Changes to Surgical Strike (Full Version)

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King Helios -> Changes to Surgical Strike (3/7/2013 18:56:55)

- +10% Crit Chance
- Needs a Club
- +2 Energy at all levels

This should buff Mercs and TlMs a bit; give them a viable tech or tech/Supp build.

Supported? Discuss.




Mother1 -> RE: Changes to Surgical Strike (3/7/2013 19:26:06)

@ king

Depending on the player this could also be a nerf.

The club requirement is already a nerf in itself since surgical strike can be used with or without it as it is now. Plus making the super have a 10% chance to crit could also be a nerf as well depending on the player as well. If the player has less thena 10% chance to crit with all moves then it would be a buff. However if they have more than a 10% chance to crit then it would be another nerf.

Also the energy increase would be a nerf as well.

So in all honestly the only buff I possibly see with this is the 10% crit chance and that is if the player doesn't have enough support to gain a ten% crit chance. Everything else I see as nerfing the move.




King Helios -> RE: Changes to Surgical Strike (3/7/2013 19:44:39)

10% added to the existing crit chance. Should I lower that to 5%?

And 2 energy is to balance it out because as I interpreted it (4% regular going to 14%, not 10%), it would be very strong and needed more balancing.




Mother1 -> RE: Changes to Surgical Strike (3/7/2013 19:51:36)

Oh I see that is what you meant. But in all honestly 10% would be too much. I do think 5% would be better especially with all the crazy luck that is going around. Last thing any of us would want to see is a move that is actually balanced get nerfed because it was buffed and made too powerful.




King of Clubs -> RE: Changes to Surgical Strike (3/7/2013 23:08:12)

Id support anything that encourages them to not put every stat point into support, the sup-merc build is waaaaay too overpowered atm




Exploding Penguin -> RE: Changes to Surgical Strike (3/7/2013 23:39:04)

I personally find surg already really useful, and the last thing we need is a merc tech caster build with high crit chances from both bunker and surg...

Not supported. Surgical strike is fine as it is.




King Helios -> RE: Changes to Surgical Strike (3/7/2013 23:54:39)

^ Merc is UP anyhow.

Maybe 7% added on to crit chance?




Exploding Penguin -> RE: Changes to Surgical Strike (3/8/2013 0:12:00)

Wait, how is merc UP? I was just playing as one and I had a pretty good win rate without using stat abuse builds.




Dual Thrusters -> RE: Changes to Surgical Strike (3/8/2013 0:24:20)

Surgical is fine, i don't want to invest 2 more energy -_-

requiring a club is really too much, do you really need one to pull out an iPhone and call a giant satellite in the sky?

surgical is just supposed to lifesteal and ragesteal, not do massive damage




Giras Wolfe -> RE: Changes to Surgical Strike (3/8/2013 0:58:17)

Tier 4 skills shouldn't have enhanced critical chances. Period.




King Helios -> RE: Changes to Surgical Strike (3/8/2013 1:02:02)

quote:

surgical is just supposed to lifesteal and ragesteal, not do massive damage


I forgot where the devs announced that. Can you remind me? Sorry [&o]

@Giras, the damage could be nerfed. I just think it goes well with Adrenaline and/or Bunker.




ND Mallet -> RE: Changes to Surgical Strike (3/8/2013 1:13:30)

@king They never said it directly but they did say that Massacre did as much damage as it did because it didn't have any effects on it like def ignore, rage reduction or health regen.




King Helios -> RE: Changes to Surgical Strike (3/8/2013 8:11:55)

True ND. It just seems to me that Merc is a vey Support-based class (Adrenaline, Bunker crit chance), etc. I think the crit chance would help it, while the club lowers potential stats and tech by extension.




theholyfighter -> RE: Changes to Surgical Strike (3/8/2013 8:23:31)

quote:

- +10% Crit Chance
- Needs a Club
- +2 Energy at all levels

Remove the Crit Chance and the +2 energy.

it SHOULD be Club-only to par with other ultimates.




A.T -> RE: Changes to Surgical Strike (3/8/2013 10:01:17)

No matter how much you buff that skill it just costs too much ep for a merc and is only good for eating rage.




Mother1 -> RE: Changes to Surgical Strike (3/8/2013 10:19:41)

@theholyfighter

You are basically saying they need to nerf the move when that isn't what this topic is about. Plus surgical strike damage wise is the weakest of the three and you are insisting on nerfing it more?




ReinVI -> RE: Changes to Surgical Strike (3/8/2013 10:28:16)

the problem with buffing this move is even if you buff it to help the regular merc.... your also buffing tact merc which can put less into dex ( mineral armor ) and even more into tech which
make there surgical strikes wayyyyy deadlier especially since they could have the chance at using it multiple times thanks to reroute+ using a high resist regenerator on top of
reroute to get the energy back for another ss if you survive that long.




King Helios -> RE: Changes to Surgical Strike (3/8/2013 13:09:26)

^ They don't have Bunker though. Their high defenses also make low EP gain.




Trifire -> RE: Changes to Surgical Strike (3/8/2013 22:56:10)

surgical is fine the way it is. UNSUPPORTED




King Helios -> RE: Changes to Surgical Strike (3/9/2013 18:38:10)

^ It is rarely used.

Crit Chance >> 8%




Death Carrot -> RE: Changes to Surgical Strike (3/10/2013 12:23:03)

stop being ridiculous 30% steal life and burns 50% of the rage and want to increase something else?




King Helios -> RE: Changes to Surgical Strike (3/10/2013 17:25:15)

^ Yes actually.

Tried making a Surgical Strike build in Omega? The 40% stats on an item makes it too hard as it is.




Bloodpact -> RE: Changes to Surgical Strike (3/12/2013 8:58:59)

Only thing Surgical needs is a lower cost. Probably paired with less dmg then.




King Helios -> RE: Changes to Surgical Strike (3/12/2013 11:04:22)

Maybe lower cost, but needs a club?




Bloodpact -> RE: Changes to Surgical Strike (3/12/2013 11:49:32)

^ it really should be just like that now that you think of it.
Every other ultimate takes use of your prime weapon.
And it really needs a lower cost for its random dmg.




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