Change in Rage Gain (Full Version)

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Exploding Penguin -> Change in Rage Gain (7/5/2013 12:16:31)

So the problem with a lot of glass cannons (not all) is that they gain rage unreasonably fast, even with very low support. I think that this problem could possibly be fixed if rage gain was based almost entirely on support and have very little to do with actual damage (you still gain more range while attacking a tank). This way, high HP glass cannons simply can't power through any opposing build type because they can take all the hits and kill before they run out of health, and will promote more strength-support glass cannons that can more easily be taken down by a larger range of different builds.




Ranloth -> RE: Change in Rage Gain (7/5/2013 12:57:25)

Rage should be independed effect, not relying on Support. It'd solve one build from abusing it. The "Rage pool" would be scaled per level and players should get it at an equal rate, depending on the damage dealt and received BUT there should be a cap to how much Rage Points you can get per turn (solves the problem with glass cannons), yet doesn't favour tanks either, since Rage is against tanks.

Furthermore, Rage should ignore around 33% defences. Why so little? With equal rage, lower Rage pool, you could get it faster thus effect would be minimised and even less in favour of glass cannons. Yes, it's lower than Crits but Criticals are meant to be strong whilst Rage was designed against tanks.

Lastly, Adrenaline would end up being universal skill instead of being aimed to Support builds since they can get more out of Rage. Cap prevents abuse and that one can be level scaled as well, not too low but not too high either. 33.33% of total Rage pool would be good, so you couldn't rage faster than on the 4th turn, and since % ignore is lower, it shouldn't really be that bad.

^.^




Tracheonyx -> RE: Change in Rage Gain (7/5/2013 13:30:12)

of all the problems epicduel now faces, i honestly have to say rage gain is one that least concerns me. The current system with the emphasis on energy gain and reduction prevents all but strength build from really looping the high power projectiles.

If you make it based on support then support mercs will dominate (i know im one) forever. Also you will probably encourage the old op tech mage support malf build which i really don't want to see again. Rage is a preventative measure to stop someone tanking every attack to a point where they automatically win, and favors support because its a skill that does not contribute to defense (aside from reduced stun/crit) and has the least inherent damage. As for strength builds being overpowered with rage, they have their considerable weakness to deflections and blocks completely destroying their strategy and need the rage as an offset to bad luck.

What might solve the problem you're looking at is a buff for the energy reducing cores, or a rage reducing core.




Exploding Penguin -> RE: Change in Rage Gain (7/5/2013 17:25:32)

Simple support-only builds don't work at all in 1v1 in many cases because of the limited offensive options they are given, in which when facing another opponent they simply outheal you until you run out of heavy attacks.




Midnightsoul -> RE: Change in Rage Gain (7/7/2013 14:40:59)

Support needs to effect rage gain more. Not damage itself mostly.




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