Buff Mercenaries (for obvious reasons) (Full Version)

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cool preston -> Buff Mercenaries (for obvious reasons) (3/25/2013 18:14:55)

Aha we arrive to the scene of the crime where mercenary is pulverized in 1v1 by a BM or something

Nerfed to the ground no counter to smoke or malf mercenaries are a dead class.
Now what can we do about it...Replace that god awful adrenaline for a start.

Next buff Hybrid armor to 12 defence starting and ability to switch to energy.

Return Bunker buster to how it was.

Zerk is fine. Intimidate is fine but could use something extra (Maybe steal support and str?)

Surgical is fine

Adrenaline HAS TO BE REPLACED!!!

Allow us to reach adrenaline or that particular spot without having to invest in maul.

Double strike is fine BC is fine but should go back not being scaled by amount of str.

Other than that the class is fine.
What do you guys think?






Lycan. -> RE: Buff Mercenaries (for obvious reasons) (3/25/2013 18:22:29)

I agree with the returning of the old Hybrid, should make the class a lot more powerful but not overpowered.




AQWorldsFarmer -> RE: Buff Mercenaries (for obvious reasons) (3/25/2013 18:23:02)

too many buffs. o.o

I agree, merc is very weak now.

The reason hybrid armor is no longer switchable and is split between both def and res is becuase of plasma armor and mineral armor.

Adrenalyn is just..wierd.

Replace it with an active skill (that increases with dex), or deadly aim (lol)




Lycan. -> RE: Buff Mercenaries (for obvious reasons) (3/25/2013 18:26:49)

I agree Adrenaline definitely needs to be replaced buy with what?
Probably technician or something, not reflex boost Mercenaries aren't supposed to block much anyway..




AQWorldsFarmer -> RE: Buff Mercenaries (for obvious reasons) (3/25/2013 18:36:37)

Technician! YES!

But then we'd have to change blood commander. ;)




cool preston -> RE: Buff Mercenaries (for obvious reasons) (3/25/2013 19:13:05)

Yes I suggested an idea before

Tactical Sights basically an aux deadly aim but it requires 42 at max to prevent support abusers. That's what should replace adrenaline.

The reason mineral armor and plasma armor are ten because thy have defense against the opposite

Mineral armor for instance has blood shield plasma armor has defense matrix.

So to fix merc bring back old hybrid armor replace adrenaline with tactical sights and I would love for tactical sights to be used without putting a point into maul. Which is useless if you have a sword.

Should intimidate be buffed to take away support and str? A little of each?





Mr.Blank -> RE: Buff Mercenaries (for obvious reasons) (3/25/2013 19:22:20)

I agree with the fact that Adrenaline is an underpowered passive and needs to be replaced.
However, I don't think aux DA is very useful. As other forumites have pointed out, Aux's cooldown greatly reduces the effectiveness.
Anyway, here's my suggestion for a new passive, which I think is generally useful for the Mercenaries:

Bargainer: Passively reduces the energy cost of skills

Lvl 1: Skills cost 3% less to use
Lvl 2: 5%
Lvl 3: 7%
Lvl 4: 9%
Lvl 5: 11%
Lvl 6: 13%
Lvl 7: 14%
Lvl 8: 15%
Lvl 9: 16%
Lvl 10: 17%

When maxed, the energy cost of the most expensive skill, Surgical Strike, costs 10 points less to use. This is one example.

Note: The percentages and the level scaling can be changed if necessary.




cool preston -> RE: Buff Mercenaries (for obvious reasons) (3/25/2013 19:25:41)

That is interesting reduce energy on skills.

But aux deadly aim isn't as bad as you think.

Scaling from +1 dmg to +9 dmg makes the aux hit 48

While deadly aim max is 45

More than fai for one more turn cooldown.




Ranloth -> RE: Buff Mercenaries (for obvious reasons) (3/25/2013 19:26:48)

Aux DA already existed, and was inefficient due to long cooldown of Auxes. Not mentioning it'd overpower Support Mercs; Intimidate, BC, Aux, Multi, and give them Aux version of DA. A bit too much.




cool preston -> RE: Buff Mercenaries (for obvious reasons) (3/25/2013 19:28:14)

Then why not make aux deadly aim +11 dmg max and have str requirement eliminating support mercs from abusing it.




Ranloth -> RE: Buff Mercenaries (for obvious reasons) (3/25/2013 19:33:02)

Strength requirement is nothing but a band-aid. What, 20 stat loss to fulfill requirement? Since it scales a lot slower at high Support, it'd be losing 3 Aux damage, really. Requirements don't fix balance. And Aux DA was given to Mercs in the past, it just wasn't effective due to high cooldown & yes, it did have higher % than DA.
And again, too many Support-based skills for Mercs. Simple as. Bargainer would fit them more - unique skill, they do lack EP and HP regen (passive) and are sorta offensive-defensive aimed class (balanced) so this could help.




ur going to fail -> RE: Buff Mercenaries (for obvious reasons) (3/25/2013 19:45:10)

Merc buff's aren't that simple. Returning hybrid armor to +12 will completely ruin balance for the lower levels. Have to consider balance for the lower levels as well, merc ins't half-bad at the lower levels (level 1- 25).




Thylek Shran -> RE: Buff Mercenaries (for obvious reasons) (3/25/2013 19:57:38)

quote:


Aha we arrive to the scene of the crime where mercenary is pulverized in 1v1 by a BM or something

Nerfed to the ground no counter to smoke or malf mercenaries are a dead class.
Now what can we do about it...Replace that god awful adrenaline for a start.

Next buff Hybrid armor to 12 defence starting and ability to switch to energy.

Return Bunker buster to how it was.

Zerk is fine. Intimidate is fine but could use something extra (Maybe steal support and str?)

Surgical is fine

Adrenaline HAS TO BE REPLACED!!!

Adrenaline is good but still a bit weak atm. I think that Intimidate should
get revamped because it was fine during alpha and beta to counter BHs
and also TMs but now there are alot other ways to deal damage and to
circumvent and counter the strenght debuff: Robot attack, aux attack,
damage skills that are not based on str, str buffs, other buffs,
Azrael cores, Cleanse, heal, buff, energy drain, charge Infernal Android, ...

Smoke and Malf could be countered with Assault Bot but Cleanse is a bit
to weak since it got heavily nerfed from 80% to 65%. Rebuffing it up to
70% or 72% should be balanced. The special of Infernal Android is with
130% still to strong. I recommended 120% for max cap.


quote:

Surgical is fine

Not really. Its has insane energy cost and does not require a class only
primary weapon (club) as it is required for the other ultimate skills.
Merc, TaM and BM are the only classes that only have 2 skills that
require a class only primary weapon. The other three classes all have
3 of those skills.




santonik -> RE: Buff Mercenaries (for obvious reasons) (3/25/2013 21:30:07)

Merc Need better defence. maybe better hybridarmor more pure defence 7/7 or8/8. (pure suggestion). Or hybrid armor and new passive what support figth even better than that andrealine. Replace that andrealine to other passive. It dosent works sometimes at all i tested that my 150+ support build. normally i gain rage 3-4 rounds but sometimes 5 round that andrealine is totally too weak. Only help is ANDREALINE is if you gain MAYBE 1 turn faster rage. It was good if that really works,but that dosent works so well.
Maybe new second passive can gain 40%% or 25% max healt. + 5 lvl 1 extra damage to bot + max lvl 1 extra damage to bot, Total bot damage raised 2. (Pure suggestions)


Tech build is not so strong at all anymore.
Max bunker cost 33. It is high cost move maybe that must drop littlebit that energy cost.29 max lvl, maybe 29 energy cost.(suggestion)
bunkker is nerf a lot. .Bunkker buster works ONLY rage ;( Surcical cost same energy what that cost delta and now is MORE less energy.
Need so much energy.Very hard to keep all energy to use that move.And is weakest ultimate damage,but is life steal and rage steal.


Emp and tech mage energy draining is too much now. Emp is too srtong and Assimilation give basically endless energy to tech mage.


And yes those smoke/malf is extreme hard counter even you make special build against boynty or malfs class. -
45 dex kill any1. Same is tech. Those skills take out too much defences out and malf take out bot and all tech moves out totally and smoke is making you sandbag.Mercenary hitting only mosqitos.


Merc need better defence. maybe better hybridarmor. More pure defence 7/7 or 8/8. or better hybrid armor and new passive what support figth even better than that andrealine.
Mercenary pure defence must be best in game (no defence buff) but now that is tacmercenary or cybershunter.(pure defence+passive skills)
passives support much better those class ( Tacmerc and cyber). Others class can buff extra armor if they need that. Both physical and energy.


And last those stregth. that is nerf. That is good. I mean it. but 1 block ruining that too often. Yes sometimes u can hit only 1 times to enemy. specifically boynty and some cyberhunter. Broblem is that blockking.(sometimes emp and assimilation)


Assault bot that need little buff 65% is too less, 80% is too much 70-75% is ok ? It is cost 1 turn when you use that special move. That takin yours bot damage out totally.After 4 rounds you can using that again maybe special?. another stun round ;(














Ranloth -> RE: Buff Mercenaries (for obvious reasons) (3/25/2013 21:33:47)

As a note, Assault Bot will NOT be buffed. That'd mean Azrael must get buffed too, and it was nerfed once already since it rendered Shields and debuffers useless. Use Lvl 10 Intimdate, and have your enemy debuff it for 80% and see how it feels like to have just 20% remaining for quite high EP cost. 35% isn't that much, you're looking at maybe -3 Res/Def/Damage, -4 at most if Smoke/Malf/Intimidate is strong (after debuffing it with the Bot that is).




cool preston -> RE: Buff Mercenaries (for obvious reasons) (3/25/2013 21:58:39)

Buffing hybrid to 8-7 or 7-6 would be sufficient Ithink for defence.




Midnightsoul -> RE: Buff Mercenaries (for obvious reasons) (3/25/2013 22:15:15)

How about a skill similar to the assault bot special called Recover?

Recover
Description: Use some energy to reduce the effect of a debuff.
Energy cost: 12 energy step 1
Lvl 1: 40%
Lvl 10: 85%




Exploding Penguin -> RE: Buff Mercenaries (for obvious reasons) (3/25/2013 22:56:05)

How about change adren to a passive which reduces your opponent's rage gain? This would make it easier to tank, especially with blood commander and intimidate.




santonik -> RE: Buff Mercenaries (for obvious reasons) (3/26/2013 10:09:18)

As a note, Assault Bot will NOT be buffed. That'd mean Azrael must get buffed too, and it was nerfed once already since it rendered Shields and debuffers useless. Use Lvl 10 Intimdate, and have your enemy debuff it for 80% and see how it feels like to have just 20% remaining for quite high EP cost. 35% isn't that much, you're looking at maybe -3 Res/Def/Damage, -4 at most if Smoke/Malf/Intimidate is strong (after debuffing it with the Bot that is).

That is only way to take debuff to mercenary. And that is still weak special.

What you plan to make better mercenary. I see merc is maybe game history weakness points todays. I have played this game beta times that is good time. I have playing gamma time. That is good time if you have skill ful tactic. I have played delta My personal golden time .My unique PUNKKI build win ratio earlier delta is over 95% NON stregth build.end of that era that drop abotu 80-85% and still good to play my unique build.Very many try copy my build but they cant. I have too rare items ;)

MY unique build

3 heavy bunkker (lvl 9),1 surgical (lvl 9),1 heal (4 lvl),no stregth at all,about both defence is 40,support 40.,very high technology.,AND 173.energy. Can play this way too. 2 surcicalstrike 1 Punkker 1 heal and this build is very hard to kill. Only weakness is energy steal moves. sometimes 1emp dont effect sometimes 2 emp effect.(i using 2 energy boosters)

Now i cant do those build any more (only my dreams)

Now in this time, omega cores coming and give extra damage and those nerfs that making merc first op(stregth) then that nerfs totally dead manyways.
Support work few days then that nerfs, bye bye again mercenary. Now we (merc) has no abilty to defence play at all. and we are not so big defence. Hybrid is not enougth todays








Ranloth -> RE: Buff Mercenaries (for obvious reasons) (3/26/2013 10:16:37)

Bot is useable by everyone, not only Mercenaries. If that's the only way for Mercenaries then let it be, but other classes can use it too. How about if I wanna use Azrael Bot as a Merc? Is that buff gonna benefit me or put me at a disadvantage - especially if I use Intimidate?

Mr.Blank's suggestion is still good, which is reducing EP cost of all skills based on the level of the skill (passive in place of Adrenaline). It works well since they don't have EP regen, nor HP regen (passive) and defensive skills. With Assault Bot + Bargainer, it could make a defensive combo quite well since you could get higher Heal instead without worrying about EP cost as much (sorta improves your defence in the long run). Buffing HA could do but it's fine since it covers both. Perhaps +1 to Res and Def could do - it's small buff but it's 1 damage less taken in each turn & it adds up over the whole battle.

@Exploding Penguin
I had the same idea back in mid/late Delta already, to keep Adrenaline as it is (% wise; it's still received a buff by 5% afterwards) and make enemy's rage gain to be slowed down by the exact % & in 2v2, the % would be split between both enemies instead. With 2 Mercs, they'd be split (so say 2 Mercs with 20% Adrenaline get 40% total, so 20% per enemy as opposed to 10% if there was one Merc).




Mr.Blank -> RE: Buff Mercenaries (for obvious reasons) (3/26/2013 12:57:29)

As Trans pointed out, Bargainer might also increase Merc's defense as a sideproduct. I personally think that quite the few of Merc's builds might require 100 points of energy to function properly due to the fact that they have no energy regaining passive. The fact that they need to invest plenty of points in energy and have no way of gaining it back leaves them vulnerable in general, since every wasted point in energy might cost them Defense or Resistance. Not to mention that if their energy is taken away they are left crippled.

I believe it could also increase the variety in Merc's builds. The fact that energy costs are reduced opens up some new and/or forgotten builds.




Ranloth -> RE: Buff Mercenaries (for obvious reasons) (3/26/2013 13:46:23)

Not only defence, offence as well since Energy will be a bit more manageable thus it won't have to be trained as much thus saved stat points can be invested into offence (Strength/Support) or defence (Dex/Tech). Let's say it's 20% reduction at Lvl 10, per maxed skill, you will be looking at saving of perhaps 5-7 EP (per use) and up to twice as much on Ultimate. It seems like quite a bit but Reroute does the same - instead of making the cost cheaper, it gives you EP back to be re-used again but ends up being superior (with no EP left, Bargainer wouldn't do much.. XD).

By saving on stat points that may have not been put in Energy, defence and/or offence could be improved thus being able to counter EP-draining skills by.. not relying on skills as primary damage output.




Master Smasher -> RE: Buff Mercenaries (for obvious reasons) (3/26/2013 15:51:42)

replace adrenaline with a skill the helps merc with survivability




aurther13th -> RE: Buff Mercenaries (for obvious reasons) (3/27/2013 10:52:00)

@ santonik not sure if its me or the way your writing but your mixing words and making it hard to understand.
also @ santonik 29 energy for bunker would be to low i think maybe 32 would be fine, im fine with it at 33 so mercys have to use a few points for energy.

@ E.P. using it to make opponents rage take longer to fill would be good but as someone pointed out earlier even at max with a support build might only effect it by one turn, although better would still not make much difference.

@ midnightsoul the passive skill in place for adrenaline being using energy to recover from a debuff being bad for 2 reasons.
1st: mercys already have a problem with keeping energy and they cant recover it.
2nd: it would be more of a turn to try to counter the debuff then to try to tank it out with higher hp and high field medic while still doing damage.

@Thylek Shran other players using malf and smoke is tough on a mercy but thats part of being a tank with high hp and field medic. you will have to find ways around that but over all once they run out of energy they are stuck and all yours. tlm can avoid malf somewhat from blood shield but that takes a turn, in which they have control on your next move, rather they attack an make use heal or they buff them selves and give you the chance to change things.


i think the suggestion of making it a passive that makes you not need as much energy as pointed out earlier would be pretty nice. for S.S. being 10 less energy would be good but not op. personally i use talc mercy so energy isnt that much of a problem since i have reroute and the core for armor, +8 on resistance so i get 21 energy back. i have come into problems with 2 mages, in jugger matches, that both have assimilation and just completely drain all but 20 of my energy. one use malf and then both use bolt an im gone. although i counter with blood shield still can be challenging. would be even harder for a regular mercy. returning hybrid armor back to where you can change it from defence and resistance would be alright but still using a turn, i would just rather have my armor balance it out an use that turn for attacking.

hybrid armor to 8/7 is way op. especially for lvl 35 where they can have armor with 5/5. could get def 25-30 +8 +5 and res 25-30 +7 +5 would be way way to much. at lower level maybe not too bad but to much at high level with tank build. 8+ field med and high hp.

having a different route to adrenaline, or new skill if replaced like needed, would be good. i use a sword instead of a club simply for the 4 extra points, at lvl 29 20 points for sword, 16 for club. if not i would be using a club.

for SS to require a club would be terrible. not only because it would limit it but also tanks use swords and clubs. in which both atom smasher and frenzy/maul require clubs, i dont like testing luck with maul for stun so its pointless to me, and atom smasher is alright but seems like a waste of a turn when most players have many ways of getting energy back. i have to sacrifice not using frenzy, which i love since it gives hp, for the 4 extra points that a sword gives. i dont see any balance problem there so why mess with it. for some builds people use sword others use a club, why alter that.

other then that sound about it for me.




santonik -> RE: Buff Mercenaries (for obvious reasons) (3/27/2013 21:09:56)

santonik not sure if its me or the way your writing but your mixing words and making it hard to understand.

Yes this is not my original language. My original language have very different mantways. I try learn more this english.




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