BloodLust/Reroute Limit (Full Version)

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theholyfighter -> BloodLust/Reroute Limit (3/29/2013 23:27:25)

I was thinking about adding a limit to the MAX amount of health/energy available though BloodLust and Reroute.

I'd say 5, which to me doesn't seem nerfing them too much.

NOTE: For each round

Or even have the limit scaled with skill level.

What do you guys think about this?




Hard boy -> RE: BloodLust/Reroute Limit (3/30/2013 0:52:36)

more of a 6 to BL and 9-10 reroute




Guest0000 -> RE: BloodLust/Reroute Limit (3/30/2013 1:10:57)

Well you see BL is passive and in each and every turn you get that much of HP well if you'll add shadow arts and your a Jugger this makes other players deal 3 damage per turn and you say say you want to gain 8-10 hp per turn you attack them. Then your unstoppable already. Reroute is already good enough if you make it stronger then here we comes from healing and skill spam -_-!.




theholyfighter -> RE: BloodLust/Reroute Limit (3/30/2013 1:57:16)

^What the? Do you know what you're talking about?




EpicIsEpic -> RE: BloodLust/Reroute Limit (3/30/2013 15:17:19)

EMMMM.... Let me think.....
NO WAY!!! To regenerate 8 energy from reroute you would need around 24-27 hp. So if i normally have 90 hp it would be 2/3rds weaker and that is if i don't HEAL. It is a huge nerf and maybe to tactical mercenaries but to bm/tm it would just be too much.
There shuldn't be a limit.
NOT SUPPORTED!




ansh0 -> RE: BloodLust/Reroute Limit (3/30/2013 15:34:03)

Not supported at all.

Un-needed nerfs.




Hard boy -> RE: BloodLust/Reroute Limit (3/30/2013 21:13:51)

@ansh0 nerfs are very needed, people with blood lust gain4-6 hp every turn and 11-14 hp on rage, and about reroute, mages have an extremely powerful drainer that acts as an energy gainer while dealing dmg at the same time, while tlm is already a much more efficient version of mercs (energy regain, energy drain spam, health gain though frenzy).




King Helios -> RE: BloodLust/Reroute Limit (3/30/2013 21:17:38)

Per hit, or total?

Support per-hit, not total.




Hard boy -> RE: BloodLust/Reroute Limit (3/30/2013 21:19:37)

ofcoarse per hit Lol




theholyfighter -> RE: BloodLust/Reroute Limit (3/31/2013 1:36:55)

Ok guys I editted first post so dudes hopefully won't misunderstand it ridiculously.




ale6300 -> RE: BloodLust/Reroute Limit (3/31/2013 10:11:28)

And nerf plasma, mineral armor to 5 because all are passives? On other way not supported.




Blaze The Aion Ender -> RE: BloodLust/Reroute Limit (3/31/2013 15:31:32)

Yup, and after the first block, shadow arts quits working
And deadly aim cuts off after using your gun one time

In other words... Not supported




Frost the Phoenix -> RE: BloodLust/Reroute Limit (3/31/2013 15:50:29)

If you don't want you opponent getting high amounts of heath from blood lust then increase your defense or resistance depending on what type they have more of.
As for reroute have a skill that reduces energy and there is a gun core that does just this.
If you don't have some sort of skill or core to counter this then why should the other person suffer.




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