Shadow Arts (Full Version)

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ansh0 -> Shadow Arts (4/13/2013 10:20:43)

Remove block increase, keep stun increase.




Mother1 -> RE: Shadow Arts (4/13/2013 10:30:10)

Not supported.

As it is now while it is annoying at times it is still useful against melee attack. However removing block chance from it would be nerfing it into the ground since stun grenade is the only skill that stuns. Not to mention if you don't use a stun gernade build then this passive would be useless.




ansh0 -> RE: Shadow Arts (4/13/2013 10:31:33)

How about making 50% of that work with cores?





goldslayer1 -> RE: Shadow Arts (4/13/2013 10:32:25)

things that increase luck, like shadow arts, IMO dont belong in the game.

so i support the removal of stun chance and block chance. and have it replaced with something else.




Exploding Penguin -> RE: Shadow Arts (4/13/2013 12:04:58)

@goldslayer1: Most definitely. While it currently isn't overpowered in any way, it just doesn't fit in the game. People can just use skill points in this and win because of their luck.




Midnightsoul -> RE: Shadow Arts (4/13/2013 12:10:30)

Well, I have to say it's OP at times and UP at other times depending how much you block. There needs to be something that is more...stable and consistent...something guaranteed for an effect.




goldslayer1 -> RE: Shadow Arts (4/13/2013 12:33:12)

@midnight
then something that isn't luck.




Goony -> RE: Shadow Arts (4/14/2013 0:13:24)

Rabbles looking at reworking Shadow Arts, so any suggestions would be good. One idea could be to make it an active skill that reduces incoming and outgoing damage for 2 turns. So it's a defensive move that doesn't have a luck factor.

Suggestions regarding how it could increase with level and how it could work would be welcome. The way it would work is not set, so don't rant about changing the skill and instead make proactive comments about how it could be changed so that it isn't a luck modifier ;)




The Hidden Legend -> RE: Shadow Arts (4/14/2013 0:57:58)

Shadow arts could be made so that if an opponent crits you you have a chance to crit them back. On level 10 shadow arts could give you a 40 percent chance for a counter crit. And on level1 maybe like a 5 percent chance. OR shadow arts could lower all of their chances to get luck by 10 percent. on max you would lower 10 percent chance of crit/block/deflect/stun and on level 1 one percent




RageSoul -> RE: Shadow Arts (4/14/2013 1:51:25)

Best replacement : make the % give bonus DEX based on your base DEX

Level 1 : 5%
Level 2 : 8%
Level 3 : 10%
Level 4 : 11%
Level 5 : 13%
Level 6 : 16%
Level 7 : 18%
Level 8 : 19 %
Level 9 : 20%
Level 10 : 21%

Same Stat Requirement , but along that will be putting the old % of DA and giving Hybrid be % based and have a unique sub-passive .




Dual Thrusters -> RE: Shadow Arts (4/14/2013 2:32:11)

Or replace it with diamond blades, but the extra damage only works on strikes so it is not OP




Raiii -> RE: Shadow Arts (4/14/2013 6:56:42)

^ Don't even bring up DB O_______O

Well, I asked the opinion of a couple people on SA once and they keep telling me one thing: SA is not OP, it's just that synergy of the Hunter's build that makes it seem that way.

Apparently now, changing SA could dent the synergy as to not make the Hunters a tad too powerful compared to other classes.

I agree on simple making SA an active skill that increases Dex, not Block Chance, to make it as close to the original purpose of the skill as possible. The only flaw with this idea, I guess, is trying to differentiate this from Reflex Boost, another Dex Buff skill

~Rai




ND Mallet -> RE: Shadow Arts (4/14/2013 11:21:26)

I'd support the active skill reducing incoming and outgoing damage. It'd be tactical for sure. Though it should probably be free, if not cheap, because you'd be giving up a good deal of your damage to use it.




Exploding Penguin -> RE: Shadow Arts (4/15/2013 22:19:49)

@Noobernaut fusion: It would arguably have to be based off of a very small percentage of total damage (strike bonus + primary bonus, not just primary bonus), so that at max level it would only boost strike damage by about 4-5. If that's how it is, I'm all for it. However, to keep balance in check, I think that it would have a hefty support requirement equal to (if not more) than shadow's supp req, and that it'd be only limited wrist blades.

@RageSoul: The point of removing and reworking SA is to reduce the synergy benefits and just the luck factors. Changing it to dex pretty much does the exactly same thing, except it just lowers block chance by a slight amount and boosts defense, while possibly making focus tanks with tech abuse and dex casters vastly OP. Overall, your suggestion really wouldn't help in terms of trying to attain the main goals of reworking SA, which is to reduce luck factors.




Drangonslayer -> Shadow Arts (4/16/2013 1:09:31)

Or this can replace shadow arts
Level 1: Starts at 2% for outgoing damage
Level 2: Starts at 2% for incoming damage and increases by 1 for each level going back and forth.
So by level 10 it is 7% More and 7% Less




deoxy30 -> RE: Shadow Arts (4/17/2013 10:26:03)

Or If you use shadow arts, 5-10% of the block chance will decrease your health. Just like blood shield does. Having it an active skill is a good idea.




Drianx -> RE: Shadow Arts (4/17/2013 10:43:45)

quote:

I'd support the active skill reducing incoming and outgoing damage. It'd be tactical for sure. Though it should probably be free, if not cheap, because you'd be giving up a good deal of your damage to use it.

So a class with Bloodlust only will fight against a class with Bloodlust and Deadly Aim.
If failure should have a shape, then it would be a spiral.




ale6300 -> RE: Shadow Arts (4/17/2013 11:59:11)

I Suggested to reduce all ranged attacks damage by 10% at max, this is a fixed good passive skill, sure this new passive need a new name and icon, but dont affect main weapon cores and ranged skills like plasma cannon.




Sipping Cider -> RE: Shadow Arts (4/17/2013 13:18:40)

Here is an idea I had for shadow arts. This would not be luck based and also not a passive.

Shadow Arts

Energy Cost: 9+1 per level
Lasts for: 2 rounds
Cooldown: 3 rounds
Animation: Character runs up and in a flurry of hands and feet glowing points of light (chi pressure points) appear on enemy’s armor, giving guidance to bypass defenses
Level----------Effect
1---------------Enemy's resistance and defense lowered by 36%
1---------------Enemy's resistance and defense lowered by 40%
1---------------Enemy's resistance and defense lowered by 44%
1---------------Enemy's resistance and defense lowered by 48%
1---------------Enemy's resistance and defense lowered by 52%
1---------------Enemy's resistance and defense lowered by 56%
1---------------Enemy's resistance and defense lowered by 60%
1---------------Enemy's resistance and defense lowered by 64%
1---------------Enemy's resistance and defense lowered by 68%
1---------------Enemy's resistance and defense lowered by 72%

*Note: No damage is dealt upon activation. This does not lower tech or dex, only resistance and defense




ale6300 -> RE: Shadow Arts (4/17/2013 13:34:04)

@Sipping Cider and leave BH and CH with only one passive no thanks.




sleddyboy3 -> RE: Shadow Arts (4/17/2013 13:34:45)

If it were to just increase dex, then what is the point of reflex boost..????

You would be just making a facsimile of Reflex Boost.




zer00x -> RE: Shadow Arts (4/17/2013 13:42:32)

@Sipping Cider No way thats op, i can see them using smoke screen and then that shadow arts.




Stabilis -> RE: Shadow Arts (4/17/2013 15:13:00)

quote:

Rabbles looking at reworking Shadow Arts, so any suggestions would be good. One idea could be to make it an active skill that reduces incoming and outgoing damage for 2 turns. So it's a defensive move that doesn't have a luck factor.


So long as it is no longer lucky (contradicting the name of "skill"), I could not be less bothered. In other words, good news (everyone).




Elloisoul -> RE: Shadow Arts (4/17/2013 15:18:00)

or we can take out static charge and shadow art and replace them with this static charge for frenzy and shadow art for something like energy lust you know a energy version of blood lust instead of HP its MP




ScarletReaper -> RE: Shadow Arts (4/17/2013 17:37:37)

I really wouldn't mind if instead of increasing block chance, it increased your hit chance. Far less annoying, and makes it less likely to be a problem. Plus you already increase your block chance with smokescreen, so no need for a double whammy.




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