New Sidearm + Active Core (Non-Promo) (Full Version)

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drekon -> New Sidearm + Active Core (Non-Promo) (5/7/2013 18:29:17)

Don't have a name, nor specifics on animation or whatnot, but the active core would force the target to use Field Medic. This may, at first, appear to not give the user any advantage, but there are many situations in which this would prove beneficial. I'm sure the more experienced players in the community would understand. ^_^ NOTE: Skill will appear disabled if the target has insufficient energy for FM, HP meter is full, or if FM is in cooldown.




Mother1 -> RE: New Sidearm + Active Core (Non-Promo) (5/7/2013 19:07:35)

@ drekon

I can see the usefulness of this core idea and I can also see combos that I could use with this core as well. Supported 100%




Xendran -> RE: New Sidearm + Active Core (Non-Promo) (5/7/2013 20:13:35)

I think this would be interesting as the first core with an energy cost.
Because of how ridiculously powerful this can be based on the timing (Hit somebody with max heal for 3, force them to medic costing them 57HP of the heal and 35EP and then poiosn them), you should have to pay a third of their Heal cost for them.

This means medic would cost them 23 energy and cost you 12 at max if you force them to use it.




King Helios -> RE: New Sidearm + Active Core (Non-Promo) (5/7/2013 21:38:34)

^ Or their energy cost goes down by 40% when using it? Anyhow, supported.




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