Boosters, should they really return? (Full Version)

All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel General Discussion



Message


King FrostLich -> Boosters, should they really return? (3/7/2013 22:33:37)

Personally, I use boosters for near death situations but after facing countless battles without them, I feel that they aren't needed in battle anymore. Most of the time, people use it counter rage or unexpected criticals which is what we always do but we already have the Generator skill that heals both mana and health. Should they even return or not?




Dual Thrusters -> RE: Boosters, should they really return? (3/7/2013 22:36:08)

Yea

1. Battles last longer

2. Generator can only be used once and has a warm up

3. Imo it's more fun to fight with boosters




Demon Emperor -> RE: Boosters, should they really return? (3/7/2013 22:41:15)

I never liked going to a Vendbot to buy boosters, then forgetting to equip them and all that. So, I don't want boosters back. Maybe just for boss fights.




Mother1 -> RE: Boosters, should they really return? (3/7/2013 22:43:44)

Only for boss fights if anything.

If boosters came back then stall builds would have Booster, Booster, generator core, heal, then infernal android. that would be 4 turns used to power up the android as well as wait for rage to use it.




Renegade Reaper -> RE: Boosters, should they really return? (3/7/2013 22:45:12)

boosters should not return, as they are the crutch IA users leaned on to win matches they would
otherwise lose. since we have generator now, boosters are no longer needed. they were also a
major waste of credits. if they actually returned for regular pvp battles, i would probably quit ED.




Dual Thrusters -> RE: Boosters, should they really return? (3/7/2013 22:47:05)

^Generator gives 25 max energy/health and has a 2 turn warm up

its got nothing on them boosters




nico0las -> RE: Boosters, should they really return? (3/7/2013 23:23:50)

No, I don't support their return.
There's already an imbalance on what you carry versus your opponent; skill cores, effects, etc. Adding boosters to Omega wouldn't be smart.




Exploding Penguin -> RE: Boosters, should they really return? (3/7/2013 23:28:12)

If I used boosters as a TLM focus, I could easily heal loop for totals of over 120-150 energy per fight healed, if not more. I'm using high frenzy level 4 heal tank focus build with 75 HP, and without boosters I already can frenzy 3 times for around 20-30 HP from that, heal 2-3 times for 90 HP, and use surgical for another 8-ish HP, as well as a +15 HP generator core. That's already 133 HP healed, with my base 75 to start too. Also, given all the luck factors now, 2v2 would take forever...




ReconnaisX -> RE: Boosters, should they really return? (3/8/2013 0:45:17)

I would suggest putting the boosters in temporarily to see if any new balance problems spring up as a result of them, but I'd rather not.




sylar67 -> RE: Boosters, should they really return? (3/8/2013 11:43:55)

@mother1 : "If boosters came back then stall builds would have Booster, Booster, generator core, heal, then infernal android. that would be 4 turns used to power up the android as well as wait for rage to use it. " why would i waste 4 turns to do 1 attack when it needs 4 turns to come to its 100% damage :P ?

if and im saying IF boosters are gonna get eliminated i want full refund , i already have over a hundred booster , i used to buy a lot at once so i wont need to go after every time i use 'em not to mention the time wasted to buy them 1 by 1 ...




Mother1 -> RE: Boosters, should they really return? (3/8/2013 11:56:10)

@ sylar67

Stall builds with the infernal android were doing that sense Delta. The only reason they haven't been doing that now is because boosters are gone. You don't think that if stall builds got boosters back they wouldn't to the same crap all over again? Stall build tanks don't need a buff IMO.




Ranloth -> RE: Boosters, should they really return? (3/8/2013 12:24:52)

quote:

if and im saying IF boosters are gonna get eliminated i want full refund , i already have over a hundred booster

Lmao. Shouldn't have bought so many, not our problem that you prefer to stockpile them. Refund? Sell them for 1/2 price. >.>




SouL Prisoner -> RE: Boosters, should they really return? (3/8/2013 12:41:58)

Yes, but only for juggernaut mode, once your in solo or team, they just disable for the match ... Fair enough ??




JariTheMighty -> RE: Boosters, should they really return? (3/8/2013 12:46:34)

Two boosters per match was way too much, I'm glad they got removed. It doesn't add any strategy to the game to be able to heal one or two times extra than usual. The outcome, if both were to use a booster, would be the same but with so many turns longer battles.

The current system, where you have a permanent skill to be used once per battle, is good.




Made 4 Sunny Days -> RE: Boosters, should they really return? (3/8/2013 12:50:43)

With the generator core, I don't really see the point in putting boosters back into the game. Like Jari said, two boosters is too much and from what I've seen, the generator core has replaced it as a much better alternative.




JariTheMighty -> RE: Boosters, should they really return? (3/8/2013 13:08:04)

And as for Juggernaut battles, the developers and testers need to find new ways to balance the matches. Boosters shouldn't be brought back to the game in my opinion.

Also, that brings up the topic of win rates. I know for sure I won't be doing any juggernaut battles until I know I'll be able to reach +95% win rates again, because anything lower would lower my ratio. And the unfortunate thing about it is that so many others have too stopped doing juggernaut because of the changes made to the battle mode.


An example trying to clarify what I'm trying to say here:

Player A and Player B have both played the juggernaut mode in Phase A, and both have all-time win ratio of 90%, making them equally good*. Then, Phase B comes along, making juggernaut battles so much more difficult that reaching 60% win rate equals the old 90%. Player A stops doing juggernaut battles, but Player B continues to do juggernaut. Player A's win rate stays at 90%, but Player B's win ratio drops to 75%. Now, Player A can claim to be the better player, although in reality they both would be equally good.

*If we were to use win rates to judge players' skill level

See my point?

Edit: Realized it's slightly off-topic, oh well. [&:] :)




DeathiZClarity -> RE: Boosters, should they really return? (3/8/2013 14:57:31)

quote:

Stall builds with the infernal android were doing that sense Delta. The only reason they haven't been doing that now is because boosters are gone.


Stall builds actually have strategy, unlike the common support merc or cyber. I'm using it on my tactical merc right now. When i get on round 8 i heal, surgical, generator, and then either energy shot, bloodshield (I use it against cybers and techabuse mages, and on round 11 it goes off usually), or just rage robo on round 11.

But no, i dont want boosters to return.




kosmo -> RE: Boosters, should they really return? (3/8/2013 15:08:50)

@Jari.You are right, juggs needs improove, but you cant expect a +95% win rate anymore by the way we ll never have such a big boost like enchancments where.Also I don t think they shuld put booster again,because they are not equal for all classes and builds.




Onlythestrong -> RE: Boosters, should they really return? (3/8/2013 15:23:51)

They should return




Waxor9001 -> RE: Boosters, should they really return? (3/8/2013 15:25:52)

They shouldn't return in my opinion.




Vagaran -> RE: Boosters, should they really return? (3/8/2013 15:26:04)

Booster should return for boss battles and NPC's.

@below

Good point, maybe for bosses then. I can live without dem boost in PvP battles.




Made 4 Sunny Days -> RE: Boosters, should they really return? (3/8/2013 15:41:47)

@vagaran
Having boosters for npc's doesn't seem very productive as npc's only give out credits now. (and not a very high amount) Using 1 booster against an npc would yield a tiny amount of credits and using two would lose you credits, so for npc's it doesn't seem like the best idea.

For bosses, sure I guess, but we still have generator and I haven't had any trouble fighting bosses. (I help out anyone who asks for help against bosses)




Cookielord12 -> RE: Boosters, should they really return? (3/8/2013 15:50:23)

I could not care less :)




sky222 -> RE: Boosters, should they really return? (3/8/2013 16:04:57)

Yes, and make them cost 1k creds each
They can now be used for bosses, but it is impractical for normal battles since you would go 60 battles without them for every one battle you had them




DestruRaGe -> RE: Boosters, should they really return? (3/8/2013 17:45:53)

They should return. When some player gets too lucky with blocks/crits/deflections you can save yourself by boosting.




Page: [1] 2   next >   >>

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition
0.125