Botanical Hazard (Full Version)

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Ranloth -> Botanical Hazard (6/26/2013 14:02:51)

Since the Bot is still causing problems and some builds find it abuseable, people have resorted to drastic nerfs which would make the Bot go from (overly) useful to useless, just like many nerfs which were requested in the past and then people wanting to get them reversed. <.<

Proposed solutions:

  • Change DoT from 60% of Robot's damage to 50% of Robot's damage
    • 10% change isn't too big but it doesn't render it useless. In most cases, DoT will be lower by -1 (total of -4 less damage) which does make a difference.

  • Assault Bot can nullify the effect by 65%
    • Being able to nullify it is a buff to the Bot since it's a bit more useful and both can be used more than once. Since the Bot isn't very common, nor useful after the changes to it (debatable), this could make it a bit better.

  • Generator cuts down the duration of DoT by 1 turn
    • It isn't like Heal which can cleanse it but it could be a bit useful. By allowing it to reduce Poison's duration by a turn, it's essentially 6-7 HP saved and you get a small Heal depending on your Defence and Resistance. In other words, it reduces Poison's power by 25%. (100% / 4 turns = 25% per turn)


    How about this? It's being bumped down in power, only by 10% which is still something but nothing major either, and has two more counters that don't render it useless but can make it weaker.




  • vordalthe2nd -> RE: Botanical Hazard (6/26/2013 14:07:19)

    100% supported. These are great ideas that do not nerf of buff too much. I really like your solution for the botanical hazard.




    santonik -> RE: Botanical Hazard (6/26/2013 14:13:45)

    This would at least be a good start. That's why I agree with this.

    This is the first change enough. Well, time will tell, then how well it has done.
    Then again considered the need for changes. If you need it or not.




    Ranloth -> RE: Botanical Hazard (6/26/2013 14:22:25)

    Well, if you have Poison used on you twice, first suggestion already saves you 8 HP and the more it's used, the more HP it saves - adds up over time. Ideally, all of these together would be good since the counter would be available for everyone, not necessarily restricted to finite amount of Energy. *i.e. you can use Generator to cut the DoT by 1 turn, it could give you EP back and you can save it for Heal if re-used, or use the Bot on those who loop Poison and usually have low weapon damage*

    It provides sufficient amount of counters for everyone to have at least one or two, and indirectly nerfs the Bot on top of that 10%, since it's easier to counter it. For those who have all three, well, consider yourself very lucky. xD




    Mother1 -> RE: Botanical Hazard (6/26/2013 14:44:36)

    Trans I see the assault bot used a lot more then some other bots and the builds I see use it are tank builds. Solution 2 would only help out tank builds that use this bot with will give them another counter to poisons which they are weak against.




    Ranloth -> RE: Botanical Hazard (6/26/2013 14:52:52)

    I'm in favour of #1 and #3, but I've seen few posts about Assault Bot's "usefulness" so thought this could be an interesting concept. Whilst not necessary, I still found it quite good. Although, I would very much like debuffing Poison to be kept to Heal-like abilities - such as Generator - for a reason.




    Kd -> RE: Botanical Hazard (6/26/2013 17:27:48)

    Before I go into further detail, will you list which builds this nerf would be aimed at specifically as well as your rationale for the statement about abuse?




    Ranloth -> RE: Botanical Hazard (6/26/2013 18:06:23)

    TM Casters with 130'ish Tech can get around 40 Robot damage, which gives them a good 6 DpT from Poison. This is one TM build but anyone can abuse Tech. TLMs with SS can abuse it due to MA covering Def so Tech for Res. Possibly BHs since they get good synergy, but that'd be individual build and subject to the Bot rather than the build.

    It basically covers Tech abuse which gets most out of the Bot without having any Focus but also bumps down Poison when abused by Tanks - high defences, mid-high HP, they can just loop the Poison and Heal, mainly those with Reroute which is 2 Classes, but if build is thought out wisely, anyone can do it, although not for that long.

    That's pretty much the abuse that I'm on about. It comes down to 2 classes which can loop it for a long period of time. Of course the nerf would affect everyone and I'm against nerfing the Bot - as seen through past threads - so yeah. If Generator could lower its effect (see post #1) then it would be good enough for me since Poison could be countered a bit easier.




    Mother1 -> RE: Botanical Hazard (6/26/2013 18:28:37)

    @ trans

    It just hit me, but I doubt the staff wouldn't make the assault bot a way to counter poison and here is why. Remember what the azreal's borg did the bio borg? If they made the Assault bot cleanse poison it would be doing the same thing the azreal's borg used to do to the bio borg which is be a counter to the bot.




    Ranloth -> RE: Botanical Hazard (6/26/2013 18:40:48)

    Ooooooh, how stupid of me, and I've mentioned it myself lately. XD Well, I'd just be in favour of Generator doing something perhaps and leaving Bot as it is since there'd be two ways to counter it and both can grant you additional Heal or additional EP to Heal.




    Predator9657 -> RE: Botanical Hazard (6/26/2013 20:28:10)

    quote:

    Generator cuts down the duration of DoT by 1 turn


    That would be good.




    Kd -> RE: Botanical Hazard (6/26/2013 21:07:46)

    Okay that was what I was assuming you would say. I agree that the tech mage is a problem because they don't have to have any focus to achieve a decent poison dot, and while I agree that the tank/5 focus (especially with tac merc) is a powerful combination I don't think it requires any incredibly large nerf. I support your 3rd suggestion.




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