balancing classes (Full Version)

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ED Divine Darkness -> balancing classes (8/4/2013 13:39:47)

ok, so it seems that some classes are falling back:

cyber hunter is a bit weak right now.

tech mage is okay, but a little weak with swords.

blood mage is a bit too strong with highly damaging moves that scale too good with bloodlust.

tactical merc is too strong tanking but lacks offensive options( alos it relies on a good robot).

debuffs in general seem to be stronger than the shields( not including intimidate)



a buff to cyber could be anything, maybe buff up tatic charge a few % up?(5%)

a change to mage could be give bludgeon a % lifesteal (like 15%)

a change to bloodmage could be nerfing their bludgeon( not tm's bludgeon) by 15% at max

a buff to tlm could be giving them back maul (very small buffs but would bring tlm more in line)

nerf debuffs by 5 points at all levels.


these are all my ideas.




Ranloth -> RE: balancing classes (8/4/2013 14:03:13)

Can you develop those, please?

CHs don't need buffs to Static because another nerfs would occur. It's already almost on par with the "old" version which had around 40% at Lvl 10 and it was still nerfed back then. So buffing and then nerfing would be bad idea.
TMs are good in terms of offence. Bludgeon nor any offensive skill does not need a buff. TMs lack in defence instead, since all of their skills focus on dealing damage or boost your damage - this includes effect-based skills such as Malf or Assimilation.
15% nerf to Bludgeon (at max) for BMs? Due to BL? Is it not your build being bad with it? Or was the player stacking high level Bludgeon with Rage and Str abuse? If so, especially rage, it's fine because it will ignore a lot of your defences on rage. Using BL as an excuse doesn't work anymore because it will not be a passive.
Maul back, yes. Been suggested a few times at that so even more yes.
Debuffs. I'd just refer to Nexus' thread where he covers those and has few interesting ideas regarding debuffs. Although Intimidate doesn't really need one after Strength was nerfed twice thus indirectly nerfing Intimidate.




ED Divine Darkness -> RE: balancing classes (8/4/2013 14:07:52)

e never said m build was bad vs bm. dunno why u say that everytime i post an idea to nerf a class. well i guess thats just you. and it needs a nerf because other people are saying it is op. not me. other people. static charge needs a small buff becuase it is nowhere near as good as other energy regains and it might have a smaller cooldown, but in the long run it is still not as good. and i alrdy said that intimidate isnt included in what im saying(read the brackets trans). i though nerf offensive debuffs so that you have to build some of the actual stat it improves with to get a good effect. not just a max smoke with pretty low tec.




Exploding Penguin -> RE: balancing classes (8/4/2013 18:14:21)

Why is CH and TM a little weaker than other classes? Your so-called reasoning needs moe explained...reason behind it.

BM can easily lose if they get all their energy taken and then get debuffed. I think the best way to balance is first to minimize rock-paper-scissors setups so people won't make posts based off of their individual experiences which may have suited their class poorly.

Also, TLM can't even really tank anymore unless you can't hit high on them every few turns. Reroute barely gives anything back, frenzy is only for maul and is weak unless raged, and mineral armor just gets entirely negated by rage.




ED Divine Darkness -> RE: balancing classes (8/4/2013 18:46:37)

i think you mean half negated.




Exploding Penguin -> RE: balancing classes (8/4/2013 23:22:40)

No, rage entirely ignores passive armors. Rather than cutting it in half like it does to normal defenses, passive armors are entirely ignored. If I rage a TLM with a physical attack, the rage damage would be calculated totally disregarding the existence of mineral armor.




ED Divine Darkness -> RE: balancing classes (8/4/2013 23:41:15)

i swear trans told me how it used to be? ehh, ill trust u. but can u put a link? i thnik it says on wiki.




ValkyrieKnight -> RE: balancing classes (8/4/2013 23:46:20)

Intimidate needs to be scaled upwards or malf/smoke scaled down. Considering how many more points it takes to increase strength it makes little sense why intimidates strength per upgrade is the same as malf/smoke. Intimidate is simply inferior to both of these. Also, its so easy to get around intimidate while its difficult to get around malf/smoke. Unlike the other 2, you're hurt pretty bad if your primary source of damage is by natural strength.




GearzHeadz -> RE: balancing classes (8/5/2013 0:27:47)

My problem with tclm is that it already has reroute, yes it can steal energy in such high amounts.




Predator9657 -> RE: balancing classes (8/5/2013 11:28:13)

quote:

tclm is that it already has reroute, yes it can steal energy


TLM's can't steal energy, they only burn.




Warmaker04 -> RE: balancing classes (8/6/2013 10:10:19)

Please dont make me laugh... Tech mage is fine with sword... Just do a 140 HP build, And use a Full str/ support and malf = Your done... OP sword mage...
And if you nerf the bludge on the BM it will get nerfed to TM too... because bludgeon is a one coded skill... Both will get nerfed...
Buff To tlm? Lol... dont even let me start with that.... it looks just funny that your suggesting it

i must support with this 10% only because the debuffs... but unsupported 90%..






Exploding Penguin -> RE: balancing classes (8/7/2013 0:28:23)

Static charge's base value is too high, but skill point investment gives almost nothing, making level 1 static on rage very helpful in some situations but investment almost useless.

I would say an increase in energy cost on bludgeon would be a good enough of a nerf (+2-3 at all levels). A damage nerf would turn it into double strike...

And the staff could just go copy+paste, change the name and skill GFX, retain the animation, and almost effortlessly make a separate form of bludgeon for BM and TM.

quote:

Please dont make me laugh... Tech mage is fine with sword... Just do a 140 HP build, And use a Full str/ support and malf = Your done... OP sword mage...
And if you nerf the bludge on the BM it will get nerfed to TM too... because bludgeon is a one coded skill... Both will get nerfed...
Buff To tlm? Lol... dont even let me start with that.... it looks just funny that your suggesting it

i must support with this 10% only because the debuffs... but unsupported 90%..


TLM desperately needs a buff or at least a changed skill. The fact that lots of wins are based off of unpredictable crits, high damage hits, etc.. in Omega is important, and TLM is so predictable that they do almost nothing in 1v1 and particularly 2v2. A TLM is literally useless in 2v2, as once EMPed they can't even heal their own ally and can only take energy and do minimal damage amounts.

Also, try adding in some reasoning as to why you think that it's funny to buff TLM, and other similar things?







funksaurus12342 -> RE: balancing classes (8/7/2013 17:25:14)

^ agree with entirely. My tactical merc is losing left and right to all classes. One suggestion might to replace field commander with a debuff of some sort, even if it's only intimidate. I haven't seen anybody at all who uses field commander, it's essentially useless.




Ranloth -> RE: balancing classes (8/7/2013 17:37:43)

Only because players don't use it, the skill is not useless. Not everyone go for diversity but fast kills or high ratio. Debuffs are also a no due to two passives, they had Smoke taken away and Intimidate is still a debuff, but a defensive one.




funksaurus12342 -> RE: balancing classes (8/7/2013 17:55:39)

Even if it wasn't a debuff replacing field commander, I do feel like it is only used to be able to access artillery strike. Field commander could be replaced by another offensive skill, then.




Ranloth -> RE: balancing classes (8/7/2013 17:57:05)

That's something I wouldn't mind. It'd probably be something similar to Bunker/Cannon but a bit different - whether it's the effects or just how it works. TLMs lack that kind of skill too.




zion -> RE: balancing classes (8/8/2013 11:11:34)

For a class that was basically designed for 2v2, tlm is now beyond unusable for 2v2 (and in general). off topic: Looking for a new 2v2 class - any ideas?
back on: reroute is so weak now since everyone is taking energy... static smasher would actually be a fair buff at this point... Maul for stun grenade as well.




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