Mercenary need of changes? This or something else.... (Full Version)

All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel Balance



Message


santonik -> Mercenary need of changes? This or something else.... (8/23/2013 18:17:21)

Mercenary needs a better skill tree skills. It seems to me that the Merc is too dependent on the latest attack. (Static smash)
If the static charge is reduced. Merc is a MUST do a lot stronger.


All the attacks have weakened over time. attack and the defense of the opportunity to have a lot of time with an impaired ..
Merc is a class that has the most nerf. one good improvement (static charge)
Too bad that it will be forced to take if you want to defeat your opponent. Still, victory is not assured. Sometimes it is only possible to beat the really good luck. Thank you for your current balance. (No offense)

Merc would need a better defense. Intimidate is weak in my opinion.
Intimitade is easy to get around completely.


How about that 6 and 5 hybrid armor. It prevents the tank from this kind of thing. Tank merc can not put all your stat points tech or dex. If you put the tech in the defense suffers from dex. And the other way round is the same.
So this gonna matter. Let's tactical merc or cyber hunter. These are able to make better-abuse builds. (Tech / dex)
This is one thing where the merc is left behind. Tactical merc and cyber hunter is much better to defend. In this case, merc will remain for a while.


Berzerker how energy prices could be slightly lowered.
It's too risky (costly for this summit).


Adrenaline.
It is time poor these days. Does not want to work properly even though I have 156 support


PROPOSAL
What if the new ANDREA LINE undermine the two things opponent.
--- More slowly than the opponent would rage (%)
% Of the Rage Gain:

Level 1: 10% Less Rage Gain (This can be modified up and down)
Level 2: 12% Less Rage Gain
Level 3: 14% Less Rage Gain
Level 4: 16% Less Rage Gain
Level 5: 18% Less Rage Gain
Level 6: 20% Less Rage Gain
Level 7: 22% Less Rage Gain
Level 8: 23% Less Rage Gain
Level 9: 24% Less Rage Gain
Level 10: 25% Less Rage Gain
This only works on an opponent who is attacking you.

And

Level 1: 10% Less Debuff Gain (This can be modified up and down)
Level 2: 12% Less Debuff Gain
Level 3: 14% Less Debuff Gain
Level 4: 16% Less gain Debuff
Level 5: 18% Less Debuff Gain
Level 6: 20% Less Debuff Gain
Level 7: 22% Less Debuff Gain
Level 8: 23% Less Debuff Gain
Level 9: 24% Less Debuff Gain
Level 10: 25% Less Debuff Gain
This is gonna this issue. Merc to% smaller bullied themselves.


This passive new name is IRON WILL. (can be change)

The game has lost almost all of merc (35lvl)
What can this tell us?
Would this help to restore the merc back in the game?
Share your opinions.





Ranloth -> RE: Mercenary need of changes? This or something else.... (8/23/2013 18:21:38)

No balance changes will be made on the existing system. Adrenaline change of yours is as a passive, and that is no more after they are turned into active skills.




Mother1 -> RE: Mercenary need of changes? This or something else.... (8/23/2013 18:55:28)

Passives will become active skills after the war so without hybrid armor passively protecting them they will receive a defense down which can be helpful.




Bionic Bear -> RE: Mercenary need of changes? This or something else.... (8/23/2013 21:32:58)

Before changing to my current class, I was a merc. The build I used was max hybrid, one bunker, and max adrenaline, with the rest of the points on somewhere else. I used this build with a sword, so I wasn't using anything to zap energy, while maintaining maybe an 85% win rate. Mercs are not entirely dependant on static smash (though when I used this build it was delta, there was no static smash) and adrenaline does NOT need a buff.




santonik -> RE: Mercenary need of changes? This or something else.... (8/23/2013 22:56:26)

It delta time is gone. I had a 98% winning percentage (on a good day), then a unique mercenary. I did not even use the power at all but three bunkers, one surgiclal strike, one heal and aux. they have won an awful lot of opponents. I had a 173 energy. I was able to use the second attack pattern as well. This attack included the two surgical, one bunker, one heal and aux. This was a unique attack pattern at that time. This was possible only in rare goods. So, this could not even copy. I'm only really good or superior of those buildings, then at some point until the game turned into balance once again. out of the delta the same time (my super build)% profit fell 80% to 95%.


Now is the time to Omega. And now is the omega problems. Each upgrade will change the game in any direction at all times. Now the mercenary seems to be a hitch. Very many people have changed out of the merc. For some of the players I've changed a few words now and then. Players would like a better merc. some people said that the defense game is lame and badly.
Some people say that the attack is lame and badly. In fact, I'm not surprised at all. Each merc builds is a weakness. one of the biggest, this is probably what many have said. Not being able to play defense played really hard against debuffs. Or hard against invaders (Bloodmage)
I do not know how many people said that the merc is now good. I tell myself that it is not very good. In fact, I think it is the weakest link in the whole game. Multi-player is also said that having the merc back to use if it gets improvements. Sometimes a small change can have a big impact in terms of balance. I like the fair by-match. I mean that both players have a chance to win. Then there is no loss of taste like ****.
Now there are too many buildings to which merc is the difficulty to answer.
No matter how much would come to make anti incident. so does not work. A good example is bloodmage. Today will be beaten up on the left and the right.
And does not help anything other than having his back. In general, I tested a lot of different exchange conditions. And almost always I find something which can not meet the repayment, but now is not found as two black eyes see the direction.
They are my eyes 8, (......
Must be a multi-player as well, including myself would be satisfied if the merc considered magnifier glass. I mean by this is to consider that the balance of beneficial things. They were eventually anything.

I did this on google translator do not be surprised that the strange words, or word of twists and turns.




ED Divine Darkness -> RE: Mercenary need of changes? This or something else.... (8/24/2013 8:22:57)

i managed to pull of a pretty good str hp merc build. worked well. merc has very big flaws though. it is based around support a bit too much. here are some changes which might help:

hybrid requires 30 tec and dex at max.

intimidate's base str debuff is buffed by 5 (or something like that) but its support scaling is slowed down by 0.5.

zerker has a lower cost(-5 energy cost)

double strike is brought in line with bludgeon a bit(- 6 energy cost, +5% damage)







kosmo -> RE: Mercenary need of changes? This or something else.... (8/24/2013 12:12:54)

Merc is the only class inable to use a shield, intimidate is blockable and not good enoght with just the passive armor. Mercs need a shield or a buff to their passive armor.




Bionic Bear -> RE: Mercenary need of changes? This or something else.... (8/24/2013 18:54:45)

@EDD
What you're sggesting is essentially a buff for the str builds that were nerfed a while back...




dfo99 -> RE: Mercenary need of changes? This or something else.... (8/25/2013 11:03:15)

bunker, static smash, bunker again = gg




Exploding Penguin -> RE: Mercenary need of changes? This or something else.... (8/25/2013 13:29:41)

quote:

bunker, static smash, bunker again = gg

Against people who actually know what they're doing, that kind of build is virtually useless unless all the bunkers crit.
If I wanted to seal static smash, all I had to do was waste all my energy and use it in the first 2-3 turns so that the merc can't bunker over 2 times and/or heal. Static smash's limitation is that it only works if the opponent has energy left, and at low skill point investments it's not worth the entire turn it takes to use.




Cyber Dream -> RE: Mercenary need of changes? This or something else.... (8/26/2013 6:15:42)

In my veiw NOTHING is wrong with merc, intimidate is a very useful skill, not just because it takes away str you can use it to stall a turn. Of course the opponet is going to debuff it. It just sounds like to me that you are not skillfull while playing as a merc. If you want to see a real merc just pm me and i can show you the basics......and compared to everyone else, we should be lucky to have a skill like hybrird, if you do the math correctly hybird is actually giving us more skill points to use. Think about it.
quote:

Merc is a class that has the most nerf. one good improvement (static charge) Too bad that it will be forced to take if you want to defeat your opponent. Still, victory is not assured. Sometimes it is only possible to beat the really good luck. Thank you for your current balance.
This still sounds like you are not skillfull with merc, just pm guy.




ED Divine Darkness -> RE: Mercenary need of changes? This or something else.... (8/26/2013 10:26:22)

quote:

we should be lucky to have a skill like hybrird


nope. it is not as good as other passive armours. why? because it is split up into defence and resistance. this means you cant abuse tech well, because you cant cover your weakness(dex) up well. and the support requirement makes you have to build focus 5, or a support build( or str and support) no variety, is there?




Ranloth -> RE: Mercenary need of changes? This or something else.... (8/26/2013 10:31:23)

You aren't forced to max HA either. Keeping it at Lvl 7-8 already bumps down the Support requirement by 6-9 points, so it'd be 33-36 Support IIRC. And being split is not relevant. If you add the numbers up, HA gives +1 more defence over MA/PA so it's actually superior to compensate for being split. You can abuse Tech pretty well, I have a Merc of my own and what you do is keep Dex lower, put most of your Armor into Def and abuse Tech.

HA would be better if you've had more useful secondary passive, just how TMs have Reroute and DA, or BMs have BloodLust and DA. Mercs have HA and Adrenaline which may not be that useful for some - or even useless for others - which makes it weaker. Lack of Shields does also cripple it slightly.




ED Divine Darkness -> RE: Mercenary need of changes? This or something else.... (8/26/2013 10:36:06)

Precisely trans, you nailed it.




santonik -> RE: Mercenary need of changes? This or something else.... (8/26/2013 11:18:11)

Cyber dream

Do not say a bad player immediately to go to me.
You do not know anything about me other than what I read here.
In fact, I'll try all the possible build Combination. I'll try it all possible. Usually I try wanders the stat and the various skills (skilltree). This usually gives far-consuming advice. If this does not give enough information so then traded on the stats, and they are considered to be roughly the same skilltree skills. This gives a lot of information. If would like to know more then exchanged again skills and stats.

quote:


This still sounds like you are not skillfull with merc, just pm guy.


In fact, I play a lot 35lvl merc. If it were a stick skills then I would be a lot more profits. I guess you forgot about the game now, the current balance. Balance does not support the merc at the moment very much. I understand the builds that have been made against specific builds. And they really win often a particular build.

I do not understand if one is able to build a relatively easy win everything possible. I believe that at this point there is something else wrong with the player's skills.

This is my main character
http://epicduel.artix.com/charpage.asp?id=punkki
I do not usually play the NPC matches.
Match to the old I got a really hard payout percentage. I played my own style. That do not mean it that I would be a bad player. This is gonna it that good players to test the stat and skilltree skills. find good builds. Delta time I had one of the best merc build. This was able to overcome nigh for all. This build was almost impossible to copy. Because it requires certain rare goods.
The current balance does not support merc. I think even the merc is currently the weakest link once again. Or at least very close to it.
A bad class (merc) it is more difficult to win than the good class (Bloodmage)



I have a couple of other characters, such as.
32 lvl TacMerc
35 lvl Techmage
Lvl 31 cyber hunter



Finally. Everyone has their own opinions. So far so good. No point in doing any of the little war. The game needs to be done, in principle, without emotion.
And mathematics to offset the game. Mediocre would be a good balance to achieve. It is not easy to achieve. I would think that all the players appreciate it. Self at least appreciate.

If are unfamiliar words or weirdness so blame me, too, and in particular playing tricks on google translator.





King FrostLich -> RE: Mercenary need of changes? This or something else.... (8/26/2013 11:49:38)

The only thing merc needs to be changed at the moment is a slight to nerf to static smash and maul having its % of defense ignored either completely removed or nerfed to 5% - 10%. The rest of its skills are best untouched.




ED Divine Darkness -> RE: Mercenary need of changes? This or something else.... (8/26/2013 13:04:36)

so you are askng for merc to become UP again? no way. maul has the defence/resistance ignore to compensate for being blocked and having to be at a high level to improve stun chance and the fact you need a club.

hybrid needs to be touched.

SS doesnt need a nerf.

i dont agree with you frostlich
[:(]




King FrostLich -> RE: Mercenary need of changes? This or something else.... (8/26/2013 13:57:35)

^As much as you don't agree why it's what I'm proposing, mercenary already has an energy stealing skill and if used by a tank build, can be too tank and OP when it is repeatedly used the same as assimilation. Mercs can get an overflow of mana quickly and use medium leveled bunker buster that can be used 3 times if field medic is not used. If you read about how I said 'nerf static smash', it just needs a slight nerf(just about 3% will do) I've also observed that maul has been hitting hard even with an average strength of 11-14 damage(50 strength) against 30+ defenses, often dealing 18-24 damage and often used as a last resort with the exception of strength mercs. Mercs with the botanical bot also give them too advantage especially when you hit low against them.


To make it short, maul doesn't need to hit that hard or even ignore that much defense or better yet not at all since it is based on your primary. Mercenary already has adrenaline to keep their rage up even though some people say it is a useless skill, it is useful in certain occasions. Static Smash just needs small % reduction of 3% at minimum or 5% at maximum.




ED Divine Darkness -> RE: Mercenary need of changes? This or something else.... (8/26/2013 14:17:14)

quote:

OP when it is repeatedly used the same as assimilation.


well, it is good vs other tanks. but weak to everything else. and loses to cyber tanks who use malf.

shouldnt every build have a strength?

quote:

hit low against them


well, they have no shields. a debuff is one of their major weaknesses. so is high hp str. bloodlust and str. bloodlust alone. bloodlust with smoke. that is just a small list of some of their weaknesses. if you search for more, im sure u will find tons.




Dual Thrusters -> RE: Mercenary need of changes? This or something else.... (8/26/2013 19:03:54)

I really don't care if energy drainers are toned down a bit. Sure, there is a way to get around them.

But seriously, Static Smash all my energy, I EMP with what little energy I have left. Or EMP to EMP...assimilate....frost shards...etc. Now everyone does not have any energy T_T

Now that's really no fun.




GearzHeadz -> RE: Mercenary need of changes? This or something else.... (8/27/2013 22:32:21)

The only thing I think that needs a change is the static smash skill. This skill needs a cost in my opinion. A small amount of hp for the skill, or a small amount from the rage meter bar.




Sesura -> RE: Mercenary need of changes? This or something else.... (8/28/2013 3:11:51)

I In my opinion static smash isn't really the key skill of mercs, but still it is very good. I myself have never used static smash and I still manage to be on 2v2 Leaderboards and my faction at 2v2 leaderboards too with out that skill. I think it highly depends on your skill build and strategy towards the game.




Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition
0.109375