RE: lower minimum energy (Full Version)

All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel Balance



Message


ValkyrieKnight -> RE: lower minimum energy (5/13/2013 20:36:39)

I'm not being objective about it, I'm just saying that energy is too high and tech is too powerful.




goldslayer1 -> RE: lower minimum energy (5/13/2013 20:43:26)

quote:

I'm just saying that energy is too high and tech is too powerful.

yes energy is high.
tech being too powerful is a different issue with stat balance.




King FrostLich -> RE: lower minimum energy (5/13/2013 20:55:06)

We should have the option to lower energy but let it stay the same. Which means you can sacrifice points if you want to for more stats. Now, why is this a problem when facing casters? Simple, with an unavioadble energy drain, a near limitless energy regaining skill and most importantly CHEAP amount of skill points required to power up, the plasma bolt loop is near infinite and can happen in every match. As a BM, I need 9-10 plasma cannon for strong power damage. Tech Mage only needs to add 2 to 4 skill points on plasma bolt to overpower any skill. That's why it's more powerful than any other skill, even more powerful than bunker buster and add reroute, it's simply overpowered. End of statement.




toopygoo -> RE: lower minimum energy (5/13/2013 22:03:14)

or how about the more excess energy you have for attack skills, the less efficient you are. that would convince people to generally just have lower energy, although they still have the option for setting energy to what they like. and removing a minimum




goldslayer1 -> RE: lower minimum energy (5/13/2013 22:09:52)

quote:

or how about the more excess energy you have for attack skills, the less efficient you are. that would convince people to generally just have lower energy

the point isn't to punish people for having energy that is base energy.

there would be no reason to punish a certain kind of stat users over others if the game was balanced.




toopygoo -> RE: lower minimum energy (5/13/2013 22:18:27)

thats what i am saying.
there is no more base energy, but the more you have that you dont use, the weaker your attacks are. its also discourages the use of caster/stealing builds




goldslayer1 -> RE: lower minimum energy (5/13/2013 22:29:45)

quote:

there is no more base energy, but the more you have that you dont use, the weaker your attacks are.

if base energy is 0, then that doesn't make much sense at all to make their attacks weaker when they already take stats off their offense/defense stats to put into energy.

they are already investing alot to get energy (since its 0 energy)
all this would do is overkill energy builds.




toopygoo -> RE: lower minimum energy (5/13/2013 22:32:40)

if its less than what they NEED...

if you have 60 energy, and an attack costs 30, it can be 100 percent efficient. however, if you have base 40 perecent energy, with reroute, and stuff, and you use attack for 13-20, it does 90 percent damage instead




goldslayer1 -> RE: lower minimum energy (5/13/2013 22:35:50)

@toopy
again bad idea IMO.
all this will do is promote simple 1 attack type builds.
like a high level massacre or surgical strike.

and wouldn't let builds which require various combinations of low energy skills (i.e focus BH using low level smoke, low level EMP, reflex, and energy shield, cheapshot, etc)




toopygoo -> RE: lower minimum energy (5/13/2013 22:42:37)

but then thats where you have the problem with KEEPING 60 energy for 3 turns for warm up.

you are forgetting the amount of people who can drain energy in 3 turns... most successful builds havea drain.. and try living 3 turns without spending any energy.... then being able to kill someone in one hit




Page: <<   < prev  1 [2]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition
0.125