Reduce the Crit rate for Bunker & cheapshot & plasma cannon (Full Version)

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The Incredible Hulk -> Reduce the Crit rate for Bunker & cheapshot & plasma cannon (3/4/2013 2:53:25)

Too many crits going on with these 3 skills (Especially bunker). Once the crit happens, you definitely lost.

I think the crit rate should be reduced to prevent from critting so many times.




Hun Kingq -> RE: Reduce the Crit rate for Bunker & cheapshot & plasma cannon (3/4/2013 5:13:11)

Plasma Cannon your joking right it barely goes critical so you want to reduce that one done to 0% when it is the weakest of the three?




TRizZzCENTRINO -> RE: Reduce the Crit rate for Bunker & cheapshot & plasma cannon (3/4/2013 5:22:40)

quote:

Plasma Cannon your joking right it barely goes critical so you want to reduce that one done to 0% when it is the weakest of the three?

seriously hun, just because it doesn't crit for you it doesn't mean it would not crit for others, they all have 25% chance to crit, and trust me its not weak, i have seen your build and no wonder why you find it weak.




Silver Sky Magician -> RE: Reduce the Crit rate for Bunker & cheapshot & plasma cannon (3/4/2013 7:28:09)

I agree with Trizz. Hun Kingq, please do learn how to make a decent build.

I disagree with the nerf, however, simply because too little players use those skills for them to be major problems.




santonik -> RE: Reduce the Crit rate for Bunker & cheapshot & plasma cannon (3/4/2013 7:46:39)

Bunkkerbuster/plasmacannon those needs very high tech if you want those skill doing high damage.
Of course rage critical make high damage. Remember those skills need skil(normally max) points and energy 33 points. not so cheap to use.

Cheapshot need only stregth and cost max 19 energy.
verylow energy cost.

And if u have broblem against bunkkerbuster just (high)heal or take away enemy energy.Or take something shield. 3 option to counter those moves.




Ranloth -> RE: Reduce the Crit rate for Bunker & cheapshot & plasma cannon (3/4/2013 8:12:45)

Comparing Bunker to CS is also funny, one is unblockable and other isn't. Defence ignoring yes, but other can Crit which also ignores it and deals higher damage; Crit ignores 50% of the defence. And not really high Tech, unless you really must rely on that skill which you shouldn't. And neither you should max it, sometimes it does well at Lvl 7-8 which makes the EP cost lower at the same time + skill points elsewhere.

Problem with Bunker can NOT be solved by "drain EP or heal". So with Support abusers prior to the nerf, was it "Use Yeti, noob or deal with it"? I shouldn't need to be forced to rely on one skill to win, and if I don't have it then I lose. Builds may have disadvantages versus another one but disadvantage shouldn't be big, i.e. old Support abusers. Shield you say? 50% defence ignore will render it still useless since it'll ignore even more Def/Res thus making minimal difference.

May we leave the argument of bias aside? Hun claiming BMs are weak whilst he has Lvl 1 Plasma Cannon and Lvl 1 BL + Dex build (Cannon needs Tech...) and santonik being a Merc thus in their favour. Think about other classes and how fair it is towards them, not just making one sided argument that ___ is weak and needs a buff. Balance takes into account everyone and everything.




Trifire -> RE: Reduce the Crit rate for Bunker & cheapshot & plasma cannon (3/4/2013 20:29:27)

Well, the crit only happens 25% of the time and as a tank tech mage, I am fine with it. The skills that stun happen 30 percent of the time and yet no one is complaining about them. Also you guys can get nano steel armour to help you counter these skills. As a tank BH I am also fine with the critical chance, I can just EMP the guy with my tech. no problem.




Exploding Penguin -> RE: Reduce the Crit rate for Bunker & cheapshot & plasma cannon (3/5/2013 0:32:03)

Bunker can be dealt with easily because of EP removal and the fact that mercs have a hard time of regenerating energy, particularly given the fact that it scales with tech and generator only gives good energy with resistance. Bunker also got a large damage nerf at higher levels so it can really only be effectively used up to level 5, unless you want a max bunker 2v2 build. Plasma cannon has -4 damage on all its levels given the buff during infernal war back in delta, and the damage is really random too. The move is an overall unpredictable move and should be used in last resort moments or against tank builds, as they cost a large portion of energy to use. I have to have 30-36 (which was previously 36-44 resistance before the tech nerf) to get 56-62 damage on bunker at level 5. 56-62 is pretty good; I can hit around 25-35 without a crit against tank builds, and when it rage crits I can easily hit within the 50s-60s. However, if I get malfed bunker loses a lot of killing potential, and, like stated before, it's an unpredictable move in terms of damage and I'm wary of using it in case the energy consumed on it prevents me from healing later. Also, 30-36 is a massive amount of tech (over 100) and thus I would lack killing potential from other basic moves such as strike and aux. Basically stated, EP removal works well against these skills.




arthropleura -> RE: Reduce the Crit rate for Bunker & cheapshot & plasma cannon (3/5/2013 0:35:37)

@everyone to hun king: ouch xD

nah i dont think it needs any change.




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