more outta it. Fantastic! Besides it was already slightly nerfed during the update; it takes more points to get to the Resistance we wanted (just like Dex was inferior) so Malf doesn't take as much Resistance as it did due to slower progression of Tech.

You CAN use Energy Shield or Technician you know. If you're TLM then Blood Shield, otherwise there's Assault Bot to debuff it if you're a CH or Merc. If you choose not to use it, you gotta deal with it somehow.




santonik -> RE: Nerf malf (2/26/2013 5:26:35)

i see here many techmages and cyberhunter ho has 130 heal no dex (less than 35) high support (almoust 100) stregth (30-50) and overpowered malf. they making so much damage even more than pure stregth build. tank cannot be tank against them. what you saying this. i want hear yours opinion.




TRizZzCENTRINO -> RE: Nerf malf (2/26/2013 5:53:41)

@Trans you know bloodshield is now useless, you waste a turn and a few points of your health and skill points just for a small resistance, not worth it and you will get killed easily.




Ranloth -> RE: Nerf malf (2/26/2013 6:05:04)

That doesn't make it useless, only because abuse is around doesn't mean it's completely useless. It lasts 5 turns instead which can stop quite a bit of damage, you have Frenzy to get HP back as well as Reroute + Heal. It wasn't useless prior to Omega, and only issue with it is Support abuse which cuts through all the builds. There's a difference between useless and inefficient.




TRizZzCENTRINO -> RE: Nerf malf (2/26/2013 6:17:06)

<snip> Do not quote post directly above you. ~Scakk
trust me i have tried, it is completely useless now that most are going support abuse with mage class and the azrael promos, they just need 3 turns to kill you, they either kill you with massacre or ridiculous amount of crits.




Ranloth -> RE: Nerf malf (2/26/2013 6:23:42)

That's NOT useless but inefficient due to abuse. Abuse is affecting everyone, not just Blood Shield (TLMs). So why are Shields useful against players that have more balanced/tank build? It lowers their damage (at cost of rage) but works well, isn't that the opposite of useless? It's inefficient against abusers, it's not useless overall. BIG difference.




TRizZzCENTRINO -> RE: Nerf malf (2/26/2013 6:44:38)

<snip> Do not quote post directly above you. ~Scakk
before tactical mercs was fine but now due to the nerf on resistance it makes a huge difference, they need a more powerful and reliable shield, they should atleast buff bloodshield, sacrificing health is fine but sacrificing skill points for such a small protection is not worth it, saving a few skill points on something more useful makes a huge difference and lacking a decent protection also makes a huge difference between win or lose.




Ranloth -> RE: Nerf malf (2/26/2013 6:50:24)

Powerful and reliable? It lasts 5 turns as opposed to 3 turns of other Shields. No EP cost, they have Frenzy to get HP back and Reroute + Heal as well. They don't need a better shield. It may be weak on abusers but in longer battles, Blood Shield will end up better than other Shields due to the 5 turns and not raising rage as much as other shields do.

Although, you got this wrong. Since nerf on Tech made Resistance harder to get, Blood Shield and Energy Shield have gotten more powerful since these don't buff Tech. Technician could've lost some of its effectiveness instead since Tech scales a bit slower. And yet again, it's inefficient due to abusers. It wasn't a problem before because abuse wasn't that bad, where offence was vastly superior to defence.




TRizZzCENTRINO -> RE: Nerf malf (2/26/2013 7:09:08)

<snip> Do not quote post directly above you. ~Scakk
now at level 1 you sacrifice 5 health to get 5 reststance, i wish it was like this:
lvl1-10 health for 10 resistance
lvl2-15 health for 15 resistance
lvl3-17 health for 17 resistance

i know it goes on for 5 turns but there's not much it can do, since you need to waste a 4 or more skill points on it in-order for you to get a decent resistance up at the cost of your health, frenzy is not always reliable due to block.
like i said before, 4-5 skill points makes a huge difference and its not worth it if you have to spend 4 or more skill points on it, it just needs improved scaling.




Ranloth -> RE: Nerf malf (2/26/2013 7:29:54)

You aren't supposed to have a very useful skill without training it either, y'know. That's invalid point to bring up, because in the same ways other skills are too strong very early on and there's no incentive to get it high/maxed. An example is DA which is usually good even at Lvl 1-4, maxes its potential at Lvl 7 or 8 really. So past Lvl 4, you may see raise of +1 damage only which may not be good enough.

So I'm supposed to have Lvl 1 skill being useful and be ~good as that of at Lvl 8? Incentive to invest in the skill is more power, NOT getting maximum potential with barely any points invested. Lvl 3, 17 HP for 17 Res? So Lvl 10, I should expect 50 Res for 50 HP and lasting 5 turns? No. Overall usefulness is that of other Shields, but this one is weaker which makes up in the turns it lasts (5 as opposed to 3). No EP cost coupled with Frenzy and Reroute makes it reliable to tank. If you really don't like it, don't use it and rely on Assault Bot instead.




TRizZzCENTRINO -> RE: Nerf malf (2/26/2013 8:01:58)

<snip> Do not quote post directly above you. ~Scakk
you treat it as if it offers no draw backs, remember the higher the resistance it offers the more health you sacrifice, DA offers no draw backs what-so-ever, have you ever seen the majority spend more than 2 points on their DM or ES? I'm just trying to make them equal to one another, and plus it cannot be abused by overloading support or other stats since it only scales with each skill point spent on it, it sounds balanced enough for me.

other classes can sorta deal with the new support abusing builds but not so much for tac merc, i guess in the next patch update, support needs to scale at the same rate as strength.
i guess you just have to try tactical mercenary out for yourself, because sometimes you have to be in another's shoe to experience what they experience.

anyways i realized that the evolved classes are getting a full skill tree revamp so there isn't much point in changing something that's gonna be removed soon.




Ranloth -> RE: Nerf malf (2/26/2013 8:08:18)

I won't repeat my post three times. You say the same thing over and over without carefully reading it. No point explaining since it'll be spam. Would've thought it's easy to understand, tried to keep it simple. Your points I've answered in my previous post yet you still repeat it. So yeah.




TRizZzCENTRINO -> RE: Nerf malf (2/26/2013 8:17:23)

@above it's 1 am here, so not really my fault if i can't fall asleep or keep my mind clear.
plus there is no point to this afterall:
quote:

anyways i realized that the evolved classes are getting a full skill tree revamp so there isn't much point in changing something that's gonna be removed soon.




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