Mage Nerfing (Full Version)

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av83r -> Mage Nerfing (3/1/2013 22:11:21)

There is ZERO reason the mage plasma bolt should now have a STRENGTH REQ ON TOP OF IMPROVING ON JUST TECH.

Reasons why:
the BIG -1- Mercenaries. The often used 2 move game ender of using an auxillary with an artillery strike. They both improve with support, and theres no extra requirement on thier artillery strike. While Tech mages have an extra requirement on EVERYTHING that damages and can scale.

the BIG -2- Bounty Hunters. They have long needed a buff since the only real chance they have at a 2 turn kill isn't even obtainable until lvl 5. which improves with dexterity, and NOT SUPPORT

3.) there was nothing wrong with plasma bolt before, and it was just about the only defining skill that could keep the tech mage class (and therefore mages in general) on par with the mercenary class. So if you wanted to destroy the mage class in the easiest way possible, unify the game into one class, and therefore destroy the game, congradulations, you've succeeded.

4.) This new update did NOT balance the game in any way, and infact DESTROYED the balancing system.

As a now shamed lvl 25 mage, you will now see me shamefully change to a mercenary. Rise up and stand against this update mages.

Don't let them destroy a beautiful game people!




Ranloth -> RE: Mage Nerfing (3/1/2013 22:13:48)

Bolt had Strength requirement before, nothing bad happened but made it harder for lower level players. Many people were in favour of the requirement, but abusers. What is it, 33 Strength at Lvl 10? Is that seriously a problem? For non-abuser, it shouldn't be.




Mother1 -> RE: Mage Nerfing (3/1/2013 23:34:30)

The bolt now has the strnegth requirement again and it is about time they put that back on. The moment they took it off over a year ago plasma bolt was nuking the masses. Then we had some people saying that it should stay the way it was because TM was weak before.

Good job rabble on this one.




lampur1 -> RE: Mage Nerfing (3/2/2013 1:33:42)

ehhhhh.....
i know many wanted the nerf but i can't win a single battle with tech mage they r like the only class that can't spamm.
i only see 150 hp over powerd bountys with 7 mass who hit 60+ and support mercs who hit 50 every turn.
tech mage is useless now change class as fast as you can well i can't :)

Edit: o.o yea forgot plus the strenght they CHANGED MANA POOL YOUR NORMAL MANA AS LVL 33 IS 66

Don't double post. ~Mecha




Dimentic -> RE: Mage Nerfing (3/2/2013 1:55:58)

Casters are very bad now, at least at 1v1.




av83r -> RE: Mage Nerfing (3/2/2013 2:05:01)

Now hold on, I see everyone here complaining about the plasma bolt nuke. Did you even bother to read? Anyone who has the common sense to sit down and examine the game for even 5 minutes would know that the exact same thing is being done with Mercenary Aux. and Art. strike with the support stat. The arguments against me (unless you are a hunter, in which case, more power to you) do not make sense. With these reqs. Mercenaries have the equivelent of 2-TWO-2 "plasma nukes" as you like to call them.

And having to sacrifice points on a skill you should NEVER HAVE TO ACTUALY USE, and offers such INSIGNIFICANT BENEFIT to the mage class is infuriating, and significantly hurts our damage output. It would be like forcing Mercenaries to put points on tech. Its not helpful to class development in any way.




midnight assassin -> RE: Mage Nerfing (3/2/2013 2:09:11)

Eew caster? you got battle mage and heal loop and tank mage. Also about the tech merc be happy that you have bludgeon, assimilation and reroute.




lampur1 -> RE: Mage Nerfing (3/2/2013 2:24:29)

the mage can't battle mage cuz the robot that all payer's hav.
heal loop is impossible with all the dammage they doo and the new gun and aux.
tank mage can't be used cuz mages can't hav alot of deffences they wont hav mana than therefor they can't use skills they dont doo dammageas strikes or aux they don't have alot of hp if you have alot of deffence.
bludgeon works rarely as tech mage cuz all OP bounty hunters




Darkwing -> RE: Mage Nerfing (3/2/2013 4:11:00)

for me, the strength req is nothing ,i just keep my plasma at lvl 5 ( 23 strength) and my caster TM is still doing ok. the matrix and malf, i noticed 1 point less, so not much?




midnight assassin -> RE: Mage Nerfing (3/2/2013 4:54:40)

Sorry I found maybe some or I think contradiction
quote:

bludgeon works rarely as tech mage cuz all OP bounty hunters

Well give me a good reason on how dex and tech bounty become op? Remember you got DA and reroute as your advantage and about smoke? That's why they gave you def matrix, malfunction and two assault bots.
quote:

tank mage can't be used cuz mages can't hav alot of deffences they wont hav mana than therefor they can't use skills they dont doo

In my opinion one of the best partners in 2v2.


Also why not use cores that drains ep you have assimilate, the energy storm and the energy shot? Also another thing as you abuse one stat, its easy to expose your vulnerability.




lampur1 -> RE: Mage Nerfing (3/3/2013 7:22:41)

eaven if they hav smoke and whe have def matrix eaven with 40 deffence they mass over 60 damage.
every1 don't doo 2v2 like me but yea




Blaze The Aion Ender -> RE: Mage Nerfing (3/3/2013 12:21:58)

If I were a Mage, how would I try and make this okay?
I would put level 7 Malf, and level 9 Plasmabolt
Why? Because they fit together

There are ways around this kind of thing, just be creative, find some synergy in not only the skill augmentation, but requirements too
It's not that hard




Trifire -> RE: Mage Nerfing (3/3/2013 13:57:50)

lol, dude you can dex spam now. Max overload, max plasma rain, and a bunch of points into dex. Put ur armor to resistance and you have a caster build. You need 62 mana though. The main weakness to this build is probably the emp. I use this build and I score quick 2-5 turn wins.




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