Nerf aim assist (Full Version)

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Exploding Penguin -> Nerf aim assist (6/28/2013 12:43:59)

Compared to other cores and its current possibilities in builds, aim assist needs a definite nerf. It makes glass cannon strength-support builds, particularly with deadly aim, rarely get deflected, and pretty much removes a good chunk of anyone's chance of surviving against players who depend on no deflections to win. It's as good as celtic cleaver's lucky strike core, except on a gun/aux, so why is it 7% instead of 2% like the other lucky strike core in the core shop?




Mother1 -> RE: Nerf aim assist (6/28/2013 13:04:24)

Never thought I would see the day when someone would call for the nerf of an anti luck core. as well as someone pushing for luck.

However aim assist is was made to be a counter to deflection shield which promo's deflections. Wouldn't an effective counter if it was 2% while having Deflection shield powered by 6%.

Also you have to remember that when lucky strike came out on the Celtic cleaver it was because the item was a promo when varium was top dog where as the other items were for non variums and you know how Non variums always got the weaker stuff back in that time.

But I can't support the nerf to this core.

There are quite a few counters to not only this core but the build itself that it isn't even funny.

Yeti
Deflection shield
Malf
High tech

And these are just some of the few things you can use to counter these these strength support builds who use this core.




King Helios -> RE: Nerf aim assist (6/28/2013 13:49:45)

^ Aim Assist is the one reducing % of deflection.




Mother1 -> RE: Nerf aim assist (6/28/2013 14:22:49)

@ king

I know that, however buy 1 percent when they face each other. Plus with all the luck running rampant last thing we need is a nerf to the anti luck cores. this is one build making use of this core to cover up weaknesses. I also see them use the block and/or deflect core to cover up their low defenses. That is what cores are for to aid you in battle.




Midnightsoul -> RE: Nerf aim assist (6/28/2013 16:06:34)

Aim Assist is fine. Why would you go against something that is against luck? I agree with Mother1 on this.




Exploding Penguin -> RE: Nerf aim assist (6/28/2013 17:14:02)

There is no such thing as anti-luck, there's only randomly generated numbers. Cores like aim assist and lucky strike simply increase the number range when deciding if a move gets deflected/blocked or not. I would only call the yeti a true counter to aim assist mainly because malfunction, high tech, and deflection shield are all luck-based as well, and merely increase the odds in your favor rather than truly giving you a real strategy on how to beat the opponent. Also, celtic cleaver should not be much more special or effective compared to the normal lucky strike core because pretty much ever existing promo core that isn't on bots so far has had a clone made with slightly weaker stats, except for massive strike which only adds a few damage per crit, and crits don't happen too often.

By nerfing aim assist, it will discourage use of glass cannon builds which depend on it for wins and actually slightly reduce the amount of builds that are dependent on luck.

As a last thought, if I were to consider some glass cannon not being deflected by me when I'm a TM tech caster with 130 tech as luck, then I could argue that deflection should would be an anti-luck core too. Using this logic, I could argue the same with ninja reflexes. If I "deserved" a block but didn't get one because the opponent was lucky, ninja reflexes would be an anti-luck core for me because it would counter their no-block luck.




santonik -> RE: Nerf aim assist (6/28/2013 17:16:04)

Now what I understood. Aim Assist helps the attackers not defensive.
This is the wrong kind of luck. Tanks really need blocks and deflects.


Figuring out now. How many different things to work together.
Malf eating deflect possibility tank.
Aim Assist eating deflect possibility tank.
This is a really strong assistance techmage / cyber hunter. You no longer need to fear terribly often deflects.. Even if the opponent would be a big technology.

Many people have thought about just luck of the cores. In my view, Aim Assist need to weaken. This kind of help to the attacker only.


Too bad the defense is weaker than the attack.

Aim Assist: Reduces the chance for your weapon's attack to be deflected by 7%
Deflection Shield: Increases your chance to deflect by 6%.

Maybe it would be a good drop both to 3%.




Ranloth -> RE: Nerf aim assist (6/28/2013 17:33:09)

Aim Assist is universal. With high Technology and the Assist, you're bringing their chance to deflect your Gun to the minimum. That actually benefits Tanks instead, as opposed to attackers. Both have advantages and disadvantages. You're making it sound as if Tanks shouldn't have any drawbacks..

quote:

Too bad the defense is weaker than the attack.

Aim Assist: Reduces the chance for your weapon's attack to be deflected by 7%
Deflection Shield: Increases your chance to deflect by 6%.

Wrong. 6% is active on each attack that has chance to be deflected, Gun has a cooldown so it isn't active every turn unlike Armor. Don't compare plain numbers, look at how they work too.




santonik -> RE: Nerf aim assist (6/28/2013 18:10:54)

Yes yes 6% impact on the entire time. Let's see how the example works techmage.

Malf
Aux --- Aim Assist
Gun --- Aim Assist --- Azrael will
plasma meteor

This is really hard to beat. Does not work properly, these deflects..

Cyber ​​hunter play this way.

Malf
Aux --- Aim Assist
Gun --- Aim Assist --- Azrael will
Plasma meteor / massacre

This is really hard to beat. Does not work properly, these deflects..

I'm guessing that this here wondered originally.




Ranloth -> RE: Nerf aim assist (6/28/2013 18:30:29)

It's still wrong. The passive core (Aim) is active on the attack and then goes into 2 or 3 turn cooldown (7%) whilst Armor core is active on every attack and chance is higher by 6%, instead of having to wait for the turn when you can use your Gun or Aux.

You're comparing two cores and now putting in examples with a rare promo equipment and specific build that not everyone will have. That's not how you compare cores.




santonik -> RE: Nerf aim assist (6/28/2013 19:08:16)

iscard the rare promo. It is exemplified by two different builds.

That's my example explains how they are attacking.
These buildings can reduce a lot of weakness.
Normally in the those is a bit technology. Malf + aim assist pave it all. Exits out of a pretty big weakness, mostly or entirely. albeit temporarily.

cores for what is to be done? Nerf second (Aim assist only?), Or both?
(Aim assist, Deflection Shield)

The third current condition is to do nothing
The fourth condition is the exchange nerf only the deflection shield.

In fact, I like options 1 and 2

I do not want to go to compare these two cores ..

Now is the turn to leave others to think about what to do.




Exploding Penguin -> RE: Nerf aim assist (6/28/2013 19:38:10)

Also, aim assist does not apply to active cores, so you will not gain the -7% deflection chance benefit of it while using azrael's will. This applies for all cores, so you will not get a -7% block chance when using berzerker, double strike, bludgeon, etc... with Celtic Cleaver, and you will not stun with concussive strike when using an auxiliary with stun blast and the concussive core.




edwardvulture -> RE: Nerf aim assist (6/28/2013 20:45:40)

or nerf glass cannons




STRUT MY MUTT -> RE: Nerf aim assist (6/28/2013 20:55:55)

Not supported. It's fine as is.




kosmo -> RE: Nerf aim assist (6/28/2013 21:00:26)

Glass cannon mages are only annoyng when they use arezel will, when you compare aim assist to lucky strick you re right I don t get why lucky strike is 2%, make it atlest 4%




Mother1 -> RE: Nerf aim assist (6/28/2013 21:41:25)

@ kosmo

Varium advantage when they first came out. At the time non variums were always chomping at the bit while paying players were better taken care of.




ValkyrieKnight -> RE: Nerf aim assist (6/28/2013 22:10:20)

If you don't like people using Aim assist simply use the core that increases your deflection rate and stop complaining. Tanks have enough power as it is. They don't need more.




Exploding Penguin -> RE: Nerf aim assist (6/29/2013 10:15:27)

I don't recall tanks being a good counter to glass cannons who rely on aim assist to help them. As a consistent tank player, I can say that even if I were a class other than merc and countered the debuff with matrix/energy shield, it would do little to help because it just develops rage and doesn't last too long. In the end, one of the only viable "counters" is to rely on luck for blocks and deflects, which don't occur that much because 7% is a massive amount. Yeti does somewhat help depending on the situation, but glass cannons still have strong offensive options even without their ranged weapons.




ValkyrieKnight -> RE: Nerf aim assist (6/29/2013 13:08:04)

When you say "Glass Cannon" I think you're zoning too much on the debuffers, yes their debuffs make it much harder for a tank to tank it up but that's the problem I've been complaining about for ages now, Tech is too powerful. Try Glass Cannoning with a Blood Mage, its darn near impossible. I also have never seen a successful glass cannon Cyber. Mercs? So and So.




Ranloth -> RE: Nerf aim assist (6/29/2013 13:14:10)

May I correct you, Valkyrie? Debuffs are too powerful after Omega's release due to lower amount of stats compared to Delta as well as numerous stat progression adjustments which have caused nerfs in few areas. The problem is not with the core, not with the build, but with the skill: Malf and Smoke. Intimidate is fine. Why? Diminishing returns on Strength have nerfed the skill indirectly whilst Malf and Smoke are as good as ever. Nerfing the two will result in indirect buff to Intimidate since it'll retain its current power

Ideal change to Malf and Smoke? Slow down their progression, from "Stat/x" to "Stat/x+1" (I'm not sure how much Tech/Support you need atm, x = Tech/Support). Basically, you'd need +1 more of the given stat to get +1 to Malf/Smoke. Because it's totally fair to see a BH with Lvl 4 Smoke and around 80'ish Tech being able to take away -40 Dex, right? <.< Likewise with TMs.




ValkyrieKnight -> RE: Nerf aim assist (6/29/2013 14:03:13)

@ Trans

Correction accepted. ^ What Trans said.




Kd -> RE: Nerf aim assist (6/29/2013 14:48:51)

Not supported. If anything at all it is the glass cannon builds that should be nerfed based on your logic. Why nerf a core that all classes effectively can use in order to nerf two builds? These builds are fine as well. They are designed for speed and therefore suffer in win percentage.




lionblades -> RE: Nerf aim assist (6/29/2013 16:14:31)

Not supported these cores are fine as is
also glass cannon builds usually lose when facing long battles vs extreme tanks




The Incredible Hulk -> RE: Nerf aim assist (6/29/2013 16:59:15)

Not supported




Exploding Penguin -> RE: Nerf aim assist (6/29/2013 19:10:57)

Glass cannons are those builds with low dexterity and technology.

Maybe a better alternative would be to nerf debuffs because their base point removal is also abused in a similar manner by glass cannons so that they can deal massive amounts of extra damage per turn and also decrease the opponent's chances of blocking/deflecting. Not to mention that the amount of tech/dex points should really be brought down on the debuffs because they take away far too much defense and resistance given that you can strike at the same time.




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