New BM skills (Full Version)

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Exploding Penguin -> New BM skills (8/7/2013 0:17:47)

Dual Thrusters is on some skill-making streak, so I guess I'd follow suit too. Anyways, here are some suggestions to make BM a more unique, blood-affiliated class with its own special properties. Note that balance is not necessarily the top priority, but it still has some work put into it. Of course, field medic really should be on all classes.

Here's an index:
-a "+" next to an already existing skill means that it's an additional suggested feature
-A "-" next to a NEW skill simply states the some side notes of a new skill
-A "-" next to an old existing skill means that this feature should be removed/replaced, in which case if it's the latter there will be another "+" somewhere else on that skill's list

Fireball:
+Makes the opponent hot-blooded, creating a DoT based off of player level for the next 2 turns until the target's blood returns to normal temperature. However, while the opponent is hot-blooded they will gain rage at a set 5% faster rate

Blood Barrier (replaces energy shield)
-Deals damage to the enemy and creates a physical shield that has same statistics to blood shield. However, lasts 1 turn less than blood shield and is entirely ignored rather than 45% ignored when the opponent rages

Plasma Cannon:
+Burns energy at +1 energy per skill point investment, starting at 1 at level 1 and 10 at 10 skill points
-Remove boosted

Crimson Control (replaces blood lust):
-Have complete control of blood on the field of battle. All attacks will reduce enemy rage by a % of the damage done (example: Dealing 50 damage with hemophiliac's effect at 10% will reduce the enemy's current rage by 5%). However, if the opponent already has rage before you attack, then they will retain their rage.
-Stat requirement(Strength (18(+2 per level)))

1. 9% of damage done
2. 12%
3. 15%
4. 17%
5. 19%
6. 21%
7. 23%
8. 25%
9. 27%
10. 30%

Solidify (replaces overload):
-By solidifying the opponent's blood, you may immobilize them in place for 1 turn. Attacking them will not enable them to take their turn if they are still immobilized. Base chance for immobilizing is 25%
-Increases with: Technology
-Stat requirement: (Dexterity (20 (+2 per level)))
-Energy cost: 15 (+2 per level)
-Similar damage and scaling to overload

Blood Needle (replaces bludgeon):
-Create a needle out of blood and strike the opponent with it, dealing the opposite damage type of your auxiliary, but based off of your strength
-Similar energy cost, requirements, and damage as bludgeon

Dilute (replaces intimidate):
-Dilute's the opponent's blood, lowering rage gain rate by 10%, as well as reducing damage output by attacks affiliated with the opponent's primary, sidearm, or auxiliary by a percentage.
-Increases with: Support
-Stat requirement: none
-Energy cost: 13 (+2 per level)

Syphon (replaces plasma rain):
-Deals energy damage to all targets (unblockable)
-Will return back HP equal to damage dealt
-Improves with: none
-Stat requirement: Support (22(+2 per level))
-Energy cost: 11 (+1 per level)
-This is the HP version of assimilation. If used against 2 foes the amount of damage dealt is halved and split.
-Damage/HP recovered starts at 1, and increases by 1 each skill point, for a max of 10 HP recovered and 10 total damage dealt. (5 to each opponent if you're facing 2 enemies).
-Cooldown: 1
-If this skill lands a critical hit, then it will return HP equal to the damage dealt anyways. The additional damage will be calculated by the level-based damage boost in the critical hit bonus damage algorithm

Boosted Circulation (replaces reflex boost):
-Increases circulation, instantly granting energy, slightly increasing rage gain by 10%, and also increasing technology for 3 turns.
-Improves with: support
-Stat required: (Strength (18(+2 per level)))
-Energy cost: none
-Cooldown: 2
-This skill's energy granted increases with more support, but the scaling is very slow and base amounts are moderate to compensate so low-support builds can still gain decent amounts of energy back.
-Each skill point investment increases technology boost by 3 points, base values and scaling are just a tad bit slower than reflex boost

Hemophiliac (replaces deadly aim):
-Increases solidify chance of solidify, increases debuff effects of dilute, gives a boosted critical chance to blood needle, increases dexterity and energy returned by Boosted Cirulation, and grants some extra damage reduction to critical hits and rage when blood barrier is applied.
-Basically, this skill increases all of BM's blood-based actives by a small amount.
-+1% per level, up to 10% at max, much like shadow arts.


These changes would pretty much entirely change BM and its play style. Right now BM is a class that focuses itself on fundamentals and energy-costing counters to debuffs so that it can force an opponent into the endgame where it will win. With my suggested changes, it will turn BM into a class that passively has weak abilities that will slightly to moderately increase its endurance, but will make it a class that can easily replenish itself with actives.




Lycan. -> RE: New BM skills (8/7/2013 0:31:05)

quote:

Syphon (replaces plasma rain):
-Deals energy damage to all targets (unblockable)
-Will return back HP equal to damage dealt


Too OP skill, leave BM the way they are




Exploding Penguin -> RE: New BM skills (8/7/2013 0:33:59)

@Lycan: Honestly don't find it OP. It's approximately a 1-2 tradeoff for HP to energy that does minute damage and requires lots of skill points for max efficiency.

And the point of this wasn't necessarily balance but to promote ideas on making all the classes have unique skills.




Dual Thrusters -> RE: New BM skills (8/7/2013 1:25:26)

Will the DoT be cured by field medic?




CN2025 -> RE: New BM skills (8/7/2013 2:34:30)

shadow arts only increase stun chance and blocks but Hemophiliac increases all no :o although it would still be weaker to deadly aim its like an over powered version of shadow arts




Exploding Penguin -> RE: New BM skills (8/7/2013 10:39:15)

@CN: a 10% block chance is definitely more than equivalent or at least equivalent to the benefits given by hemophiliac; 10% more debuffed, 10% damage protection against rage, etc.... are all very little things. This BM also has very weak passives. The previous BM had strong passives but weak actives excluding bludgeon and a couple other skills, but this BM is now heavily dependent on actives with weaker passives.

@Dual Thrusters:
No, the DoT cannot be cured by field medic, but it does very little damage. At max maybe 6 per turn, but I'm thinking more of 10-15% of the user's level per turn.




newtena -> RE: New BM skills (8/7/2013 13:29:08)

1 blood manipulation
2 aggressive
3 blood regeneration from while depleting mana existing mana at a rate each turn.




ValkyrieKnight -> RE: New BM skills (8/9/2013 20:30:01)

Only the ED gawds know BMs need new skills.

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Bloodpact -> RE: New BM skills (8/10/2013 12:39:12)

quote:

Only the ED gawds know BMs need new skills.

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< Message edited by ValkyrieKnight -- 8/9/2013 20:31:54 >


Offensive:
Legit, the league of mindless noobs who just bandwagon the new flavor of the month, they are the equivalent
of the yolo/swag ****s in the gaming world.

Defensive:
Bloodmage's needs more versatility, they all have an acceptable excuse.... there is hardly anything better for them to use.
BM's Ult is still useless and Fireball is still useless.




Exploding Penguin -> RE: New BM skills (8/10/2013 23:22:58)

quote:

Defensive:
Bloodmage's needs more versatility, they all have an acceptable excuse.... there is hardly anything better for them to use.
BM's Ult is still useless and Fireball is still useless.


The high tech plasma cannon focus BM build is actually quite viable, particularly with its unpredictable crits in 2v2 which can be mixed with blood lust for good endurance.

I'm pretty sure if someone put their mind to it they'd find a lot more viable BM builds.




Hun Kingq -> RE: New BM skills (8/11/2013 16:03:41)

Problem 1:
High energy draining skills
Problem 2:
The best offensive skills takes too much energy too use making then 1 use to no use match
Problem 3:
If you try to have a good balance build you have weak damage output of the high energy skills with weak damage output of the weapons.
Problem 4:
There was little blocking going on more on the Blood Mage side but now if there is a block any strike based attack they still get enough damage to win the match.
Problem 5:
The skills are not balance, Plasma Cannon and Bunker Buster, one the potential damage and the battle damage are greater with Bunker Buster than it is with Plasma Cannon and Bunker Buster Crits more often than Plasma Cannon. Same with fireball and plasma bolt.
Problem 6:
Blood mage has no defensive skill to nullify the effects of malfunction so they can use the tech based skills and protect themselves at the same time.
Problem 7:
Staff promised to work on the three new classes new skills and new ultimate skills but they worked more on the merc class than ever before which it did not need improvements it was the players that made staff thinks it need improvements but they listen to the nerf trolls more than anyone else.
Problem 8:
Flash sucks I submitted more crash reports and reloaded the page more than ever before.

Solutions to these problems to get players using the Blood mage more viable builds lower the energy drain of the high energy draining skills since there are cores that drain energy. Improve the skills that is not used especially in the damage area because they suck big time especially Plasma (drizzle) Rain. Give the Blood Mage a skill that improves with support that improves tech and resistance to replace energy shield. For the high health problem have the damage output decrease if health is above a certain number. Start working on the three new classes more so the Blood mage and bring us the new skills they promised and stop working on the merc class constantly giving them a buff or a new skill.




Predator9657 -> RE: New BM skills (8/11/2013 18:24:07)

quote:

The skills are not balance, Plasma Cannon and Bunker Buster, one the potential damage and the battle damage are greater with Bunker Buster than it is with Plasma Cannon and Bunker Buster Crits more often than Plasma Cannon.


Aren't they both 25% crit change?




Ranloth -> RE: New BM skills (8/11/2013 18:31:16)

They are. It was a bug before that was fixed months ago. Check up on DNs, Hun, before you spread false information. If it's a bug, report it.

#4, 5, 6, 7 and 8 are not problems. Blocks aren't different for classes unless skills affect them (SA). PC = BB. Neither do CHs when Smoked or TLMs when Malfed or TMs when Smoked - Shields exist for a reason. Bigger changes take time instead of altering already existing skills + BMs weren't on the old Merc level aka underpowered for phase or two (or three). And last one is issue on your side, not class' problem.

Also, calling others nerf trolls because they don't agree with you is bad. Respect one another if you want it back. Feedback is meant to be constructive, and this is not whether you want it or not but a Forum rule.

Lastly, Charfade has said made it clear with suggestions, including balance. They are NOT considered if they are biased and not backed up with sufficient data. This may be the reason why you may call others "nerf trolls" because they don't agree to you or Devs haven't listened to your post(s) in particular.




kittycat -> RE: New BM skills (8/11/2013 20:01:07)

Well maybe allow Blood Mage Fireball to drain energy by instead of dealing damage to HP.




newtena -> RE: New BM skills (8/11/2013 20:22:53)

instead of fire ball put smoke screen there. they are the only things that make blood lust useful.
in plasma cannon's and molification together is over powering.

I am just suggesting one alternative skill I am not going to suggest a whole entire skill tree make over.

if blood lust doesn't change we will always be under powered. we need a devastating income attacks to promote blood lust to be at least 10 health each turn, such needs to be as passive defense which be deleting 10 income of attacks and cannot be tampered with as you can tamper with blood lust by doing many things intimidate or defense shield or debuf bots. thus in order to equalize blood lust's reputation among reroute, mineral shield, hydride, and plasma armor and especially considering the fact that epic duel players are beefing defenses # not good for blood mages this is the reason why we need so much health to be on the mortality among level among other players because of the in equality between blood lust and passive defense by which most classes out here have. clearly you guys don't play epic duel to know that smoke screen and blood lust are #1 do oh. I have been playing this game ever since it was released. I play a lot of strategy games. I do the math and I know how exactly how the game will be fun considering all the greatest and most popular strategic game plays out there. I can make this a temple your just not supporting anything because you can simply post.

I understand the fundamentals of everything I experienced in games. you on the other hand are not and will smack down all ideas that cross your path. smoke screen or malification is very appropriate otherwise blood mages need a blood passive that which does not discriminate on damage especially since omega era players find the proper way to win is to over power their defenses. blood mages were not granted the skills to do the same and overpower defense as well because they are afraid that passive defenses with blood lust is over powering.




Mother1 -> RE: New BM skills (8/11/2013 20:26:58)

@ newtena

Blood mage already has intimidation they can't have 2 debuffs and even if they didn't have intimidation strength blood mage would begin to overpower the masses if you give bloodmage smokescreen since Bloodmage is a power melee based class.




kittycat -> RE: New BM skills (8/12/2013 0:36:43)

^^: Agreed.

Fireball show just be a mana drain skill instead of a caster skill. It is basically a suppressed skill in Blood Mage skill tree.




Exploding Penguin -> RE: New BM skills (8/12/2013 12:35:53)

quote:

Blood mage has no defensive skill to nullify the effects of malfunction so they can use the tech based skills and protect themselves at the same time.


whoops, blood circulation is meant to increase technology instead.

And no, last thing we need is 2 classes that have both smoke and blood lust in the same skill tree. This would just make BM an almost identical class to BH with more caster-oriented skills and no EP drainer.




Bloodpact -> RE: New BM skills (8/12/2013 13:19:05)

quote:

instead of fire ball put smoke screen there. they are the only things that make blood lust useful.
in plasma cannon's and molification together is over powering.

I am just suggesting one alternative skill I am not going to suggest a whole entire skill tree make over.


Nononono and god no, they have too much synergy with smoke screen, dear lord would they be OP.(Bludgeon,DA,Fireball)

Also as stated they already have a debuff intimidation.




DarkDevil -> RE: New BM skills (8/12/2013 13:21:31)

smoke ?
trust me beware of what you wish for , smoke as much as it improved bounties its the main reason it has only masacre as strong skill (which deplets all energy) rather bringing everything else to ground.

remove Hemophiliac , its passive and passives will change to active.

good ideas except too OP .
attacking & using blood shield is too OP looking to that he got bloodlust AND all shield skills take a turn to activate.

the imbolize has to remain as flat chance that is only affected by skill level and max of 25% chance (not affected by luck)

bm is currently OP the way it is , it has the strongest 2 passives in game , those ppl don't use those skills cus others skills are weak but because those skills are OP , they are just abusers.




Exploding Penguin -> RE: New BM skills (8/12/2013 13:24:39)

@Dark Devil: While I have to agree blood lust and deadly aim are the best passives, the real effects in-game right now are energy-costing skills as they are the easiest way to deal damage. While BM lacks many strong energy-costing skills (pretty much bludgeon is their only good offensive one), they make up for it because, as you said, their passives are pretty much within the top 3 in the game. However, that only guarantees that BMs will have a definite advantage in endgame situations where all players have lost all of hteir energy. In quick fights where players don't get to use up all their energy before it's even over, BM's strong passives have much less of an effect.




DarkDevil -> RE: New BM skills (8/12/2013 13:32:20)

bm also have 3 of the strongest actives in game as the cannon and the ultimate blast and the rain that can all stack very good with bloodlust just because they doesn't get it doesn't mean it isn't there.
only the fact that bloodlust nerfing effect is not working on bm skills is OP.




Dual Thrusters -> RE: New BM skills (8/12/2013 13:40:41)

@bloodpact

Then Azreal's Annihilator will rule all.




Exploding Penguin -> RE: New BM skills (8/13/2013 19:26:27)

quote:

bm also have 3 of the strongest actives in game as the cannon and the ultimate blast and the rain that can all stack very good with bloodlust just because they doesn't get it doesn't mean it isn't there.
only the fact that bloodlust nerfing effect is not working on bm skills is OP.


Blood lust will not drain HP based off of the damage done to both targets added up when using attacks that hit multiple opponents. Attacks that hit multiple opponents such as spreadfire guns, plasma rain, multi shot, etc... will only give rage and HP back from blood lust using the stats of damage done to the target that received the highest damage.

Plasma cannon is very weak. It can only be strong at high levels of investment due to its pathetically low base damage, and high skill point investments take away from other important defensive skills such as reflex boost, intimidate, and also makes plasma cannon cost high amounts of energy; BMs can't replenish energy easily.

Blood lust does not stack with super charge, and super charge has a high energy cost. No one would even bother using this skill because its placement on the BM skill tree is almost useless.

The only good offensive skill BM really has is bludgeon because of its strong damage-energy cost ratio, and possibly plasma cannon on very specific builds.




newtena -> RE: New BM skills (8/14/2013 12:29:43)

all good things come in time.




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