Poison Change (Full Version)

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Exploding Penguin -> Poison Change (6/1/2013 20:35:34)

This is a change to poison because the poison bots are much stronger compared to the other bots, and toxic grenade/venom strike are pathetically weak since they can easily be healed out of the turn or the 2nd turn after the poison effect was placed, reducing the skill's effectiveness by an easy 1/3-2/3. Basically, make it so that the poison does its normal poison damage on turn 1, 2 less of the original on turn 2, 2 less than turn 2 on turn 3, etc... until a player either heals out of it with field medic or the poison reaches 0 damage. For example, if I used venom strike and it applies poison DoT at 12 damage, this is what would happen:
Turn 1: 12 poison damage
Turn 2: 10 poison damage
Turn 3: 8 poison damage
Turn 4: 6 poison damage
etc...
This would apply to the botanical hazards too, making their effects in fights much weaker. However, to counteract a severe nerf to the poison effect, the poison spores damage will be brought up from 65% to 75%. Poison effects can also stack, but it will never go higher than 15 poison damage per turn. So, if the opponent was currently poisoned and the next turn they would take 6 poison damage, and I poison them again for 12 poison damage from venom strike, the next turn they would take 15 poison damage. Field medic will heal out of poison as usual, and using the assault bot's cleanse will reduce the poison's current effect by 65% of its value. This should buff skills like venom strike and toxic grenade which cost too much energy and could easily be healed out of and made useless, while nerfing the botanical hazards whose special was doing too much total damage over time, even if the opponent healed by the 3rd turn and removed the 4th turn of poison.




Bloodpact -> RE: Poison Change (6/1/2013 20:41:48)

Very interesting idea indeed, I can agree to this.

Supported


Tho it might need a field test to determine if it's realistic.




NDB -> RE: Poison Change (6/2/2013 1:17:34)

This will nerf the bot too much, even with the 10% damage boost (btw, does it really do 65% right now? Because I feel like it deals 3 no matter what, even if you crit or rage or whatever. Toxic Grenade is also a set 5 so this was what I assumed...). Even if the entire poison affect goes though, it won't deal much more than 23 damage with and an initial 8 damage poison (average for most focus builds) which is much too weak for the turns it takes. On top of that, it cannot kill, it can be reduced by cleanse, and the does the initial attack give Rage points. Even the change to the regular poisons (VS and TG) seems to make them worse... unless I'm not understanding the suggestion correctly?




ResistTheNWO -> RE: Poison Change (6/2/2013 5:23:40)

I support the poison nerf on bots, but not on skill.

My main strike is poison strike.




theholyfighter -> RE: Poison Change (6/2/2013 9:00:19)

@NDB

The robot's poison attack damage does 3 everytime, 10 on criticals.'
The robot's poison damage does 65% your robot damage.




Exploding Penguin -> RE: Poison Change (6/2/2013 22:17:11)

@ResistTheNWO: The skill will be buffed, not nerfed. The nerf is on the bot because the bot will last about the same amount of turns, but deal less damage overall. However, while the skills will deal less damage per turn than they normally did, they will deal massive amounts more of damage if not healed through. For example, if I used toxic grenade with 13 poison damage given the changes I suggested, it would do a total of 13+11+9+7+5+3+1 damage before wearing off naturally, or a total of 49 damage. Right now, it does 13+13+13, or 39 damage. A total of 10 extra damage over time is applied with my suggested changes.




Mother1 -> RE: Poison Change (6/2/2013 22:36:50)

@ exploding

That is assuming the poison isn't removed by field medic or the duel lasts long enough. Depending on the circumstances of the duel this could be a nerf rather then a buff.




ResistTheNWO -> RE: Poison Change (6/3/2013 0:35:33)

ok yeh! Ty for sxplaining :)




NDB -> RE: Poison Change (6/3/2013 1:21:01)

@theholyfighter Oh whoops, I misread Penguin's post. But that's wrong too--it's 60% not 65%.
@Penguin it would be nerf for lower level Poisons. For example: 8+6+4+2=20 when it would have done 24 the way it is now.




Scyze -> RE: Poison Change (6/3/2013 4:15:50)

Honestly, I disagree with this idea. Poison is mainly used to deal with tank builds and if the damage is lowered, they will last longer. I'll agree if there has to be a Core activated to deal with this rather than normally.

DoT moves to decrease every turn makes no sense to me. Poison should really be getting stronger each turn.




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