Mercs have too many blockables (Full Version)

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fishb8123 -> Mercs have too many blockables (4/8/2013 17:59:45)

Double strike, Intimidate, Berserker, Maul and Atom Smasher are all blockable. Im not concerned too much with the first three but why does the stun and energy steal have to be blockable. Compare that to BH where both of those have 100% chance to hit.
Ive had this in mind for a long time ago but with Shadow arts and energy stealing becoming so popular it becomes a huge problem for mercs.

-ilyall fishb8123




Dual Thrusters -> RE: Mercs have too many blockables (4/8/2013 18:47:16)

If you read their profile mercs= melee attackers [;)]

And you mean TM have 100% chance to hit. Bounties are a mix of both




RabbleFroth -> RE: Mercs have too many blockables (4/10/2013 10:57:01)

I think this is one of the several issues with Mercs right now. Most of their damage sources feel too "risky" because of this.




Ranloth -> RE: Mercs have too many blockables (4/10/2013 11:08:40)

Unblockable Maul and Atom Smasher could be more than enough. That'd make all Stun skills unblockable and all EP drains unblockable as well - with exception of Assimilation but that one is to provide on-demand Energy. Maul would just have to lose %-ignore so it wouldn't be abused with Strength + unblockable attack + % ignore. Not mentioning it requires Maul as well, just like Overload needs Staff but has fixed damage (numbers instead of relying on Primary).

Others such as DS and Zerker are fine because they are powerful on their own, just like Bludgeon and CheapShot are. Debuffs are always blockable thus not an issue there. That'd give Mercs 3 unblockable attacks + Ultimate which is good enough. TMs have 3 + Ultimate, and BHs have 2 + Ultimate but they have Poison instead as well.

Unblockable Atom would be a buff to TLMs as well which is okay, really. Although their Stun skill is poor (Dex + MA & the fact Stun is only Dex-improving skill for them), possibly giving them Maul back without %-ignore + unblockable would be a bit more appealing. Then they'd still have 2 unblockables + Ultimate & Poison.




STRUT MY MUTT -> RE: Mercs have too many blockables (4/10/2013 14:51:34)

quote:

Mercs have too many blockables


CH's too.






fishb8123 -> RE: Mercs have too many blockables (4/10/2013 20:27:47)

How exactly do CH have many blockables.




Dual Thrusters -> RE: Mercs have too many blockables (4/10/2013 21:35:49)

@Fish

The only blockables us cybers have are cheapsot and poison




Mother1 -> RE: Mercs have too many blockables (4/10/2013 22:01:39)

@ noobernaut

you forgot about static charge as well as malfunction




Ranloth -> RE: Mercs have too many blockables (4/10/2013 22:06:04)

Debuffs are always blockable, and Poison can be debatable - it does deal DoT that isn't affected by anything.




sky222 -> RE: Mercs have too many blockables (4/10/2013 22:35:48)

I think this might be a good idea for the next passive of merc in place of adrenaline

Passive: Feint (Couldn't think of anything)
Reduces enemy block rate. Cuts into cores and skills when 0% "natural" block rate is reached.
Req=20 tech step 2
lv1=1%
lv2=3%
lv3=5%
lv4=7%
lv5=8%
lv6=9%
lv7=10%
lv8=11%
lv9=12%
max=13%


ATM I don't think this will OP str mercs because of the low progression.
I do have one concern with this skill though, and that is it might cause OP str mercs later...




Dual Thrusters -> RE: Mercs have too many blockables (4/10/2013 23:06:38)

@Sky

Hmm an opposite of shadow arts.....

Supported!




Ranloth -> RE: Mercs have too many blockables (4/10/2013 23:11:13)

Because we need more luck-based passives.. Woo! Not only people hate BHs due to Smoke + SA, now Mercs can get the hate!




sky222 -> RE: Mercs have too many blockables (4/10/2013 23:41:34)

^^
Generally things that reduce lucky factors receive less hate than things that increase. People hate being blocked but not never blocking
If the next STR merc uprising comes then you can repeat your point along with the other people saying
"Mercs OP they have very high damage and very hard 2 block"
but for now I think this will balance the game




Mother1 -> RE: Mercs have too many blockables (4/10/2013 23:56:39)

@ sky

This would OP strength merc even now. Especially if they are in 2 vs 2 with a bounty hunter who can use smoke.




sky222 -> RE: Mercs have too many blockables (4/15/2013 0:49:05)

@above
Well
My passive needs 40 tech
Hybrid needs 42 support
I don't think you can get much more than a 18-22 damage range with those reqs. and with people walking around with ~35 def/res right now you can't do too much damage with that




Blitzex/Sr. Zeph -> RE: Mercs have too many blockables (4/15/2013 4:36:29)

@Sky
No, just no.
No more luck based cores/skills or anything, its enough, period.

@Fish
I agree that mercs have too many blockables, there should be more unblockables.
I think that Maul and Atom can be made unblockable with some changes to the skills.
Maul will get slightly OP but mercs do need a buff so it would make them equal in comparison to other classes.
Atom will be equal since EMP is unblockable and Assim has alot of side-effects, but then change the improvement stat to either Tech or Dex, like Emp and increase the energy cost.
Letting it based on strength would make Str mercs OP, now it will be like EMP from hunters.




sky222 -> RE: Mercs have too many blockables (4/18/2013 0:53:57)

But this time there's less luck, not more.




Mother1 -> RE: Mercs have too many blockables (4/18/2013 1:05:28)

@ sky

Connecting with an attack is still luck based as well since there is a chance you can block it that is what Zeph is getting at.




The Incredible Hulk -> RE: Mercs have too many blockables (4/18/2013 2:48:08)

Some people cant afford celtic weapons




zion -> RE: Mercs have too many blockables (4/18/2013 3:10:49)

Support inverse SA for Merc - include the stun resistance too!




Ranloth -> RE: Mercs have too many blockables (4/18/2013 6:08:34)

@The Incredible Hulk
Lucky Strike core is in-game, available in the Core Inventory.




EpicIsEpic -> RE: Mercs have too many blockables (4/18/2013 10:26:42)

@trans compare 2% to 7% and then compare them to SA.




Ranloth -> RE: Mercs have too many blockables (4/18/2013 10:30:00)

Celtic Cleaver was a promo + it's a Sword. Other class-specific versions have 2%. So you're saying 2% is not significant whilst SA gives 10%? Tell me how reducing it by 2% is not worth it? Perhaps the 2% will save you.

Tell me how 10% (SA) is better than 8% (SA - 2% Connect)? You say it's not worth it yet say SA is bad. Right. You're not using the possible counters for your own reasons, thus it's your choice whether you want to nullify SA or not. CC is a Sword, Swords have more power. And it was a promo the year before.




sky222 -> RE: Mercs have too many blockables (4/18/2013 15:59:31)

You know, celtic cleaver works only on strikes. My passive works on everything.




Exploding Penguin -> RE: Mercs have too many blockables (4/18/2013 21:27:02)

@sky222: If it did work on everything, it would definitely OP mercs as lots of their attacks give strong static damage boosts for a moderately low energy cost (maul and zerker don't cost too much given the benefits, and atom smasher costs near nothing), and their only drawback is the fact that they're blockable.

Also, if it has percentages in there, it still incorporates luck. Arguably, your suggested passive would be just as annoying to deal with as SA.




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