Balance Ideas (Full Version)

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Lord GaGa -> Balance Ideas (4/14/2013 16:55:12)

Here are a list of changes to skills and items which I think would benefit epic duel majorly...

Surgical strike- Damaged reduced by 10 but still minimum damage at 20.. This would stop people being able to abuse surgical damage with a high energy pool helped by re-reoute and the fact that Mineral armor is physical so you can make the generator core effect your energy more.

Toxic grenade- 2 more points of poison... More options

Field commander- Decrease 1 point of energy to use... cheaper

Frenzy- Cooldown decreased to 2 from 3.. make less people wan't to abuse surgical

Artillery strike- Raised back to 100% damage and 10% defense ignoring also in 2v2 BUT given a HARSH (max - 42) str req.. Makes it very hard for people to just abuse alone in 1v1 and in 2v2 it will mean people can play it with 5 focus balanced builds, especially as stats has been reduced in Omega artillery is almost trash now to level 30's onwards

Multishot- Put back to 100% and given a mild support requirement.. Needs a buff

Plasma rain- Put back to 100% and given a HARSH str req (max 42)... stop dex abuse

Fireball- Applies burn (Deals 15 damage over 3 turns so 5 damage a turn).. Fireball is very UP at the moment and this would benefit lots of higher level players making it more attractive because of armor ignoring damage

Infernal Andriod- Starts at 85% and ends at 120% (the special).. Yup, IA is still way way way too OP, on rage after say 8 turns it can cut through shields like a knife through butter and it's unblockable

Double Strike- Increase damage by 5%.. It's more expensive and also weaker than blungeon, needs a buff

Bezurker- Damage increase by 5%.. Needs a buff, they nerfed str builds now so they should bring it up a bit, mercs are weak enough as it is

Static charge- Increase the amount of energy gained by 10% at MAX so instead of 30% it does 40%.. Static is quite bad at the moment and especially as most people are running tankier builds due to lower health due to no enhancements Static Charge is comprimised

Massacre- Damage increase by 15% at MAX.. I know it was too OP but at the moment it's too UP, doesn't have any side effects and is easily taken away with various energy stealing skills

Adrenaline- Requirement moved to technology and rage gain increased by 5%.. Stop people using support abusive builds while making it more useful to 5 focus balanced builds using skills such as Bunker Blaster.. Also it's needs an upgrade in general

Thankyou very much those are all my suggestions, thank you for reading :)




Ranloth -> RE: Balance Ideas (4/14/2013 18:22:32)

Requirements don't fix abuse, which you seem to put on Multis. They are inefficient band-aids. Nothing else. Also IA is fine. It deals high damage but once per battle, so you know when to expect IA's special attack thus can heal, Shield (yes it DOES defend from some of the damage, even on rage) or drain rage if possible to delay it.




Lord GaGa -> RE: Balance Ideas (4/14/2013 18:31:17)

You make a good point but surely buffing the multis would mean that 2v2 could be a completely different battle type, because at the moment people just use the same builds from 1v1 which require minimal strategy or timing. Also I feel even though IA can only be used once per battle, it still deals much too high damage on rage




ale6300 -> RE: Balance Ideas (4/15/2013 11:50:54)

IA is fine you need to wait 8 turns to deal full damage and wait for rage, and their special with deflection end dealing only 20 damage.




ansh0 -> RE: Balance Ideas (4/15/2013 12:49:26)

Sure, let's make Tech Mage useless.




Exploding Penguin -> RE: Balance Ideas (4/15/2013 22:26:21)

Surgical Strike - In no way OP, plus if it was, nerfing any skill by 10 damage would make it pretty much detrimental, unusable, etc... Massacre got nerfed by 5 damage and it's never used now, so imagine taking an already fairly weak damage skill like surg and reducing it by 10.

Toxic Grenade - 2 more points is a lot, I'd just say reduce the energy cost because the high cost is definitely a minus and keeps people from using it. Also the fact that toxic grenade always does 3 damage on the initial attack is kind of a setback, making it even more useless against high HP low defense builds.

Field Commander - The problem with this skill is that skill point investment isn't worth it, and just the fact that buffing your primary/gun damage by 5-ish for a turn isn't really worth it. If this skill were to be fixed (I agree it needs to be fixed), I'd just say increase scaling per skill point investment, or to have other added effects to it as well. Reducing the energy cost wouldn't really solve the problems, even if the energy cost was only 1 EP at level 1 I'd still say this skill wouldn't be used that often in its current state.

I'll get back on the rest later, but....dinner awaits!




Stabilis -> RE: Balance Ideas (4/15/2013 23:25:35)

These numbers appear to be randomly generated like epic RNG. [>:]




Exploding Penguin -> RE: Balance Ideas (4/16/2013 0:26:03)

Artillery Strike - So I invest some of my base support into strength... this is still a major buff to artillery strike. 10% ignore would do approx 3 more damage, and buffing it back to 100% would make it do an extra 10-15 damage to both enemies if enough skill points and supported are invested. Given that I'd have to sacrifice 19 skill points to strength (which is 3-4 artillery strike damage) to meet the requirement, I'd say this would over-buff the skill.

Multi Shot - Right now I find it quite fine. In 1v1 at low levels of stat investment, such as level 5 multi shot, I can output a quite strong amount of damage for around 20 EP or less. This pertains particularly to CHs, but it could also apply to BHs as well given they can buff their dex with reflex. No buff needed, and putting a support requirement would just support mixing in shadow arts with dex casters (great synergy, I've tried it before), and the buff to multi shot damage would just be way too strong.

Plasma Rain - Not even that strong with dex abuse, and putting a strength requirement would just promote builds like 4 reroute max assim and high overload + plasma rain, since assim already increases with strength and putting a strength requirement would do near nothing since strength + dex is already a good combo.

Fireball - A good idea, but I think that the DoT should get stronger for each level of stat point investment. Also, the DoT itself should be toned down to something like 3 DPT rather than 5, because then fireball would easily surpass bludgeon's damage, and it's unblockable.

IA - Not necessarily, malfunction and omega override can easily reduce the bot's damage by 5-10(ish), if not more, just because it's %-based. Stack that with the fact that a deflected infernal android, particularly on rage, skrews you over for the entire fight since IA's base damage is already quite low.

Double Strike - The problem with this skill is that it costs way too much energy for the classes that are given it, and the damage boost isn't even that high. Back then, it could be abused at level 1 for very strong amounts of static damage boosts, and it wasn't even worth investing stat points in. Now it's worth investing stat points in, but its base damage is pathetically low. If anything, it could have base damage increase by a small amount such as 2%, have +4% instead of +3% per level, and a reduced 2-3 EP cost on all levels.

Zerker - Doesn't necessarily need a buff because the ability to statically deal an extra 30-ish strike damage on turn 2 is already a major plus. The EP cost-Damage boost ratio is also pretty good compared to other %-based skills. If anything, something needs to be done about blocks and this skill since a single block on a high-level zerker will mess you up for sure. I've even gotten rage off of getting a single zerker blocked and no other attacks (support/strength build with 7 adren and max blood commander. Turn 1 BC, turn 2 max zerker block, turn 3 rage)

Static Charge - Should just give a for-sure energy regain like before, and that it can only be affected by strength debuffs. Right now it's undependable and is pretty much only effective when raged with, and it's near useless on tanks.

Adrenaline - It's +10% rage gain, which is quite a lot at level 1, and +2% after that per level. Honestly, it isn't that great to invest in, but it's an amazing asset for that +10% at level 1. It should probably be more of something like it starts at +8%, then +3-4% rage gain per level afterwards, just so it's worth investing in.

That's pretty much all I have to say. The balance changes you suggested mainly target current mainstream builds, and destroys creativity of many possible builds given the current skills. Some concepts were interesting though, such as the fireball DoT.





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