Static Charge - Energy Cost (Full Version)

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theholyfighter -> Static Charge - Energy Cost (3/17/2013 9:00:16)

What if we leave the current calculation method and percentages as it is?

It has become a fact that Static Charge is useless nowadays. Here's a new idea for its improvement:
-Reduces energy cost for ALL Skills.

quote:

I came up with this idea since some ppl are freaking opposing it having energy based on Raw damage and Fixed damage. Even with buffing its percentages dudes are saying that that's too much bonus blablabla.......



Basically it lowers the energy cost of Skills. (Passive side-effect)
quote:

Percentage for the amount of energy reduced. Does NOT affect Massacre.

Lvl 1: 5%
Lvl 2: 8%
Lvl 3: 11%
Lvl 4: 14%
Lvl 5: 17%
Lvl 6: 20%
Lvl 7: 23%
Lvl 8: 26%
Lvl 9: 29%
Lvl10: 32%


As always, the numbers are arguable.

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Concerns:

quote:

Reducing EP has no more effect once you use up all your energy. Giving back EP can keep on working no matter whether you have energy.

Reducing EP cost has a big difference from Gaining EP in terms of battle energy consumption & reproduction. One has a limited time use; the other has an infinite energy growth, under the condition that a player doesn't dies.





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No trolling, flaming, abusing language, or spamming plse~

Constructive comments welcomed~




Ranloth -> RE: Static Charge - (3/17/2013 9:04:41)

And you're asking them to make this skill a must to have in any build. That's what Devs are trying to discourage. You should NOT have to train a particular skill in order to win. SC is meant to help but not be a must. In the same way Frenzy works for HP, but SC has no restriction on weapon.

Yes, many other passives are a must to have currently but they will be revamped at some point to work in the same way - not being forced to have, say, BloodLust on a BM, to win the fight. It should be optional depending on your build.

Reducing EP or giving EP back on use, both would be buffs. 32% less EP cost on skills? Since Massacre isn't affected, it's fine but you're asking the best skills that cost 30-40 Energy go do down in cost by up to 10 Energy if trained high enough. And how would that work? It could not be a passive since it's too powerful & CHs already have 2 passives so another one would be too much (classes should have two only, at least with current skill tree). Active skill? So I waste a turn doing nothing and then lower EP cost for one turn? Wouldn't 100% damage on Strike (blockable) and some Energy be better?




theholyfighter -> RE: Static Charge - (3/17/2013 9:06:34)

You're like saying TMs and TLMs don't have to use Reroute, BHs and BMs don't have to use BloodLust, Mercs don't have to use Hybrid Armor.

quote:

Yes, many other passives are a must to have currently but they will be revamped at some point to work in the same way - not being forced to have, say, BloodLust on a BM, to win the fight. It should be optional depending on your build.

Then here's an interesting fact. Observe the postion they're put in a Class's Skill Tree. Basically those must-have passive skills are placed at where you have to at least invest in a Skill Point to invest points in other skills. The position design from the devs proved the point about "they aren't necessary to have" as irrelevant.

Edited first post.

quote:

Reducing EP or giving EP back on use, both would be buffs.

There's one part different. Reducing EP has no more effect once you use up all your energy. Giving back EP can keep on working no matter whether you have energy.

Reducing EP cost has a big difference from Gaining EP in terms of battle energy consumption & reproduction. One has a limited time use; the other has an infinite energy growth, under the condition that a player doesn't dies.




Ranloth -> RE: Static Charge - (3/17/2013 9:11:29)

quote:

You're like saying TMs and TLMs don't have to use Reroute, BHs and BMs don't have to use BloodLust, Mercs don't have to use Hybrid Armor.

Because that's what will be done.. Passive skills will be revamped so they won't be a must in a build, so you won't have to have Reroute as a TM just so you can compete with those who have it. This was already said months ago, by Ashari, but she's away in College which takes priority over ED and Rabble alone won't be able to handle coding + bigger projects in terms of balance (since it is big).




theholyfighter -> RE: Static Charge - (3/17/2013 9:15:02)

quote:

Then here's an interesting fact. Observe the postion they're put in a Class's Skill Tree. Basically those must-have passive skills are placed at where you have to at least invest in a Skill Point to invest points in other skills. The position design from the devs proved the point about "they aren't necessary to have" as irrelevant.

quote:

Because that's what will be done.. Passive skills will be revamped so they won't be a must in a build, so you won't have to have Reroute as a TM just so you can compete with those who have it. This was already said months ago, by Ashari, but she's away in College which takes priority over ED and Rabble alone won't be able to handle coding + bigger projects in terms of balance (since it is big).

You never know how long it takes. Maybe a year? 10 months? A release takes less then a week.... It isn't worth waiting for a big change for months than having a minor change within a week.




Ranloth -> RE: Static Charge - (3/17/2013 9:32:07)

There's a difference between asking for a change and a buff. You've said less than 10% buff to current SC is not enough, whilst if it was over 40% with current system, you're making it a must to have as a CH because it's efficient again. I have Lvl 28 CH and Lvl 6 SC, and I mainly use it to get around 4 EP back so I can Heal (Malf -> Venom -> Heal) and then I have Generator + rest of the fight to get EP back and perhaps heal again if I last long enough.

Buffing SC to that of over 40% would be already giving more Energy. Per 10 damage dealt, 30% returns 3 EP and 40% would return 4 EP. Per 20 damage it'd be 6 and 8, and so on. Small difference, yes, but you can deal more damage depending on the player's build thus regenerate bigger amounts just like that. Dealing 30-40 damage on a glass-cannon build isn't that hard and with 305 and 40%, it'd be 9-12 or 12-16 EP gained in one use of SC. If you're using SC on a tank, for crying out loud, don't expect decent results because it's obvious.




theholyfighter -> RE: Static Charge - (3/17/2013 9:34:40)

quote:

Buffing SC to that of over 40% would be already giving more Energy. Per 10 damage dealt, 30% returns 3 EP and 40% would return 4 EP. Per 20 damage it'd be 6 and 8, and so on. Small difference, yes, but you can deal more damage depending on the player's build thus regenerate bigger amounts just like that. Dealing 30-40 damage on a glass-cannon build isn't that hard and with 305 and 40%, it'd be 9-12 or 12-16 EP gained in one use of SC. If you're using SC on a tank, for crying out loud, don't expect decent results because it's obvious


1. Static Charge is affected by Str. Str got nerfed, therefore BloodLust got buffed. HOWEVER, did Static Charge get buffed? NOPE.

2. It should be obvious that you're kind of off-topic; this suggestion doesn't tell you I want Static to have an extra 10%.


quote:

If you're using SC on a tank, for crying out loud, don't expect decent results because it's obvious.

First, there's a scent of gunpowder from that. Secondly, the suggestion is not based on those particular occasions.

quote:

I have Lvl 28 CH and Lvl 6 SC, and I mainly use it to get around 4 EP back so I can Heal (Malf -> Venom -> Heal) and then I have Generator + rest of the fight to get EP back

So there are some data you provided. Lvl 6 SC getting 4 EP back. Wow, that sounds fair to you? Interesting...





Ranloth -> RE: Static Charge - (3/17/2013 9:41:57)

Tech was also nerfed in terms of Resistance so you deal more Energy damage then before. BloodLust got buffed because BMs needed it whilst BHs not really hence why it was nerf-buffed in the end. Was Frenzy buffed? NOPE. Is there a need for it? NOPE.

quote:

Lvl 6 SC getting 4 EP back. Wow, that sounds fair to you?

Yeah, pick it out and apply your own understanding. I use Lvl 6 SC to get at least 4 EP back that my build needs, I do get more but my build ONLY needs 4 EP so I can heal. Hence why I don't rely on it & wasting Generator (gives me 5 EP) would be bad instead of using SC. Ask before you assume. I nowhere said I get 4 EP back but I use it TO GET around 4 EP back so I can Heal. After Malf and Venom, I'm 4 EP short to Heal.




theholyfighter -> RE: Static Charge - (3/17/2013 9:47:45)

quote:

I mainly use it to get around 4 EP back so I can Heal

quote:

I nowhere said I get 4 EP back but I use it TO GET around 4 EP back so I can Heal. After Malf and Venom, I'm 4 EP short to Heal.

I don't know, but to me it sounds like you're able to "change the amount of energy taken" from SC.
quote:

my build ONLY needs 4 EP so I can heal.

Just because your build only needs 4 more energy(Q: You can get rid of 1 def/resis and get 4 energy......), other CH builds have to ues the same build as yours and leave SC as crap as it is?

quote:

Tech was also nerfed in terms of Resistance so you deal more Energy damage then before. BloodLust got buffed because BMs needed it whilst BHs not really hence why it was nerf-buffed in the end.

As Rabble said, with 100+ tech, the new calculation lowers your Resistance by 3. However, for Str, it got nerfed A LOT. Both changes do NOT equal.

quote:

Was Frenzy buffed? NOPE. Is there a need for it? NOPE.

After the update some players DID ask for a buff on Frenzy. It's just that its population is too low to be noticed.




Ranloth -> RE: Static Charge - (3/17/2013 9:49:18)

quote:

I don't know, but to me it sounds like you're able to "change the amount of energy taken" from SC.

Yes. Yes I can. It's called using Malf and my opponents having different Resistance in each battle, sometimes lower, sometimes higher. >_>




theholyfighter -> RE: Static Charge - (3/17/2013 9:53:44)

Malfunction lasts 4 turns per use. If you do a -30 Malf to an opponent with 30 Resistance, you get 4 more energy only, and you have to use it every possible chance. Hello? You're comparing +4 more energy to -20+ energy...




Ranloth -> RE: Static Charge - (3/17/2013 9:58:01)

I love how you've said "4 more energy only" - so you expect more from an active skill? You have debuff, passive Armor and you want very reliable EP regen. Do you see Frenzy regenerating a lot of HP? Players rage it despite being blockable, but so can you. Difference? You get EP back instead of HP but still more.

If you want decent EP regen, get Generator or switch classes. Don't expect decent results from an active skill because you already have certain skills. SC is on par with what skills should be like after the revamp, and passives will have similar power to that of DA; it's useful but not every TM uses it because it doesn't suit them, likewise with some BMs, and in the same way other passives will be done. SC is active and it's on par with what it should be. You treat few % more as a crap buff and want over 10% more to get at least 10 Energy back per use. You're asking for too much because it's not a passive but active skill.




Midnightsoul -> RE: Static Charge - (3/17/2013 10:00:42)

I think energy should still be reproducable by CHs...
You're idea is creative, but It should have the same concept as a Bloodlust where u hit to regain.





theholyfighter -> RE: Static Charge - (3/17/2013 10:02:38)

quote:

Do you see Frenzy regenerating a lot of HP?

Health and Energy are two different things, with different values. Otherwise, the devs would change the rule to: whoever player loses when he/she runs out of energy.

quote:

If you want decent EP regen, get Generator or switch classes. Don't expect decent results from an active skill because you already have certain skills.

Then what's "ED BALANCE" for? Basically I can answer THAT to all threads there.

quote:

SC is on par with what skills should be like after the revamp, and passives will have similar power to that of DA; it's useful but not every TM uses it because it doesn't suit them

Interesting, comparing that to DA.
quote:

it's useful but not every TM uses it because it doesn't suit them

Not all hunters use Shadow Arts as well. Have you seen any experienced TM without Reroute?
quote:

You treat few % more as a crap buff and want over 10% more to get at least 10 Energy back per use. You're asking for too much because it's not a passive but active skill.

I have already answered that question. NO WHERE on this suggestion did I say that I want a +10% buff to it. That's suspecting.


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quote:

I think energy should still be reproducable by CHs...
You're idea is creative, but It should have the same concept as a Bloodlust where u hit to regain.


At first that's what I thought, but then again it won't work since some players are strongly against any damage-->energy buffs to Static Charge.






Midnightsoul -> RE: Static Charge - (3/17/2013 10:31:29)

@theholyfighter
:D You can still try supporting the idea. You don't have to have other ppl make u choose how Static should work all the time.

And when you mentioned Frenzy, I still think TLM needs a buff because Blood Commander>Field Commander+Frenzy, but I dont wanna get off-topic...

@Trans
TLM...




Trifire -> RE: Static Charge - (3/17/2013 22:28:50)

Static should be a passive again but have a different scaling, with 20% at max.




rayniedays56 -> RE: Static Charge - (3/17/2013 22:58:09)

quote:

Static should be a passive again but have a different scaling, with 20% at max.


20% at max is WAY too much. I recently suggested this and found that 10% is good enough, while relatively still high.




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