Plasma Bolt Fix (Full Version)

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ansh0 -> Plasma Bolt Fix (5/7/2013 11:13:24)

Useable once or twice per battle.

Not a nerf, just preventing abuse.




Mother1 -> RE: Plasma Bolt Fix (5/7/2013 11:16:39)

At higher levels depending on build 2 times is all that they would need. Also what about lower levels who can't abuse this move? you will be punishing them as well.




Mondez -> RE: Plasma Bolt Fix (5/7/2013 11:16:51)

@ansh0
Scaling it to Fireball is the only way to fix Plasma Bolt. I tried Strength abuse with Fireball and it does reasonable damage by standards so if Plasma Bolt scales down to Fireball's level then it would be a reasonable fix because limiting a skills usage isn't solving the problem here.




ansh0 -> RE: Plasma Bolt Fix (5/7/2013 11:20:29)

^But I fear TM would be crippled.

@Mother

How about Lv1-25=3 times

25+=2 times

Or 25-30=2 times

30+=1 times




Mondez -> RE: Plasma Bolt Fix (5/7/2013 11:23:48)

@ansh0
Not really because a TM shouldn't be relying on Plasma Bolt for a sure kill because they have a good amount of Energy regen and restorations plus there are builds that I can create if Plasma Bolt gets scaled down to Fireball's level that would give me a 68% - 70% win ratio.

At low levels it could leave them at a disadvantage though BM at low levels didn't really need to rely on Fireball didn't they?




Ranloth -> RE: Plasma Bolt Fix (5/7/2013 12:18:18)

Making it once per battle + same power as of now would be crippling TMs much more than making it 'Tech/4' and keep everything as it is.. I am pretty sure players would rather use it more than once but deal ~8 damage less, than keep the same power and once per battle. :|




xyzman -> RE: Plasma Bolt Fix (5/7/2013 12:26:20)

Or we can just nerf assimilation, like making it have fixed numbers with 100% ep drain. So that caster build will not be much a problem yet not UP.
Personally I think Plasma Bolt is a very versatile skill, which can be used in many builds, either as a main attack or a finish and it doesn't really need a nerf.




axell5 -> RE: Plasma Bolt Fix (5/7/2013 13:28:28)

the assimilator is the smaller problem, The plazma bolt is the bigger. It's more powerful I BELEIVE than berserker AND costs less.




8x -> RE: Plasma Bolt Fix (5/7/2013 13:34:06)

Changing tier 1 skill like this seems a bit drastic. By any chance, is this supposed to nerf high tech caster mages? Because if it is, I am sure that there are better ways to do it.




Cyber Dream -> RE: Plasma Bolt Fix (5/7/2013 21:29:06)

Why nerf the skill because everyone uses the same build which makes it seem oped? What if we had a way to partially hide our build? Why nerf the skill for all the other builds just because one of the builds that requires it is oped? Once again i say LETS STOP ALL THE BUILD COPYING.




Mondez -> RE: Plasma Bolt Fix (5/7/2013 21:36:23)

@Cyber Dream
Problem with Plasma Bolt is the insane damage it can do where as you can compare it to Fireball which is technically the same though it relies on Strength instead of Tech though the nerf to Fireball was needed since it was a nightmare combination with Bloodlust.

I maxed out Fireball/Strength before as a way to test its capabilities in damage and wouldn't you know it, it dealt moderate damage to if you compare Plasma Bolt, it deals insane damage at max Tech.

Like other people stated, Plasma Bolt is not the only problem since Malf and Energy Shield can considerably lower its advantage. The main problems come with Assimilator with no cost quick energy and because of that skill can Plasma Bolt can be used at a low cost.




Demon Emperor -> RE: Plasma Bolt Fix (5/8/2013 15:41:33)

Making Plasma bolts energy cost at max 33 again, and decreasing the damage to be just a little bit more than fireballs, like other people have said, should help. (Fireball still has bloodlust to help it, so making it a bit less than plasma bolt is fair.)




WolverineIsBack -> RE: Plasma Bolt Fix (5/9/2013 0:38:57)

I'd like to see plasma bolt toned down a bit. Decrease damage to make it on par with fireball and make it more energy expensive. Right now with tech abuse builds, it's very cheap and does insane damage.




koudou -> RE: Plasma Bolt Fix (5/9/2013 11:52:37)

I agree ^.^ even with bloodlust these are two are very far apart just by damage if you put in the same stats plasma does way more




Melbourne -> RE: Plasma Bolt Fix (5/9/2013 11:54:47)

quote:

I agree ^.^ even with bloodlust these are two are very far apart just by damage if you put in the same stats plasma does way more


Well no kidding, plasma scales by 3 tech while fireball scales by 4 strength. Bloodlust does make up a bit for the lack of damage compared to plasma but in reality plasma is much further ahead in terms of damage.




sk1tzo2020 -> RE: Plasma Bolt Fix (5/9/2013 11:55:53)

I once got hit by a 86 damage rage bolt. Amazingly OPed combined with asim. Im gonna change to TM from bounty if they dont sort out the unblockable assim skill which is way too oped. I can deal with 1 bolt, but 2 bolts, nah im toast.

Also Iv noticed a lot of people comparing plasma bolt to fireball. I reckon plasma bolt should be the same damage as fireball because a lot of you are forgetting something here. You get a Oped damage skill and high resistance. Whereas with fireball, strength doesn't improve any defense.




koudou -> RE: Plasma Bolt Fix (5/9/2013 12:12:20)

but with strength you can use bludeon/strike/gun + bloodlust so i think shouldn't be exactly the same plasma should only be a bit higher




Renegade Reaper -> RE: Plasma Bolt Fix (5/9/2013 12:13:27)

even when a high malf is used against high tech caster mages, all they need is a level 3 or 4 tech boost, and
their PB is insanely powerful again. with a caster build and having 72 damage for 21 energy is not scaled properly.
even a level 1 PB can have 65+ damage on it, minus your resistance. the energy needed to cast it should be
measured against the damage it causes. having the damage deal more than 3 times the energy needed to cast
it is wrong. on rage, it doesnt matter how high your resistance is, even with energy shield, PB can still do a
minimum of 40+ on you. this skill really should have been looked at when the devs made health give 1 per point
rather than 2 per point. if you have something with raw damage reaching 75% or more of the health most players
have these days, something is terribly wrong.

another issue i have with tm is that they have two separate ways of regaining energy: getting hit, via reroute and
assimilation, which at max takes 18 energy. no matter how high emp grenade is, you cant stop them from being
able to loop PB for massive damage.




Ranloth -> RE: Plasma Bolt Fix (5/9/2013 12:13:53)

With Tech, you can get deflections and Resistance which lowers your damage at all times. And TMs have Reroute to loop it thus defence + damage every 3 turns + loopable thus tanking.




koudou -> RE: Plasma Bolt Fix (5/9/2013 12:25:50)

what he said is true TM have become very powerful tankers cuz of PB even at low levels and reroute for heal looping




toopygoo -> RE: Plasma Bolt Fix (5/9/2013 18:08:56)

so true. here is a VERY efficient build for 2v2 i saw
level 34
plasma level 2 (cost is i believe 15?) (damage 63)
had assimilation MAX (+16)
reroute: 5
technician:2 (+30)
heal 6
supercharge 3 (65-71)

health: 75
energy 62
str: 19
dex: 50
resistance: about 150
support: 19

def:19-25+9
res:36-41

my main problem with this build is that at a level 2 skill, he was able to deal 71 damage, which had a 2 turn cooldown, and virtually no cost for him (he could regain more than this from a single assimilation) in theory, he'd literally be able to farm this forever, especially with that heal, a regen core, and a partner heal +partner regen core for support.

i had a bounty with EMP for 42, energy shot core for 12, and a partner with assimilation for 6.

thats is more than 62 energy points, and he was still able to use it 3 times during a battle.
stole from my partner once, killed him next turn.
farmed heals and cores with his partner (i had to continue attacking to regain health myself, and his partner was a merc tank)

stole from me after cooldown,
reroute got him back up to 14 (i raged)
stole my last two energy points
i attack once

he had enough for a 3rd and final plasma,, while practically starting with 0

this has to be changed.




Exploding Penguin -> RE: Plasma Bolt Fix (5/9/2013 23:34:04)

Here's my suggestion on fixing up plasma bolt:

-Reduce damage scaling so you need 1 more tech point per damage.
-Increase skill point investment scaling so each skill point adds +3 damage instead of +2
-Remove strength requirement

With these changes, I'm hoping to accomplish these goals:
-Strength requirement wasn't too limiting anyways since low-level plasma bolt was still amazingly strong, cost barely any energy, and higher strength just powered up assimilation more.
-Reduced scaling makes plasma bolt much harder to abuse at lower skill point investments, decreasing scaling effectiveness by 33%
-Increased damage per skill point makes it so that at higher levels, plasma bolt damage isn't reduced too drastically (it'll be reduced by 5-10 damage estimated at tech-abuse caster TM levels). This is also important because it will require higher skill point investment in plasma bolt for the good damage that the user wants, making it harder to invest skill points in other things such as assimilation, as well as making it harder for TMs to recover from EP removing skills, even if they have assimilation.




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