poison grenade cooldown (Full Version)

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toopygoo -> poison grenade cooldown (6/1/2013 18:54:15)

i know TLM's are at a kind of disavantage as it is, but to put this skill in line with others out there, i think it needs a 3 turn cooldown but a minimum 2 turn, since healing needs 4... as of now, a 1 turn cooldown is way too short and even in 2v2 does not allow times for heal to cool down... gives it a huge advantage with a tank build.




Exploding Penguin -> RE: poison grenade cooldown (6/1/2013 20:21:04)

@toopygoo: Healing heals the promised HP and removes the poison. A meager 1 point of damage off of toxic grenade really is enough for everyone to complain about increasing cooldown periods, especially when healing now also removes poison? It doesn't make sense to me.




toopygoo -> RE: poison grenade cooldown (6/1/2013 21:46:21)

all other poisons moves have a minimum cooldown of 2.. why does one single class get to poison after 1 turn?
and it wouldnt make sens to bring all of the others down, which i why i recommended it is brought up. keep in mind, that this is the same move that cannot be blocked like the other one, and has the same amount of chance to crit, so it has no downfall compared to the others.
also given to the class with reroute.

i just feel this skill is empowered...
and no i dont represent everyone, i represent myself.




ED Divine Darkness -> RE: poison grenade cooldown (6/1/2013 21:58:27)

tact merc needs that 1 turn CD poison gren cos its pretty much the best build u can use as a tact merc right now
needs no nerf, tlm is fine as it is, it has alrdy been nerfd alot needs no more nerfs :)




NDB -> RE: poison grenade cooldown (6/2/2013 1:07:17)

Yeah, 1 turn cooldown is pretty ridiculous, even if the skill itself isn't OP. So I agree, 2 should be fine.




chusen -> RE: poison grenade cooldown (6/3/2013 0:32:23)

yeah
and tlm needs to get bunker buster :D
and poison grenade should have energy returned once effect is removed :o




Ranloth -> RE: poison grenade cooldown (6/3/2013 7:19:44)

Then do the same for Venom Strike. But why? Should I get EP back from Heal because I was 'forced' to cleanse it? No. TLMs have Reroute at that. And no, TLM doesn't need Bunker. Even more for Tech abuse for TLMs, like it needs to be any worse than it was before.




Necromantres -> RE: poison grenade cooldown (6/3/2013 7:50:43)

at higher levels it compensate due to it's energy cost..at lower levels it compensate due to the low damage..i would be more concerned about the botanical hazard...free good overall poison at no cost




ND Mallet -> RE: poison grenade cooldown (6/3/2013 10:11:50)

The low cooldown was so you could use it in 2vs2 on two enemies. A lot of skills have a cooldown shorter than the duration of the skill so they can be used in 2vs2 twice. FC, BC, Reflex, etc. Maybe implement a way that the skill is still there so you can't re-apply it but it doesn't deal any damage to the enemy.




DarkDevil -> RE: poison grenade cooldown (6/3/2013 13:21:31)

this brings up the emp , i would love to use emp on 2 enemies on 2 vs 2 , i cant even remember why was its cooldown increased to 2 but i just think that emp is stronger than poison cus it scales.
but in a 2 vs 2 i think 2 turns cooling down will be fine to prevent spaming.




Bloodpact -> RE: poison grenade cooldown (6/3/2013 15:48:35)

^They made a core for such an occasion of weakly empin two people




caser5 -> RE: poison grenade cooldown (6/3/2013 17:22:16)

Poison Grenade cooldown is fine, since I doubt one would be at a disadvantage if a TLM used all it's energy on a 35 damage poison. The thing about TLMs that makes me wonder is Atom Smasher which is vastly inferior to EMP grenade and assimilation and Static (Strike? Mercs).




toopygoo -> RE: poison grenade cooldown (6/3/2013 21:00:43)

@ caser5

keep in mind it costs about half of what a level 1 EMP, and tact mercs can regenerate energy with reroute. would you really want to put EMP into the hands of a tech mage? probably not for the same reason...
and if its for poisoning two people in 2v2, why dont they make it so the cooldown time can vary in a 2v2 and 1v1 battle? after all, poison strike does not have only a 1 turn cooldown, why cant you use that on two enemies?




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