Replace adrenaline (Full Version)

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cool preston -> Replace adrenaline (3/3/2013 9:40:16)

CounterNUKEmissile here to bring you the stone cold FACTS

Let us begin. The adrenaline skill core...ah so useful MAYBE if your lucky an its at max you will get rage 1 turn early. And if you rage your opponent rages... So it cancels out. I suggest change this terrible skill. To what is the question.

So lets look at other classes what they have

Super charge our Surgical Strike is similar

Poison- DOT is not mercenary but TLM

Deadly aim-HERE is where things begin to get interesting our matchup for deadly aim would be none other than crappy adrenaline.

Massacre- The ultime move but again we have SS

So we examined other classes what remains? To choose what to do.

Here is my train of thought Deadly aim increases side arm damage, so lets create a Auxiliary Deadly aim. I know what your thinking oh dear mercs already have terrible auxilary dmg now you want to give thema skill to buff it.

Here is the point where I explain my idea of this skill. It's Name "Tactical Sights" Catchy isn't it?

Now to prevent abuse from support mercenaries the requirement will be str

Description: Empowers Auxiliary Damage By percent of base Auxilary Dmg.
Requirements: 42 strength at max level

Level 1: 7% increase
Level 2: 10% increase
Level 3: 13% increase
Level 4: 15% increase
Level 5: 18% increase
Level 6: 21% increase
Level 7: 23% increase
Level 8: 24% increase
Level 9: 25% increase
Level 10: 26% increase

So that's what I think the new skill Tactical Sights should be. Because it scales with str it can't be abused.

The numbers are not set it stone I used deadly aim As a guide. This is a buffers needs and It's perfectly fair.

Support, unsupport give feedback what you think.

So what do YOU think of Tactocal Sights?




Remorse -> RE: Replace adrenaline (3/3/2013 10:55:02)

Not supported mercs do not need another reason to spam support,


even if they have a STR requirement....


How much did the Supp requirement on DA, stop STR abusing Blood mages?

Thought so...



I agree to the idea of swapping out adrenaline for something useful, same with shadow arts.

But both need to be something creative and less likely to be abused then simple flat damage increase skills.




Ranloth -> RE: Replace adrenaline (3/3/2013 10:56:42)

There was Aux version of DA already, it didn't work due to the cooldown it has thus ending up in being inefficient. And it was the Mercs who had it before as well.




The Incredible Hulk -> RE: Replace adrenaline (3/3/2013 10:58:00)

Not supported.

I think this idea should be used when level 36 comes out ( When we get a list of new skills),




Basicball -> RE: Replace adrenaline (3/3/2013 11:25:47)

Hiyas The Incredible Hulk,

who said there would be a new set of skills on level 36?

Sincerely,
~ Basicball




Mother1 -> RE: Replace adrenaline (3/3/2013 11:43:42)

Not supported in the least. This will only promote support spamming not to mention if you don't use multi this passive is useless.




Basicball -> RE: Replace adrenaline (3/3/2013 12:41:25)

Hiyas cool preston,

I apologize if I'm wrong, but isn't this more of a balance problem?
If it isn't, and this is just a suggestion, then I don't see why it should even be considered for implantation.

With kind regards,
~ Basicball




cool preston -> RE: Replace adrenaline (3/3/2013 15:06:21)

So tell me mercs are nerfed to the ground nearly unplayable anymore

Why knock down in aides so fast consider this

Mages only need level 8 on deadly aim to get 35+10 dmg
This powerful attack can be used every two turns

Whereas Tactical Sights dmg would be at max 39+8 this attack can only be used 2 times in 6 turns

Sooo Mages get 45 dmg theoretically every 2 turns and mercs get 47 dmg every 3 turns

You can use gun 3 times in 6 turns while auxiliary you can use twice.

That's just an example.
As for the percentages they need to be reworked where max dmg is only +8 given that aux is 39 dmg.

Think about this as a support mercs POV

They spend all their points on support some on tech and dex

They also need decent health and after all that They would still need 42 str As a requirement.

Adrenaline is useless It must be replaced the threads name is replace adrenaline so you come up with an idea to replace it.




Mother1 -> RE: Replace adrenaline (3/3/2013 15:28:13)

@ OP

Why do you think they nerfed Support in the first place? Answer is simple they did it because They were destroying the masses. Also whether you know it or not Adrenaline works with all builds of merc while your passive would only work with multi merc which is a support build.





cool preston -> RE: Replace adrenaline (3/3/2013 15:42:49)

are you kidding me any auxiliary can be used with tactical sights




Cyberbeast10 -> RE: Replace adrenaline (3/4/2013 6:25:03)

I don't see much of a problem with it. The STR requirement and SUP requirement means that Mercenaries would have to sacrifice points into other stats and STR has been nerfed quite a bit as it is. In addition, the Auxiliary is a slow weapon and the Mercenary has no way to either buff the damage or nerf defenses.




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