Nerf Debuffs (Full Version)

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Predator9657 -> Nerf Debuffs (8/6/2013 11:19:21)

Debuffs are too powerful in Omega, especially since the HP scaling has been decreased.

Some ways of nerfing them:

1. Decrease their base points (of reduction they cause)
2. Decrease their scaling to 1 point per 5 points of [the stat which it improves with]
3. Stat points lost to a debuff have no effect on blocking/deflecting
4. The debuff deteriorates by a % every consecutive turn after it is applied.

Shields would also need to be tweaked - to make up for the weaker debuffs - to prevent them from being OP.

Trans:
quote:

#2 is the best solution since it'll fix it once and for all, instead of temporary band-aid. And yes, Shields would have to go down too but we're talking about maybe 2-3 Res/Def less instead of a big nerf. (assuming 1 Res/Def = 4 Tech/Dex, the difference between the current state and the buff nerf wouldn't be even THAT big)




Segawoman -> RE: Nerf Debuffs (8/6/2013 11:28:18)

quote:

3. Stat points lost to a debuff have no effect on blocking/deflecting
4. The debuff deteriorates by a % every consecutive turn after it is applied.


The only ones I agree with are numbers 1. and 2.

3. and 4. seem like bad ideas.




Mother1 -> RE: Nerf Debuffs (8/6/2013 11:32:26)

If you are going to weaken debuffs you need to also weaken shields as well. I say this because if you nerf debuffs without nerfing shields then shields will become overpowered in effect as well.




Segawoman -> RE: Nerf Debuffs (8/6/2013 11:34:15)

quote:

If you are going to weaken debuffs you need to also weaken shields as well. I say this because if you nerf debuffs without nerfing shields then shields will become overpowered in effect as well.


If not then glass cannon Tech Mages would be no more. Ain't a bad thing though.

| Supported @Mother1 |

Sig removed. Please use it once per page. ~Mecha




Dual Thrusters -> RE: Nerf Debuffs (8/6/2013 11:41:02)

Make them scale by 5 after their improving stat reaches 40.

Strong debuffs, just no more abuse.




Predator9657 -> RE: Nerf Debuffs (8/6/2013 11:42:06)

@Mother, I'll add that to the first post.




Ranloth -> RE: Nerf Debuffs (8/6/2013 11:48:11)

#2 is the best solution since it'll fix it once and for all, instead of temporary band-aid. And yes, Shields would have to go down too but we're talking about maybe 2-3 Res/Def less instead of a big nerf. (assuming 1 Res/Def = 4 Tech/Dex, the difference between the current state and the buff nerf wouldn't be even THAT big)

If you look at Nexus' thread - now on second page - you can see he's got some neat suggestions regarding debuffs too. ^^

Whoops, noticed a typo so now it's fixed. :3




Predator9657 -> RE: Nerf Debuffs (8/6/2013 13:04:01)

^ That specifies the adjustments to shields nicely. Hope you don't mind if I quote it in.




Exploding Penguin -> RE: Nerf Debuffs (8/6/2013 23:31:38)

I would say for nerfing debuffs:

Malfunction: Reduce scaling of this slightly, but also slightly increase base value. This will overall nerf support abusers but enable its use on low-support builds, making it overall more flexible.
Smokescreen: Increase scaling very slightly but also severely reduce base values. Low-tech people abuse its high base value for -35+ tech.

Or...

You could make it last 2 turns but in response reduce energy cost by about 25-30% and have an increased cooldown from 1 turn to 3 turns so people are free from the debuff for more than one turn, making it harder for people with azrael's will to prevent their energy from being taken before debuffing again.




Midnightsoul -> RE: Nerf Debuffs (8/8/2013 3:09:04)

I like Exploding Penguin's second idea. Numbers are not exact, but the concept is real nice.




Nexus... -> RE: Nerf Debuffs (8/8/2013 5:01:13)

In my opinion, we need some real change to debuffs, not some numerical tweaks. The way debuffs work need to be changed entirely...I'm a little biased but I like #4. I explained why in another thread, but lessening debuffs by a % every turn adds a very cool dimension to the mechanic, because shields become stronger over time, but also less beneficial to the player. Would you spend 15 energy to negate -40 tech? Probably...but how about -20 tech? Maybe not...It makes things more interesting. To clarify, I'm not exactly saying #4 is what we need, but I think its the closest to what would work best. Debuffs need a more drastic change, and #4 offers that the best out of the bunch.


Prophet




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