Support Mercs (Full Version)

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King of Clubs -> Support Mercs (2/26/2013 16:47:23)

A mercenary with 100+ support can use their auxillary weapon or Azreals will then use artillery strike to kill just about anyone in two hits which is wayyyy to overpowered. Please take a look at this and reduce how much support boosts artillery strike or cap its max damage at a reasonable amount. Alternatively you could make the warmup on artillery strike a 2-3 turn wait. Every single mercenary is doing this and it is a serious imbalance, please address it quickly.




Mother1 -> RE: Support Mercs (2/26/2013 16:58:43)

Sorry but I have to disagree with you on this. This is easily countered with the baby yeti (which takes away their gun and aux) and a support merc's true power is only in the first 2 strikes. Survive that and you have until turn 5 before they can use their aux.

What really needs to be done is remove going first from support and make it random (meaning not depending on any stat) That is why support merc's and other support builds are so powerful.




King of Clubs -> RE: Support Mercs (2/26/2013 17:03:06)

Due to their high support they always attack first, meaning my omega yeti is of no use.




Mondez -> RE: Support Mercs (2/26/2013 17:06:39)

I tend to keep tabs on High healing. Fixing up your build at the moment is the only thing you can do to fight support Mercs.
- Heal if they use Aux
- Eat weapon with yeti
- In my case I use Azrael sidearm special, or use a powerful attack
- Heal if necessary
My build is around Focus as well, what sort of build do you have?




Ranloth -> RE: Support Mercs (2/26/2013 17:18:20)

Build shouldn't be counterable only by ONE item. If one item (or core) destroys every single build in-game unless they rely on a chance to win then something is seriously wrong.

Going first isn't to blame. Even if they go 2nd, they WILL win unless you get lucky. If they also get lucky, enjoy the game. I shouldn't need to be forced to get ONE item to win.




King of Clubs -> RE: Support Mercs (2/26/2013 17:23:32)

HP 76
En 75
Str 56 +16
Dex 47 + 19
Tech 51 + 19
Sup 45 + 12
Focus 5

Harvest Reaper - Lucky Strike & Jack-o-fire
Azraels Anguish P - Sidearm Master & Azraels Will
Platinums Pride - Ninja Reflexes & Chairman's Fury
Azraels Annihilator E - Aux Mastery & Azraels Torment
Omega Baby Yeti




Mondez -> RE: Support Mercs (2/26/2013 17:27:06)

@King
You've got a pretty balanced build, bases look more around Focus though your health might need some work because I keep my health at 80 so I can last longer.

Can you list your skills as well so I can gain a main idea on how I can help you counter support Mercs?




King of Clubs -> RE: Support Mercs (2/26/2013 17:36:24)

Ha knew i was forgetting something there.

Field Medic 3, Cheap shot 1, Smoke screen 7,
E Shield 1, Blood Lust 8, EMP Grenade 1,
Multi Shot 0*, Reflex Boost 1, Stun Grenade 0**
Shadow arts 10, Massacre 3, Venom Strike 0

* I don't do 2v2 or jugg right now
** I use Azraels Will instead




Mondez -> RE: Support Mercs (2/26/2013 17:45:33)

Hmmmm... Against support builders, smoke screen could help factor in accuracy though aux is a non-miss weapon plus they don't have much defense to begin with.

I suggest for now vamping up Field Medic to 5 or 6 and keep Massacre at 1 for better mana use, Shadow Arts is useless against support builds like I said aux does not miss.


I would go for possible stun grenade or venom strike, but because you want to keep them stunned while doing some high damage then stun grenade will be you best bet. Bloodlust is somewhat fine in where it is.

Anyone else have an opinion based on my analysis?




King of Clubs -> RE: Support Mercs (2/26/2013 18:05:22)

lol I'm watching sup mercs multiply before my eyes.




Mondez -> RE: Support Mercs (2/26/2013 18:08:11)

Yah the issue is getting worse and to the great gods of ED please fix the issue soon or we will have a huge barrage of supports blasting the player base to bits.




King of Clubs -> RE: Support Mercs (2/26/2013 19:09:14)

If I may point out, their high support also increases their crit rate AND decreases their chance to be stunned, making it even harder to survive the first 2 turns.




King of Clubs -> RE: Support Mercs (2/26/2013 19:50:32)

I changed my mercenary to be a sup merc and it is majorly OP, im winning 80% of the time on all levels.




Cursed Darkness -> RE: Support Mercs (2/26/2013 19:55:00)

u complain about supp mercs then u become one, biggest Oxymoron ever m8




Mondez -> RE: Support Mercs (2/26/2013 19:57:08)

X3 Well that's what I guess on how people are going to win at this rate as long as the balance is broken. I for one will keep my focus build because it is the biggest threat to support builders.




King of Clubs -> RE: Support Mercs (2/26/2013 20:27:46)

@cursed I turned one of my side accounts to prove how OP they are, and I'd say its proven




Exploding Penguin -> RE: Support Mercs (2/26/2013 20:53:59)

80% of the time isn't near OP. I'll admit it once you reach 90%. Just cause it's fast and wins around a 70-80% doesn't mean its OP. If a build can win with a 90%+ win rate when used by a player with a lack of skill in a fairly short amount of turns (typically 8-9ish max) then I would call that OP. I think that fast kill builds are just being increasingly called overpowered because of the yeti tournament and the demand for fast-kill builds which have a decent win rate.




midnight assassin -> RE: Support Mercs (2/27/2013 5:05:31)

Try a powerful draining build.




Sir Caden -> RE: Support Mercs (2/27/2013 12:31:16)

Mother Is Correct This is what you do

1.They aux you
2. you Use a high skill
3.They Multi You
4. You Heal
5.They strike you
6.You Use the yeti attack 2
7.They strike
8.You Win




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