Changes to Classes (Full Version)

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Exploding Penguin -> Changes to Classes (3/3/2013 12:06:54)

This is more of a suggestion, but it incorporates balance ideas too. Here are my ideas on some skills that could be implemented to stop the overlapping skills of classes:

BH:
-Energy Efficiency: Replaces shadow arts. Reduces energy cost of any moves that require EP by a %. Also increases the EP removed by your EMP by a %. Reduces the EP removed from you when opponents remove your energy by a %. Same support requirement as shadow arts, starts at 1%, increases by 1% per level.
-Sneaky Strike: Replaces cheap shot. Attack the opponent and ignore a large amount of defense/resistance. Has an increased 8% chance of not getting blocked, but cannot exceed minimum block rate.
Energy cost: 8 (+2 per level)
Stat requirement: none
1. 13% ignored
2. 19% ignored
3. 25% ignored
4. 30% ignored
5. 35% ignored
6. 40% ignored
7. 44%
8. 48%
9. 52%
10. 55%

-Charge Grenade: Replaces EMP. Exactly like EMP, but scales with support instead, and scales at a very tiny bit faster rate.

CH:
-Static charge changed to a passive effect
-Plasma shot: Multi shot, but increases with tech
-Siphon Shot: Replaces Venom Strike. Fires your auxiliary (cooldown doesn't apply) and drains a % of HP based off of damage dealt. Deflectable.
Energy cost: 15 (+1 per level)
Stat requirement: Strength (19 + 2 per level)
1. 30% of damage dealt restored
2. 35%
3. 39%
4. 43%
5. 46%
6. 49%
7. 52%
8. 55%
9. 58%
10. 61%

-Fatal Storm: Replaces massacre. Repeatedly throw physical attacks such as punches and kicks to the enemy, dealing physical damage increasing with dexterity. Causes them to bleed the next turn, making them take extra damage (like a poison effect, but only affects them on the next turn).
Energy cost: 23 (+4 per level)
Stat Requirement: Technology (24 + 3 per level)
1. 10 damage next turn from bleeding. +2 damage for initial attack.
2. 12 damage next turn. +2 damage initial
3. 14 damage next turn. +2 damage initial
4. 16 damage next turn. +2 damage initial
5. 18 damage next turn. +2 damage initial
6. 20 damage next turn. +2 damage initial
7. 22 damage next turn. +2 damage initial
8. 24 damage next turn. +2 damage initial
9. 26 damage next turn. +2 damage initial
10. 28 damage next turn. +2 damage initial

Merc:
Horizontal Smash: Replaces double strike. Damages the opponent with 100% strike damage and makes them bleed for 1 turn afterward. If blocked, bleeding still applies.
Energy cost: 9 (+1 per level)
Stat Requirement: Technology (18 + 2 per level)
1. 2-4 damage next turn
2. 3-5 damage next turn
3. 4-6
4. 5-7
5. 6-8
6. 7-9
7. 8-10
8. 9-10
9. 10-11
10. 11






Blaze The Aion Ender -> RE: Changes to Classes (3/3/2013 12:14:14)

I can agree with most of those
Here is what I disagree with
-Energy Efficiency:
I am all for replacing shadow arts, but the %'s for this skill are just too low
It is not a random skill, so unlike shadow arts, it can have a higher % without being ridiculous
I say make it +2% at each level, then it could be a good passive, because 10% energy at max is nothing

-Static Charge Passive:
I'm okay with this, but the percentages need to be lower
Gaining anything from damage was a recipe for strength builds, and as it is I have only seen one strength hunter recently; which is good, but many strength or support massacre cyber's, so I can tell already this would be abused
If the %'s were a bit lower than they are as a skill; then I'm all game




Ranloth -> RE: Changes to Classes (3/3/2013 12:14:34)

If Static Charge becomes a passive, you gotta drop PA or Malf & we were told by Devs that PA will stay. You cannot have debuff + passive Armor + passive EP (or HP) regen combo since it's OP; see first version of TLMs.




Exploding Penguin -> RE: Changes to Classes (3/3/2013 12:15:50)

What about making static so that it only applies on strikes then? However, it would then need a support requirement...




Blaze The Aion Ender -> RE: Changes to Classes (3/3/2013 12:25:47)

Forgot about that Trans...
Well; maybe it could be a 1 turn cooldown, or something along those lines.




Ranloth -> RE: Changes to Classes (3/3/2013 12:32:26)

There are ways to go about it;
  • You can make SC deal no damage (still blockable) and raise %s instead.
  • You can make damage blockable, EP regen unblockable but I'd say that damage would have to be lowered a little instead.
  • Or leave it how it is and set a minimum cap based on the level of SC; so if it hits and you deal 3 damage, no matter what you will get 1 EP back even at Lvl 1 SC.
    - So let's say base of 1 EP at Lvl 1 and maxes out at 4 EP at Lvl 10 (so you'd always regain that if it hits, even if it deal 3 damage).

    What would you say could be good solution? Personally, I'd say #3 is best but #1 is also somewhat good. #2 seems interesting as well, or even all of them. (not being biased here but I think #2 was suggested by people and I've seen #1 before) xD




  • Exploding Penguin -> RE: Changes to Classes (3/3/2013 12:45:15)

    energy efficiency at 10% is still pretty strong; on average, considering it rounds up, it removes 2 energy per skill and thus saves quite a lot of energy. Also, it helps you retain energy against those atom smash builds since shadow doesn't help you block them anymore, AND your emp takes more energy.




    Trifire -> RE: Changes to Classes (3/3/2013 14:04:45)

    ummm, I think that this would OP support builds even more because you would fire ur aux. Plus the CH have malf which scales with support. I don't really think that this would be the best idea.




    Exploding Penguin -> RE: Changes to Classes (3/3/2013 15:41:48)

    There's a reason why the base energy cost is absurdly high at 15, and that there's a strength requirement of base 19 increasing at a fast value of 2 per turn.




    Exploding Penguin -> RE: Changes to Classes (3/3/2013 19:38:16)

    Updated with a few new skills!




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