CH-3 Changes (Full Version)

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theholyfighter -> CH-3 Changes (3/19/2013 10:14:35)

Sorry it's me again........... Yea, numbers of threads created by the same person may be kind-of annoying....

Just to pop-in an idea about a change to CHs.

quote:

All numbers can be discussed and modified.
Modified Skill Tree:
quote:

Field Medic----------Cheap Shot----------EMP Grenade
Plasma Armor------Static Charge------Defense Matrix
Multi-Shot-----------Malfunction-----------Technician
Plasma Grenade--Massacre-------------Venom Strike


Static Charge:
-Passive Skill
-Gives energy depending on how much damage you did.
-Adds a Support Requirement, 42 at MAX.

Calculation: 3+[(damage)*(lvl corresponding percentage)]
Basically, it means that you have a base energy regen amount of 3.
quote:


Lvl 1: 3%
Lvl 2: 5%
Lvl 3: 7%
Lvl 4: 10%
Lvl 5: 11%
Lvl 6: 12%
Lvl 7: 13%
Lvl 8: 14%
Lvl 9: 15%
Lvl10: 16%


Plasma Grenade:
-Base damage increases by 3.
-Energy cost decreases by 3.

Technician
-In place of Shadow Arts
-Adds synergy


------------------------------------------------------------------------------------------------------------------------------------------

Another idea:

quote:

quote:

Field Medic----------Cheap Shot----------EMP Grenade
Plasma Armor------Static Charge------Defense Matrix
Multi-Shot-----------Malfunction-----------Venom Strike
Plasma Grenade--Massacre-------------Bargain


quote:


Bargain:

Reduces your skill's energy cost by a %. 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%


Plasma Grenade:
-Base damage increases by 3.
-Energy cost decreases by 3.

------------------------------------------------------------------------------------------------------------------------------------------

Modified King Helio's idea:

Energy heal~
quote:


Stat Requirement: 24~42 Support
It is used like Generator; use a turn for using this skill, without attacking.
Level 1: +10 EP
Level 2: +13 EP
Level 3: +16 EP
Level 4: +19 EP
Level 5: +22 EP
Level 6: +25 EP
Level 7: +28 EP
Level 8: +30 EP
Level 9: +32 EP
Level 10: +33 EP




Blitzex/Sr. Zeph -> RE: CH-3 Changes (3/19/2013 10:34:25)

quote:

Adds a Support Requirement, 42 at MAX

Should be a technology requirment, since CH is already OP with support builds, this would make it alot easier if it would be support

quote:

Plasma Grenade:
-Base damage increases by 3.
-Energy cost decreases by 3.

Agreed

quote:

Technician
-In place of Shadow Arts

Not possible, SA is a passive skill, you want to replace it with an active skill?
Na ah!

quote:

-Adds synergy

Then TLMs should also get a dex improval skill.




Stabilis -> RE: CH-3 Changes (3/19/2013 10:39:31)

Technician is not returning, too low of protection rating involved with that skill. That is why I have been suggesting Energy Shield instead for years. Sure, boosting a basic stat can give you side-effects like increased skill effectiveness or improved battle mechanics (Robot Damage, Deflection), but it still lacks the health to sustain a player. Or, the Resistance to preserve a player.




Mother1 -> RE: CH-3 Changes (3/19/2013 10:44:48)

Technician and Plasma armor? Sorry but not a good idea. They were given plasma armor in place of technician for passive protection that doesn't fade, and adding technician would Overpower this class. Especially since most use dex which would not only make them block more but power up technician. CH would become OP once again with this change alone even without shadow arts.





theholyfighter -> RE: CH-3 Changes (3/19/2013 10:44:52)

quote:

quote:

Technician
-In place of Shadow Arts

Not possible, SA is a passive skill, you want to replace it with an active skill?
Na ah!

That's because ppl say that SC can't become a passive because a CH then will have 3 passives, therefore I replaced SA with an active.

quote:

Technician is not returning, too low of protection rating involved with that skill.

Plasma Armor isn't going away....

Edit:
quote:

Adds a Support Requirement, 42 at MAX
Should be a technology requirment, since CH is already OP with support builds, this would make it alot easier if it would be support

Well then Plasma Armor has a tech requirement already....

quote:

Technician and Plasma armor? Sorry but not a good idea. They were given plasma armor in place of technician for passive protection that doesn't fade, and adding technician would Overpower this class. Especially since most use dex which would not only make them block more but power up technician. CH would become OP once again with this change alone even without shadow arts.

You may have made a point; do you have better suggestions that might fir in place?

What if TLMs and CHs switch passive armors?

Post merge. Please don't double post. ~Mecha




Striker44 -> RE: CH-3 Changes (3/19/2013 11:40:38)

No need Technician, and SC energy regain is too weak (just 17 energy to 100 dmg at max level) - assimilate provide now 17 energy back at max.




theholyfighter -> RE: CH-3 Changes (3/19/2013 11:50:01)

@Striker
The new SC works as a passive. Therefore, if you hit ppl with 5 for 4 rounds with a MAX SC, you get 16 energy. Waaaaaaay better than the current one, I suppose?




Striker44 -> RE: CH-3 Changes (3/19/2013 12:30:18)

Reflex boost give 15% from damage and is not a dedicated energy regain skill , reroute give 30% at max then SC must be between 15 and 30% at max. And of course is better a passive skill , but not a weak one




Stabilis -> RE: CH-3 Changes (3/19/2013 12:41:57)

I believe that the main reason Plasma Armor would not be swapped out is because of fear.




Remorse -> RE: CH-3 Changes (3/19/2013 12:55:37)

I like these changes :)


only concern is they may have to much defenses with 2 shields and a passive Armour.


But testing may show it to be fine.

Especially with all the azreal torments running around, shields are basically energy wastes, and rage stallers.




Mother1 -> RE: CH-3 Changes (3/19/2013 13:35:29)

@ remorse

Extreme dex abuse builds would have a field day with these changes. They will have technician which improves with dex giving them excellent resist on top of plasma armor passively adding more to it and this is just the tip of the iceberg.

Technician will also improve plasma grenade damage plus with malf it will make multi shot and plasma grenade more lethal. Cyber hunter would become overpowered once again with all these changes.




Midnightsoul -> RE: CH-3 Changes (3/19/2013 17:10:50)

I think Shadow Arts should stay and be replaced with a new move. I'm still thinking of it increasing connect chance for all blockable moves up to 15% but idk.

I agree to plasma grenade, it's a little too weak.

For Venom Strike, it should be left alone, but I think it should be changed where instead, it should be a HoT (Heal Over Time) with like 10 health per turn at MAX.




Trifire -> RE: CH-3 Changes (3/19/2013 20:06:03)

I think that the multi for the class should scale with tech and that SA should be swapped out with a new skill called Computer Science. It would boost the deflection chance of the CHs by 10% at max and boost the grenade stun chance by 10%.




theholyfighter -> RE: CH-3 Changes (3/20/2013 9:58:01)

quote:

@ remorse

Extreme dex abuse builds would have a field day with these changes. They will have technician which improves with dex giving them excellent resist on top of plasma armor passively adding more to it and this is just the tip of the iceberg.

Technician will also improve plasma grenade damage plus with malf it will make multi shot and plasma grenade more lethal. Cyber hunter would become overpowered once again with all these changes.

That might happen, but who knows?

At least that's the only major concern I see now..... Any1 got a suggestion as an alternate for a replacement for Technician?


That only works in theory, but I highly doubt it works through actual testing. Extreme dex builds have only one source of offense: Multi-shot. Other than that I can say all other attacks hit 3s. Even if they used Technician to power up their Plasma Grenade, that's just for one round. Don't tell me about Malfunction, because extreme dex builds have close-to-none Support, which along with the Malf nerf, it is impossible to take 30 technology.

Therefore, irrelevant.




King Helios -> RE: CH-3 Changes (3/20/2013 10:57:41)

*uses massacre*
*60 damage*
*level 9 static charge*

...yeah. Then you have a heal win that EP.




theholyfighter -> RE: CH-3 Changes (3/20/2013 10:59:47)

^ That's just 12 energy through massacre....




Midnightsoul -> RE: CH-3 Changes (3/20/2013 11:03:58)

CH's already have plasma armor to make up for any resistance loss. I'd keep Shadow Arts.




theholyfighter -> RE: CH-3 Changes (3/20/2013 11:11:46)

^What do you mean?

--------------------------------------------------------------------------------------

quote:

Extreme dex abuse builds would have a field day with these changes. They will have technician which improves with dex giving them excellent resist on top of plasma armor passively adding more to it and this is just the tip of the iceberg.

Technician will also improve plasma grenade damage plus with malf it will make multi shot and plasma grenade more lethal. Cyber hunter would become overpowered once again with all these changes.

Now I doubt that it'll happen. Extreme dex abuse builds have only ONE form of effective attack: Multi-Shot, which requires quite a bit of energy. Extreme dex builds have nearly no str or suppport, therefore they can't make the malf-plasma grenade/multi combo as effective as you think. Cybers are less likely to become overpowered once again.

What you think or model in your brain does NOT represent the actual outcome.

That only works in theory, but I highly doubt it works through actual testing. Extreme dex builds have only one source of offense: Multi-shot. Other than that I can say all other attacks hit 3s. Even if they used Technician to power up their Plasma Grenade, that's just for one round. Don't tell me about Malfunction, because extreme dex builds have close-to-none Support, which along with the Malf nerf, it is impossible to take 30 technology.

Therefore, irrelevant.




ansh0 -> RE: CH-3 Changes (3/21/2013 11:36:51)

CH is NOT weak.

Stop with threads asking for an unneccessary buff.

If anyhting, SA needs a rework.


You all cry over TM getting a buff and spam balance subsection with selfish buffs to CH.




King Helios -> RE: CH-3 Changes (3/21/2013 11:43:57)

quote:

Extreme dex builds have nearly no str or dex






Midnightsoul -> RE: CH-3 Changes (3/21/2013 11:55:44)

^LOL xDDDD

I'm pretty sure he meant tech...xDDD




Wootz -> RE: CH-3 Changes (3/21/2013 21:37:43)

Skill tree, mate, there can't be two of a kind.

Static Charge, hell no! Why does everyone like that idea. What is point of "Static" in Static Charge, when you're making it passive. For one it is a Bloodlust rip off. And the skill is the classes' signature. And thirdly, why is the skill "underperforming", it can still regen quite a lot. And, Trans knows this. Three passive on one class, how about no.

Plasma grenade, fine. Its not like anyone will use that thing.




Exploding Penguin -> RE: CH-3 Changes (3/21/2013 21:53:47)

@Wootz: Assim is far superior to static right now, and the staff have NEVER been able to keep static charge balanced. Making it a passive could altogether just be better. Also, I wouldn't mind replacing shadow arts with technician/energy shield since, while it would stack with plasma armor, it's at the loss of a passive (and a passive I always hated).




Wootz -> RE: CH-3 Changes (3/21/2013 22:02:00)

A passive which is hated, but still people don't want to let it go. Logic.

Assimilation has got a bigger buff then intendent, just fixing the scaling is enough to balance it out.

Original Static Charge was balanced on the original skill tree.

And, seriously, only the Plasma Grenade needs a buff and the ultimate and multi skill needs changing. There's nothing wrong with the class.




Exploding Penguin -> RE: CH-3 Changes (3/21/2013 22:11:19)

@Wootz: No, static charge was most definitely not balanced when it first released. It gave strength builds like 20-25+ energy back on max levels, and it pretty much made it impossible for low strength builds to even function as a CH. It also made it insanely hard to use when using physical blades, and forced most CHs at the beginning of delta to have at least focus build strength and energy primaries.




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