Plasma Bolt Fix (Full Version)

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Exploding Penguin -> Plasma Bolt Fix (4/25/2013 23:05:54)

Personally, I don't have a problem with this skill, but lots of people are complaining about it. This fix should definitely rebalance it to fit most to all of the players' needs:

Basically, make plasma bolt scale at 1-1.5 point more tech per damage, and then max it have +3 damage per level instead of +2. This would require players to invest fully into plasma bolt rather into low levels to get decent damage, and in most cases probably lowering overall damage by a small amount as well. This will require people to actually fulfill the strength requirement for good damage, more skill points invested in the skill, and thus more EP spent on it. The more EP spent on it will definitely hinder lots of casters because they can no longer stack high levels of assim with low levels of plasma bolt for an ensured plasma, and they must use at least 2 assimilations before they can use a high-damage plasma bolt.




goldslayer1 -> RE: Plasma Bolt Fix (4/25/2013 23:10:53)

adding another tech to the scale is reducing its damage increase by 33%




Melbourne -> RE: Plasma Bolt Fix (4/26/2013 9:02:21)

You want to nerf it again?! It's not even that bad. Just shield, people need to stop searching for the next build to nerf




ansh0 -> RE: Plasma Bolt Fix (4/26/2013 9:27:31)

Just shield against it or debuff or heal or EP drain.

So many ways to counter it and people cry since they loose to it.

Stop being butthurt.




Blitzex/Sr. Zeph -> RE: Plasma Bolt Fix (4/26/2013 9:27:51)

^ It is the skill that scales the fastest and is devastating even on lvl 4.
As it only takes 3 technology to improve the damage by 1.
Whereas skills like Bunker Buster take 5 technology to improve the damage by 1.

Taking the average amount of technology and compare these 2 with each other:
92 / 3 = 31
92 / 5 = 19
Thats already a difference of 12 damage, and 92 technology isnt even alot.
The higher the technology, the higher the difference, making plasma bolt way and way Op compared to all other moves.




ansh0 -> RE: Plasma Bolt Fix (4/26/2013 9:31:25)

It's the only raw damage skill TM's have.

And TM's are already under-powered.

If anything, TM needs a buff.




Blitzex/Sr. Zeph -> RE: Plasma Bolt Fix (4/26/2013 9:36:54)

^ Go eat a twinkie as you have no idea..
Taking the normal caster, a lvl 4 PB deals 65 raw damage, minus the average resistance is already a secured 40 hit.
Then, malf on before hand, increases the damage to around 46-48 which is quite alot for a lvl 4 skill.

To top it off they use an unblockable energy taker that even deals damage and returns energy making it possible to PB at any given moment.

If anything, TMs need a nerf.
And we arent even talking about the ridicolous Sup-Str TMs which are even worse then casters.




Melbourne -> RE: Plasma Bolt Fix (4/26/2013 9:39:49)

@Blitzex You forgot to mention that bunker pierces a percentage of armor and has a decent chance to crit, probably explaining the large stat progressions difference.




TRizZzCENTRINO -> RE: Plasma Bolt Fix (4/26/2013 9:44:25)

@above remember only the mercenary class have bunker buster and they can only use it once, twice if they are lucky, casters can drain the mercenary's energy and use plasmabolt many times




Blitzex/Sr. Zeph -> RE: Plasma Bolt Fix (4/26/2013 9:46:36)

Bunker Buster was just an example.
These skills are also scaled the same as Bunker or atleast higher then plasma:
Artillery Strike = 4 Support
Surgical strike = 5 Tech
Stun Grenade = 4 Dex
Multi-Shot = 4 Dex
Plasma Grenade = 4 technology
Fireball = 5 Strength < Which should be the most equal one
Plasma Rain = 4 Dex
Overload = 4 Dex

So yes, plasma scales the fastest





TRizZzCENTRINO -> RE: Plasma Bolt Fix (4/26/2013 9:48:39)

i agree with this, it definitely needs a nerf, i mean seriously, it is even more powerful and useful than super charge or surgical strike. casters without the assimilation buff is fine but now they have a effective energy steal/drain skill they are almost unstoppable.




Ranloth -> RE: Plasma Bolt Fix (4/26/2013 10:02:29)

I believe Fireball is Str/4, and it's fine as it is. Plasma Bolt has Tech/3. Making Bolt have Tech/4 would be sufficient enough to affect it at all levels, including lower levels which have the most fun with it (Tier 1 + always available + powerful + cheap EP cost & powerful).

It's funny how when majority of players find a skill OP, and it was PRIOR to Omega as well, we get called butthurt for losing. Counter or not, it's still too powerful even with a counter. Disregarding Assimilation even, it can be looped with Reroute already and Lvl 4-5 Bolt (19-21 EP cost isn't that hard with base EP + Reroute). Assimilation only makes it much easier to loop, but the power of the skill remains the same.

If TMs suck that much, give it some time after the change + post constructive feedback & what could be improved, Rabble will get data from the game + feedback from the Testers too (Goony does the job well, only one I'm aware of for the time being - in terms of balance feedback that is!), and buff would be due in if they were to suck that much.

Offensively, TMs are doing fairly well. With the change to 'Tech/4', you could either keep Tech build for Malf + Bolt + Assimilation OR Bolt + SC + weapon damage (not full Tech abuse), or go for Dex and rely on Overload + Multi + weapon damage (DA is just below & you could get decent Heal + Reroute) OR Overload + Multi + Assimilation (and obviously some Reroute & perhaps Heal).
AFAIK, Support/Strength build is also viable for them. Not so good ratio from what I've heard but can pack a punch & easily be countered. The only thing TMs may be lacking is decent defence. That's all.

If you think TMs are that poor offensively, then you must fight the really crap ones. Even with the change to 'Tech/4'. TMs will still pack a punch but be less of a threat with Bolt (especially Lvl 4-5; very cheap, powerful, and deadly on Rage). Not mentioning lower levels would be a bit more balanced, since Casters are a pain early on as well unless you have a Tech build yourself.




STRUT MY MUTT -> RE: Plasma Bolt Fix (4/26/2013 10:03:22)

quote:

Personally, I don't have a problem with this skill, but lots of people are complaining about it


Some people are weak to it and some people are not. Everybody is weak to some things and strong against others.

One of the biggest reasons P Bolt seems strong is because, with all your complaining, you have gotten everything else in the game nerfed down so bad. Now you have nothing to combat it with. You guys are digging your own graves with all these nerf requests.







ansh0 -> RE: Plasma Bolt Fix (4/26/2013 10:03:24)

Trizzz, I would ask you to actually try playing TM.

You have no idea what you're talking about.



Looks OP on paper, in play, it's UP.


At most, you get to use 2 bolts.


Which can be shielded against and completely avoided.


PB is supposed to be that powerful.


Also Trizz, I want Surgical Strike nerfed because it's simply too powerful.




Ranloth -> RE: Plasma Bolt Fix (4/26/2013 10:07:56)

quote:

You guys are digging your own graves with all these nerf requests.

What if I told you Bolt was already a problem in Delta? Not late Delta, sometime around Summer it was deemed powerful. Perhaps too much. Just like Fireball was changed, players have hoped Bolt will be changed too, after the buff they've received of around +8 to damage. Making it Tech/4 from Tech/3 would make the buff to be roughly reversed if you have over 100 Tech. Below that, you'd deal more damage than prior to Bolt's (and Fireball's) buff.

Besides, nerf = longer battle. The longer it is, the more luck's impact is spread out over the course of the battle. Having a battle that lasts 3-4 turns doesn't allow players to use strategy but it's either kill or be killed. All about damage, literally.




Thesoulweaver -> RE: Plasma Bolt Fix (4/26/2013 10:11:53)

^ As I was once a TM, a partially agree. TM is not UP at all. And in case you didn't notice, this is a thread to discuss Plasma Bolt, not Surgical Strike. The problem, as I have found with most balance problems is not the skill itself. Its how it works with rage. You can shield yourself against IA, PB or anything else, but rage will cut through it. Rage is what is needed to be changed.

On Topic -

Plasma Bolt stat scaling increasing to 4 will probably bring this in line.




Ranloth -> RE: Plasma Bolt Fix (4/26/2013 10:19:50)

I was a TM since the Class Change was put into the game all the way until late Delta (November) + TLM in-between when it had Smoke + pre-nerf Frenzy but I've switched back soon after. So I have played as TM for quite a long time, although mainly Support TM, I've enjoyed playing around with Caster a lot (whether it was Dex or Tech + prior and after the change of Multi and SC; when they've scaled with Tech and Dex).

Rage needs adjusting, yes, but that doesn't stop a Lvl 5 skill from doing around 70 damage before defences for a mere cost of 21 EP. CHs can get around 40 Res but other classes will usually have 30-35 Res instead at most. That's still 30-40 damage going through for 21 EP. Of course Shield can nullify it even further but a Caster will wait until Rage and cut through it instead - unless, of course, it wears off by then. EP draining works but with low EP cost, even double EMP won't do much due to Reroute + low EP cost. Assimilation will make it even worse, but looping is possible with and without Assimilation.




Sensei Chan -> RE: Plasma Bolt Fix (4/26/2013 10:41:53)

Supported.




TRizZzCENTRINO -> RE: Plasma Bolt Fix (4/26/2013 11:30:36)

@ansh0 to answer your question, i did change to techmage yesterday and tried caster techmage build for 3-4 hours in 1v1, got 67/13 win/loss ratio changed to tactical merc after because i was bored of it.




romanu -> RE: Plasma Bolt Fix (4/26/2013 11:43:46)

Din't they nerf PB when they add strength requirement and 2 more energy cost? The reason it was buffed so much ( In delta, I think) because it wasn't usefull at high levels. The only change TM needs is maybe a nerf to assimilate, that's it.




Ranloth -> RE: Plasma Bolt Fix (4/26/2013 11:50:01)

Nerf-buff if anything. It was 33 EP originally, then 29 EP and now 31 EP. You pay less than prior to the change in Delta to make it cheaper. And Strength requirement isn't that bad. With Strength, you can deal some damage which is always good if you're waiting for a skill & Lvl 5 Bolt doesn't really have that bad requirement either.

If Tech/4 is unacceptable because TMs oh suck so much, I don't see how you thought Azrael's Will dealing 0% damage or Focus 5 players not having their wins counted was any better. :V Massive bias.




Xendran -> RE: Plasma Bolt Fix (4/26/2013 12:39:47)

The skill itself is overpowered, but mage is in a really weird position right now, so i'm not sure if right now is the appropriate time to nerf it.




Melbourne -> RE: Plasma Bolt Fix (4/26/2013 12:46:28)

Ok ok ok this is ridiculous. It got the strength requirement which actually did affect the build. Now it seems people are forgetting that the rest of the battle can happen, it's not just plasma over and over, some need to heal, or shield, or assimilate to get enough energy to use anything. TM is limited at the moment in the creativity of effective builds. We need to stop looking at nerfs, especially at builds like this that hardly get 60%-70%.




Sensei Chan -> RE: Plasma Bolt Fix (4/26/2013 15:09:53)

You Say That Because Your Tech Mage.




Melbourne -> RE: Plasma Bolt Fix (4/26/2013 15:35:12)

@Sensei If you took the time you would realize I am a tactical mercenary and have been for quite some time. And not a SS I have my own atom heal juggernaut build. Next time try and actually think instead of point fingers.




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