Mercenaries Need a Buff (Full Version)

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cool preston -> Mercenaries Need a Buff (4/17/2013 23:50:28)

Merceneries need a buff...

We have no way to counter Smoke or Malf...Hybrid armor isnt enough. Zerk was nerfed double strike was nerfed bunker was nerfed... If you use a sword atom smasher and maul are useless. Adrenaline is also useless...

What can we do to make Mercanary more on the playing field with other classes?

Replace adrenaline? Buff Bunker buster? Buff Hybrid armor? Give us Blood shield or something?

Discusss on what what can we think up of for devs to implement in into the game.

I was thinking maybe Replace adrenaline with a skill that actually reduces the energy needed to perform skills. I forgot who posted this it wasn't my idea. But the skill was called bargainer.

Any other Ideas?




Exploding Penguin -> RE: Mercenaries Need a Buff (4/18/2013 21:05:55)

TLMs have no way to counter smoke, and CHs have no way to counter malf, so I honestly don't see the problem here. While CHs do have matrix and TLMs have blood shield, mercs have intimidate. Also, debuffs can only be performed using a strength-based strike, so in a sense intimidate kind of semi-counters debuffs.




ScarletReaper -> RE: Mercenaries Need a Buff (4/18/2013 21:20:20)

honestly? Mercs can make a tank surgical android build just as strong as tacmercs. Yes without reroute they can't heal loop, but who ever really needs more than 1 heal for that build?




goldslayer1 -> RE: Mercenaries Need a Buff (4/18/2013 21:24:18)

@scarlet
the unlucky ones.

i had max surgical strike IA build in delta.
it was a 98% build on an average day.




Exploding Penguin -> RE: Mercenaries Need a Buff (4/18/2013 23:02:45)

I'm a merc right now, and while it's a bit annoying to get blocked a lot of the time by BHs and hunters in general, it's still a great class. It's superb in 2v2 (arguably one of the best classes in 2v2) because it has a large range of high-damage options which can be used with no warmup or near no warmup. I can still get a fairly high win rate equal to those of BH focus builds in 1v1 as well.




Hard boy -> RE: Mercenaries Need a Buff (4/18/2013 23:17:43)

What are you guys talking about, 1 emp on a merc ruins every build...

@penguin

Intimidate doesnt count as a skill atm, helps in nothing, Str has been nerfed in addition to 5 focus abusers not needing to strike, I would love to give these cyber hunters my intimidate for a matrix, not like intimidate is helpful or anything.
you may get a good ratio while playing with merc in 2v2, but remember not everyone has the azrael stuff, so there are some limitations to other people.
1 malf will ruin half the skilltree and make bot/gun/aux deflect.
1 smoke makes the other half of the skilltree useless, making all the blockable hits get blocked.




Exploding Penguin -> RE: Mercenaries Need a Buff (4/18/2013 23:34:02)

@Hard Boy: But you can't smoke/malf at the same time, unless in 2v2. No smart team would do that either in fear of assault bot just negating both debuffs at the same time. If I'm smoked, I'll just use level 5 bunker, my aux/gun, or my bot special. If I'm malfed, I'll use skills like intimidate, and even then I'd still use my gun/aux. EMP doesn't really ruin mercs, especially since it takes 2 emps to fully remove a merc's energy at level 35. Also, EMP at high levels can take a hefty amount of energy and require an entire turn, while giving no rage to the user. Adrenaline really helps at that point to gain rage a turn ahead in some cases. I found intimidate quite useful as I deal damage, use a small amount of energy, and reduce all strength-based damage on me by about 4. It may seem small, but because of it I've survived countless times against strength BMs, strength+support TMs, and more.

If you think EP removers destroy merc, you're wrong. Good mercs, BMs, and BHs can easily recover from an EP remover and still win.




Hard boy -> RE: Mercenaries Need a Buff (4/18/2013 23:48:05)

If you get smoked right? their damage increases, you may do damage with aux gun bot etc.. but they regain 7-9 from bl each turn (speaking of bh), you may end up dealing damage, lets say you dealt 60 dmg though out the smoke, guess what they healed up around 35-40 hp already, making all your attacks near a waste.
malfunction doesnt bother me that much, but eh I wish I had a malf instead of that intimidate.
an Emp doesnt have to take all ur energy to ruin the build, just as it takes the amount you need to atleast heal, you're out of it, ex: I have 66 energy, most bounties have their emp at around 40 or more, I get emp'd, for my build, i cannot heal, or bunker. (both need 27 energy for me).
I have a good build, I can maintain an 85% with it, but just as I face a Bh, with azrael stuff, omega sword and chairman armor, (dont forget all the stupid luck cores), I instantly lose.




ScarletReaper -> RE: Mercenaries Need a Buff (4/19/2013 17:49:19)

^so you are saying you have an 85 percent win ratio, but because it loses to the same build everyone else loses to, mercs need a buff? Not sure of the logic behind that. Also if emp destroys you because you have no energy regen, then I guess my bloodmage is useless too huh? -_-




Exploding Penguin -> RE: Mercenaries Need a Buff (4/20/2013 1:07:45)

@ScarletReaper: The thought that EMP destroys BMs and mercs is pretty inaccurate. My merc build right now won about 18-20 1v1s with only 3 losses, which is a pretty good ratio, and majority of these fights were against BHs. Out of about the 8 or so BHs I fought, about 4 had an emp which took 40+ energy, and I beat all of them except for one (he got lucky and went first with 15 less support). EMP is a lot more taxing to use than some might think. The only build I really have a problem with are support builds, mainly because a crit will kill me, but the chances of a crit happening in a fight (given I have a high block/deflect chance) is fairly slim. All in all, somehow I've managed to bypass the evil luck that has been emphasized in Omega, and now I pretty much only lose to those more skilled than me (except for a few crit/shadow arts exceptions in luck). I find merc in no way underpowered. In fact, I find them stronger than some other classes currently.




Dual Thrusters -> RE: Mercenaries Need a Buff (4/20/2013 1:15:42)

Merc is only weak depending on the build you use. If you decide to tank, they even have +1 more defense than ch and TLM ( without shields) if you get emped, you can generator and then use one of your low level skills like atom smasher or intimidate. Mercs rule pure damage!




santonik -> RE: Mercenaries Need a Buff (4/20/2013 1:54:08)

I have totally otherways feelings this mercenary class.I losing about 60% my match. 1 depuff and im trouble. 1 emp and im trouble.Even 1lvl emp.
Surgical+IA bot Tactical merenary kill me every time.I losing Boynty easyly. I dont have REAL change to beat them anyways.Especially 5 focus. I tested many different build but i dont find anything so good build anymore. Normally im play 20-50 match my test builds.
I wonder where is all 35 lvl non varium merc.



I waiting buff/s this class but that dosent coming. [:(]



@Exploding Penguin

Can you show yours build?
I want see what you mean exacly. Is there 1 really good build what is it? Do you using promos? Normally i dont asking this things. Im only curious.





Exploding Penguin -> RE: Mercenaries Need a Buff (4/21/2013 0:20:16)

@santonik:

http://i36.tinypic.com/fc1qgz.png

Just because you know my build, doesn't mean you can use it the same way. I may be able to use it better than other people can, so don't expect a high win rate just from using this build.




santonik -> RE: Mercenaries Need a Buff (4/21/2013 1:01:21)

@Exploding Penguin

Ty yours answer.




Sageofpeace -> RE: Mercenaries Need a Buff (4/21/2013 8:40:00)

MERCENARY NEED A BIG BUFF.




Exploding Penguin -> RE: Mercenaries Need a Buff (4/21/2013 11:02:47)

@sageofpeace: Why? I find no problem with it compared to other classes. Would you mind elaborating on your reasoning?




Ranloth -> RE: Mercenaries Need a Buff (4/21/2013 11:05:41)

I'd say that change to blocks has been a good buff to Mercs. With a great deal of blockable skills they've had, now they do have some effect even on blocks. EP drain may not be 100% reliable but 15% is always something. Likewise with skills such as Zerker and Double Strike - even if 15% is dealt, it's better than 0 and wasting all the energy.

For the time being, we can just watch how it goes with new blocks + wait for the feedback from Devs themselves (Balance Tracker). It may be a sufficient buff, or perhaps mini-buff would be done at some point but nothing major.




Sensei Chan -> RE: Mercenaries Need a Buff (4/21/2013 11:10:39)

Try Mercenary On Surgical Strike Build With Infernal Android The Only Problem If You Get Energy Drained You Could Be In Trouble That Is Why Tactical Mercenary Is Better




Exploding Penguin -> RE: Mercenaries Need a Buff (4/21/2013 11:10:55)

15% is somewhat decent, but blocks still devastate many mercs and other classes/builds which are dependent on a single blockable attack. When I raged my infernal bot (17+12+30 damage), it got blocked and only did 8-10 damage, which, while it is still something, barely helps the previous problems with blocks. Maybe making it so that blocked maul gets a reduced stun chance, but still can stun, and blocked attacks get a reduced crit chance but still can crit would be a nice addition to the recent block nerf.




Necromantres -> RE: Mercenaries Need a Buff (4/21/2013 14:30:46)

i still wait the day adrenaline gets changed...yes it is better than before, but there are still issues with mercenaries...(getting your energy taken it's still a pain in the back)




Hard boy -> RE: Mercenaries Need a Buff (4/21/2013 14:35:43)

@trans I dont really think hitting a 3 instead of a block really does anything.

@penguin and how exactly do you deal with smoke and malf, emp too

because from what I see, you have very low hp, and todays emp's average at around -40, which can kill ur build since you cannot even heal with 21 remaining, true you have generator, but they also have another emp coming.




Ranloth -> RE: Mercenaries Need a Buff (4/21/2013 14:47:30)

Depends on what skill. Some skills may deal more than 3 on block. But you sure prefer to hit 0 instead of 3-6 (usually happens to me with Bludgeon so Zerker would be a bit better) and enemy surviving with 2-3 HP would be considered lucky, eh? At least you can use any attack to finish the enemy off, unlike before when you may have had only a blockable and it was blocked.

I didn't say it's a big buff but it's a beginning. I am pretty sure players prefer to hit and even deal that 3-6 damage over nothing. Zerker would hit even more, so you always have guaranteed 15% damage or 100% if you connect, instead of 100% or 0.




Hard boy -> RE: Mercenaries Need a Buff (4/21/2013 15:21:08)

if its a buff, its a buff for everyone, but its only in a situation where the enemy has 3 hp remaining.

but really, if you get 40 dmg blocked you will hit a 6, which is an improvement from the past, but shouldnt be mentioned.




Ranloth -> RE: Mercenaries Need a Buff (4/21/2013 15:45:58)

Shouldn't be mentioned because? It's still something. Blockable attacks can be used to finish someone off and blockable skills are more reliable because it's 100% damage or 15%, always. %-based skills improve with Strength so it's a buff to Strength builds in particular, thus they'll get more out of it.

Maul ignores 20% of defences. That stacks with blocks, remember it. So even if your attack will deal 15% damage, it'll take out 20% of enemy's defence thus it may still hit more damage rather than nothing. Indirect buff.




Craneo -> RE: Mercenaries Need a Buff (4/21/2013 19:28:15)

@Hard boy it seems that you forgot

Assault Bot E and Assault Bot P




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