RE: Seriously Dev's, Cyber Hunters need to be 'LOOKED AT!' (Full Version)

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Dual Thrusters -> RE: Seriously Dev's, Cyber Hunters need to be 'LOOKED AT!' (7/7/2013 15:20:55)

Assimilate can instantly grant +15 energy on use and drains energy too. Static Charge barely gives 10 on rage even with a sword.




Ranloth -> RE: Seriously Dev's, Cyber Hunters need to be 'LOOKED AT!' (7/7/2013 15:22:44)

Staffs are still weaker than Swords, you're only comparing a skill. Sword will always give you +5 more stats (or +4) and +1 damage and stack with skills, Staff will not. Nevertheless, such combo will not be allowed since that's the reason why Smoke was removed and giving CHs skill tree that he's suggested would overpower them, similar to what they were with initial SC but now it's like passive again + blockable version. Great.




Bloodpact -> RE: Seriously Dev's, Cyber Hunters need to be 'LOOKED AT!' (7/7/2013 16:44:07)

quote:

Assimilate can instantly grant +15 energy on use and drains energy too. Static Charge barely gives 10 on rage even with a sword.


Not only can you use a sword with static, it only has a two turn cooldown compared to assimilation's 3 turn.

Both cost no energy both get better with strength.




Dual Thrusters -> RE: Seriously Dev's, Cyber Hunters need to be 'LOOKED AT!' (7/7/2013 22:00:40)

Static Charge has a damage range since it is based of your normal strike damage. Casters don't even need a sword for extra stats, and other builds could just have high strength.

And plus you need to invest more points into it to make it effective on rage. And plus those stats are wasted if it isn't even worth to use on rage!




CivilAE -> RE: Seriously Dev's, Cyber Hunters need to be 'LOOKED AT!' (7/8/2013 0:18:29)

Assimilation -Limited to staff, 3 Turns Cooldown, Weapon damage energy drain, , Damage ( I believe its non) is blockable drain isn't.

Static Charge- Daggers and sword can both be used, 2 turn cooldown,blockable, if its blocked you get minimal damage and little to no energy.

Seems balanced without any other factors present.

Edited: Noted CH uses daggers Lol ;)




Dual Thrusters -> RE: Seriously Dev's, Cyber Hunters need to be 'LOOKED AT!' (7/8/2013 1:07:51)

Lol, I think we're beginning to get off topic :/




Archlord Raistlin -> RE: Seriously Dev's, Cyber Hunters need to be 'LOOKED AT!' (7/10/2013 15:43:52)

@civilae

So you're suggesting static charge is balanced with assimilate because as a CH I can use a staff?





DunkThatOreo -> RE: Seriously Dev's, Cyber Hunters need to be 'LOOKED AT!' (7/10/2013 15:53:00)

The whole game needs to be looked at. I hate these kinds of threads because nothing good comes out of it. Balancing every class one at a time will not work. Don't believe me? The team has been doing it for three years+ and look where we
are now. Not as bad as early to middle delta but still pretty bad.

They need to stop this cycle of nerfing a class then buffing a class. It's not working nor will it ever work.




I Underlord I -> RE: Seriously Dev's, Cyber Hunters need to be 'LOOKED AT!' (7/10/2013 17:01:15)

I don't see how Static Charge is underpowered. Especially after using malfunction and most particularly against non-tank builds, it gives a nice return of energy for little investment.
Perhaps it seems like it because Assimilation and Static Smash are ridiculously overpowered with strength.

If any class needs to be "looked at" more than the others, it is Blood Mage. The next would be Bounty Hunter: There is no strategy involved in it anymore, it is completely dependent on one build and its few variations to allow combating of other classes, and its skills work in synergy only if they... work.




Mother1 -> RE: Seriously Dev's, Cyber Hunters need to be 'LOOKED AT!' (7/10/2013 17:21:11)

@ underlord

Static charge used to be just as useful as assimilation is now against any build. In other words defenses made no difference with the move as long as it connected you would get back a certain amount of energy that wasn't based on actual damage. It was overly useful and now that it isn't like that anymore and can be countered with defenses most fell it is worthless since strength plays more of a role with the amount of energy you get back.

Assimilation since it give back energy no matter what (since damage isn't negated anymore with a block) make the move better then the other in a sense because you can get back granteed energy even with a block that won't be reduced by it and the only counter against this move is intimadate or the omega override core (if strength is the strongest stat.)

Static smash itself unlike assimilation can be blocked and doesn't do damage unlike the other two.

So in their own ways they have there ups and downs.

Static smash while give back more energy then the others can be blocked and does no physical damage and has a cool down of 3 turns and is locked to a club.
Static charge while it gives back less energy then the others at times can do 100% damage to the opponent and has a 2 turn cooldown meaning it can be used more often and unlike the other energy gains can be used with a sword as well as claws.
Assimilation while it's effect is unaffected by block has a cooldown of 3 turns, only does 85% damage and is locked with a staff.

Each has their own ups and downs to compensate.




Dual Thrusters -> RE: Seriously Dev's, Cyber Hunters need to be 'LOOKED AT!' (7/11/2013 0:06:50)

Ooh I got another idea to buff static charge. Make it do enhanced damage!




InFlamed Fury -> RE: Seriously Dev's, Cyber Hunters need to be 'LOOKED AT!' (7/12/2013 21:37:58)

Honestly i do quite well with a poison build as a cyber but we need a buff in our ability to deal a decent amount of damage without having to rely on malfunction or having a high STR/SUPP build.




The Incredible Hulk -> RE: Seriously Dev's, Cyber Hunters need to be 'LOOKED AT!' (7/12/2013 22:07:00)

I don't think it needs a buff.
You got Shadow arts, plasma armor; defence shield, emp & malfunction (best skills). What else do you need ^^. Plasma armor & shadow arts are the main one. You can block easily while having to deflect less damage by having plasma armor.




Dual Thrusters -> RE: Seriously Dev's, Cyber Hunters need to be 'LOOKED AT!' (7/12/2013 22:17:49)

It doesn't need a buff, it needs more variety




VanitySixx -> RE: Seriously Dev's, Cyber Hunters need to be 'LOOKED AT!' (7/12/2013 23:14:20)

I see nothing underpowered with Cyber Hunters. I know a few cyber hunter builds that are about 75% (more or less). These days that's the about the best a player can do without Azrael weapons.




Dual Thrusters -> RE: Seriously Dev's, Cyber Hunters need to be 'LOOKED AT!' (7/12/2013 23:31:51)

What's underpowered is multi shot. What's unresourceful is plasma grenade. What's obsolete is venom strike. What's a must-have is malfunction. What's actually great is EMP Grenade.

Cyber Hunter is great. But there's only a few builds that people use. The masses say that there is only 1 build!




Ranloth -> RE: Seriously Dev's, Cyber Hunters need to be 'LOOKED AT!' (7/13/2013 8:28:07)

All Multis are equal in terms of damage. Secondary effects from stats do not counts - i.e. AS + Crits; MS + Dex give you Defence instead, etc.




CivilAE -> RE: Seriously Dev's, Cyber Hunters need to be 'LOOKED AT!' (7/13/2013 22:11:24)

Well I thought of a small buff to make static charge more useful; After Damage/Energy calc, the user is shrouded by static (or whatever name ) which allows them to gain a percentage of what the opposing player hits them for the next turn (If they choose to attack/Deal damage). Static activates even if damage is blocked.

I think its makes the skill more useful without making it incredibly game breaking like it was before, And I think it fits the theme of Cyber fairly well which is basically TechMage + Bounty Hunter. Static acting somewhat like bloodlust with damage gaining energy instead of HP and it also having a trace of reroute for a turn.
May bring back some builds that rely on heavy energy usage, like-wise that there are already some things that could render this useless in some situations as well.

Excuse me if this was already suggested in the past.




Steel Slayer -> RE: Seriously Dev's, Cyber Hunters need to be 'LOOKED AT!' (7/13/2013 23:22:02)

Lets just revert static to how it was in Infernal war, where its gain was based on BASE damage. Tweak the numbers if necessary, cap it at 30% for level 10 if we have to, but as CivilAE said right now the skill is almost useless, only gives energy on rage, and who wants to waste their rage on a melee attack?




Mother1 -> RE: Seriously Dev's, Cyber Hunters need to be 'LOOKED AT!' (7/13/2013 23:49:25)

@ steel slayer

Doing that would one again overpower it since once again it is ignoring enemy defenses. The move was vastly overpowered because of this. In fact the only thing that could stop the effect was a block but now even with a block it would become like assimilation since blocks wouldn't negate the effect. Oh joy just what is needed another overpowered move that can't be countered.




CivilAE -> RE: Seriously Dev's, Cyber Hunters need to be 'LOOKED AT!' (7/14/2013 0:53:29)

@Steel Slayer What you suggested would just make it a buffed Assimilation.

Part of the reason why I suggested that Static Charge remain the way it is now but just have the added effect that is completely dependent on the opposing player, doesn't do much but it helps a little.
Sense there are a number of other things players can do to get around this anyhow Like : EMP or other non damaging energy draining skills/cores, non damaging Poison skills/cores , any non damage effects that remove buffs/debuffs off themselves or you, heal or shield.
quote:


Well I thought of a small buff to make static charge more useful; After Damage/Energy calc, the user is shrouded by static (or whatever name ) which allows them to gain a percentage of what the opposing player hits them for the next turn (If they choose to attack/Deal damage). Static activates even if damage is blocked.

I think its makes the skill more useful without making it incredibly game breaking like it was before, And I think it fits the theme of Cyber fairly well which is basically TechMage + Bounty Hunter. Static acting somewhat like bloodlust with damage gaining energy instead of HP and it also having a trace of reroute for a turn.
May bring back some builds that rely on heavy energy usage, like-wise that there are already some things that could render this useless in some situations as well.




Q...Q -> RE: Seriously Dev's, Cyber Hunters need to be 'LOOKED AT!' (7/14/2013 7:49:41)

@Dunkthatoreo

I agree with you, all this gettig nowhere.




Exploding Penguin -> RE: Seriously Dev's, Cyber Hunters need to be 'LOOKED AT!' (7/14/2013 11:46:46)

@vanity: No, it's easily possible to get around 80-85% win rate without azrael weps depending on your class. You really don't need the aux if you're playing as merc/BM, and the gun sometimes should be an energy shot gun, not azrael's, particularly on BM.




ED Divine Darkness -> RE: Seriously Dev's, Cyber Hunters need to be 'LOOKED AT!' (7/14/2013 12:12:45)

what they could do is:

make it ignore all of the enemys defences

also to stop it being OP and ridiculous for str abuse make the damage do 30% of your primary weapon damage with the str bonus. to make it give a decent amount make it return 125%(at max) of the damage done.
this will make it give good energy back, but will make sure it cant be abused for damage.

so, if your primary weapon damge with your str bonus is 56:

56x0.3=16.8
16.8x1.25=21

so with 56 primary damage you would get 21 energy back.

NOTE: this ability cannot be raged?





Mother1 -> RE: Seriously Dev's, Cyber Hunters need to be 'LOOKED AT!' (7/14/2013 12:35:50)

@ Divine

Still overpowered. That was the amount I remember cyber hunters getting back when the energy return was 44% at max (Before Cyber hunter and Tactical merc got their nerfs). Plus as I said before this wouldn't be blockable either since blocks don't negate damage but stop 85% of it. Plus this can be got back every 2 turns? No just no.

The move before was a must have when it was overpowered, and when it was made weaker then normal the masses said it was weak. All this points to one thing. Static charge is broken and personally I say they are better off finding another move to replace this broken move with.




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