rayniedays56 -> Balance in ED (9/12/2013 1:16:01)
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*I want to stress that this thread should only be considered a "maybe this will work, maybe this won't" thread. I am not a developer, balance tester, or moderator of EpicDuel. I am simply a player putting in my input of an issue within the community.* I will list moves that need Buffed/changed first; secondly, I will list moves that need a nerf/change. Firstly, the moves that need buffed: BUFFS Artillery Strike, Multi Shot, and Plasma Rain. The multi skills: Why? Simple, for the amount of stats needed to make this skill viably useful in battle, it is, quite literally, not worth it. However, multi skills were not meant to be game changer moves, which is why I was thinking of these small buffs: *Reset the 85% damage to multiple targets, to 100% damage, BUT, in retaliation, reset the 100% damage to a single target to 85%. This will help prevent abuse of the multis in 1v1 while allowing it to be a bit better in 2v2 and 2v1. *Increase power of the skills by +3 at all levels. At level 35, a techmage's multi skill is 41 inital damage (no dex). With the buff, it becomes 44 in initial damage. Overload, Stun Grenade, and Maul. The stun skills: Why? Once more, these moves are weak compared to other skills, and these skills cost a bit more too. A simple fix? Maybe, maybe not. However, these are not meant to destroy the game. Which is why I made these buffs: *Decrease EP cost by -2 at all levels. This will allow stun builds more manuverability among other things. *Increase stun % of each stun skill (excluding maul) by 5%; while increasing mauls stun by +3% at all levels. **INCREASING THE DAMAGE WILL NOT FIX THE SKILLS. IT WILL BE A BANDAID AT BEST** Adrenaline. Why? It's a very...quirky skill. Payers see it as useless, and adding an extra ability to it will help it out a bit. *Add "Rage Drain" ability, where using the skill will potentially drain the opponents rage bar.* Example: Level 1: 10 % More Rage Gain, 9%Rage Drain Level 2: 12 % More Rage Gain, 13% Rage Drain Level 3: 14 % More Rage Gain, 17% Rage Drain Level 4: 16 % More Rage Gain, 21% Rage Drain Level 5: 18 % More Rage Gain, 25% Rage Drain Level 6: 20 % More Rage Gain, 29% Rage Drain Level 7: 22 % More Rage Gain, 32% Rage Drain Level 8: 23 % More Rage Gain, 35% Rage Drain Level 9: 24 % More Rage Gain, 38% Rage Drain Level 10: 25 % More Rage Gain, 40% Rage Drain How does it work? Well, whenever the opponent ATTACKS you, or DEFENDS, as in heals, buffs, skips etc etc, they will LOSE a portion of their Rage Gain dependant on the level of Adrenaline you have. Say a Merc has maxed adrenaline. An enemy attaks them, and initially gains +20 Rage points. With Rage Drain, their rage points will drop by -8 rage points. ********************************************************************************************************************************* NERFS *As this topic is EXTREMELY flame redundant, I would like to take it slow. No, I will not give false data, nor will I incorporate my views just because I lose to a build. Artillery Strike Why? Well, people who have read the earlier part of my post believe that a buff to this skill is completely unnecessary. However, this is why I include my nerf AFTER the buff. I want to point out that I think NO multi move should particularly rely on an offensive stat. *Mercenaries have NO dexterity leveled skills. And no, Berzerker and melee skills are STRENGTH based. Which is why I propose that Support should be taken out of Artillery Strike's damage calculator and be effectively replaced with Dexterity. Dexterity will allow the classes to be closer to equals with not one being superior, and incorporating a dexterity based skill to the mercenary classes will bevel out their build fields and allow more unique. **I WILL NOT LOWER THE DAMAGE/HIGHTEN THE DAMAGE MORE THAN WHAT THE BUFF GIVES. Static Smash Why? While a great idea to give the mercenaries a decent EP regain, I feel it gives too much of one. A simple fix would be to lower the EP regen. However, I feel that would be a bandaid as players will then say it's too WEAK. So, I proposed these ideas: *Increase cool down by +1 *Lower the EP regen by -30% at ALL levels. This will effectively make it: OLD Level 1: 43% Level 2: 47% Level 3: 51% Level 4: 55% Level 5: 58% Level 6: 61% Level 7: 64% Level 8: 67% Level 9: 70% Level 10: 73% NEW Level 1: 13% Level 2: 17% Level 3: 21% Level 4: 25% Level 5: 28% Level 6: 31% Level 7: 32% Level 8: 33% Level 9: 34% Level 10: 35% After this massive lowering, then I would like to incorporate THIS: *EP regen is UNBLOCKABLE. This means that every 3 turns, a mercenary has the ability to gain a GUARANTEED amount of EP. EXAMPLE: 16-20+35 Strength 51-55 with maxed Static Smash: 17.85-19.85 EP or 18-20 EP Regen per 4 turns. Smoke Screen Smoke Screen, as the other defensive reducing stat, is right now too powerful for Omega standards. We had higher stats in Delta, which made the skills ok then. Now, they are too powerful and, I feel, MUST be changed a bit. *Increase EP cost by +2 at all levels. *Increase requirement by +2 at all levels. *Change overall stat arrangement of skill: OLD INITIAL *NO TECH* Level 1: 6 Dexterity Points Level 2: 9 Dexterity Points Level 3: 12 Dexterity Points Level 4: 15 Dexterity Points Level 5: 17 Dexterity Points Level 6: 19 Dexterity Points Level 7: 21 Dexterity Points Level 8: 22 Dexterity Points Level 9: 23 Dexterity Points Level 10: 24 Dexterity Points NEW INITIAL *NO TECH* Level 1: 4 Dexterity Points Level 2: 7 Dexterity Points Level 3: 10 Dexterity Points Level 4: 13 Dexterity Points Level 5: 15 Dexterity Points Level 6: 17 Dexterity Points Level 7: 18 Dexterity Points Level 8: 19 Dexterity Points Level 9: 20 Dexterity Points Level 10: 21 Dexterity Points OLD BONUS +1 Dexterity Point at 22 Technology, +1 Dexterity Point per 4 Technology after NEW BONUS +1 Dexterity Point at 24 Technology, +1 Dexterity Point per 4 Technology until 45, +1 Dexterity Point per 5 Technology after until 85, + 1 Dexterity Point per 6 Technology after 86+ Malfunction Instead of writing it all over, I copy pasta :) *Increase EP cost by +2 at all levels. *Increase requirement by +2 at all levels. *Change overall stat arrangement of skill: OLD INITIAL *NO Support* Level 1: 6 Technology Points Level 2: 9 Technology Points Level 3: 12 Technology Points Level 4: 15 Technology Points Level 5: 17 Technology Points Level 6: 19 Technology Points Level 7: 21 Technology Points Level 8: 22 Technology Points Level 9: 23 Technology Points Level 10: 24 Technology Points NEW INITIAL *NO Support* Level 1: 4 Technology Points Level 2: 7 Technology Points Level 3: 10 Technology Points Level 4: 13 Technology Points Level 5: 15 Technology Points Level 6: 17 Technology Points Level 7: 18 Technology Points Level 8: 19 Technology Points Level 9: 20 Technology Points Level 10: 21 Technology Points OLD BONUS +1 Technology Point at 22 Support, +1 Technology Point per 4 Support after NEW BONUS +1 Technology Point at 24 Support, +1 Technology Point per 4 Support until 45, +1 Technology Point per 5 Support after until 85, + 1 Technology Point per 6 Support after 86+ Assimilation *Initial EP regain reduced by -2 at all levels. * EP regain now regains 75% of EP removed. OLD Level 1: 5 Energy Points Level 2: 7 Energy Points Level 3: 8 Energy Points Level 4: 9 Energy Points Level 5: 10 Energy Points Level 6: 11 Energy Points Level 7: 12 Energy Points Level 8: 13 Energy Points Level 9: 14 Energy Points Level 10: 15 Energy Points NEW Level 1: 3 Energy Points Level 2: 5 Energy Points Level 3: 6 Energy Points Level 4: 7 Energy Points Level 5: 8 Energy Points Level 6: 9 Energy Points Level 7: 10 Energy Points Level 8: 11 Energy Points Level 9: 12 Energy Points Level 10: 13 Energy Points A techmage uses Assimilation and removes 12 EP. They now regain 9 instead of the usual 100%, which is 12. EMP Instead of a nerf to this skill, which I feel is another useless bandaid, why don't we completely change it instead? *EMP now removes a PERCENTAGE of EP, instead of a fixed amount. *EMP no longer is heightened by ANY stats. *EMP cost is reduced SLIGHTLY to accomodate new change. NEW CHANGE: EMP: Skill Level Level 1: 20% Level 2: 25% Level 3: 30% Level 4: 35% Level 5: 40% Level 6: 45% Level 7: 50% Level 8: 54% Level 9: 57% Level 10: 60% Character Level Level 10: +1% Level 15: +1% Level 21: +1% Level 28: +1% Level 35: +1% EP COST 8 Energy (+1 per skill level increase) Level 1: 8 Energy Level 2: 9 Energy Level 3: 10 Energy Level 4: 11 Energy Level 5: 12 Energy Level 6: 13 Energy Level 7: 14 Energy Level 8: 15 Energy Level 9: 16 Energy Level 10: 17 Energy EMP now has a 10% chance to cause Electro Leak, a status effect which "Leaks" the opponents EP by +3 EP for 3 turns. A 35 BH has a level 4 EMP. They use it against the enemy, who has 72 EP. EMP takes away 35% (Initial) and +5% for level. So, EMp takes away 40%. 40% of 72 is 28.8. The Enemy loses 29 EP. ******************************************************************************************* I will use your suggestions in here also! Reviews are awesome :) *******************************************************************************************
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