next patch note hopefully (Full Version)

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ED Divine Darkness -> next patch note hopefully (9/29/2013 17:34:07)

ok, so as we all know tlm has not many offensive capabilities. y not add maul back into it, with maybe tecnitian? that might help. this is needed so that tlm doesnt just tank all day long and bow down to rage if their energy is stolen.

merc and bloodmage need a little change

as we all know, static smash is a little, just a little too strong. nerf it to 60% but maybe give it an extra % bonus to hit? this will stop merc from pwning by spamming a spell cos they just stole energy. it will also make static smash more reliable because of a less chance to be blocked.

and bm has a little too strong synergy. we need to change it because right now bm can shutdown other str builds that woulda won wthout intimidate, while being able to do high damage with deadly aim and bludgeon while getting loadsa hp back. not to metion their quick rage vs tanks because of high defences(they still do a crap ton). maybe change bludgeon to a less synergising skill? make it an energy drainer? like an atom smah but for bm? a blue bludgeon only targeting energy, with a slightly higher % that atom smash, a lower cost, but a 3 turn cooldown.




Ranloth -> RE: next patch note hopefully (9/29/2013 17:48:13)

I'm for Maul back, but not Technician. Instead, revamp the awful BloodShield to be more effective - whether it's lower HP cost and same Res, or same HP cost and more Res.

No comment on the Static Smash - split opinions.

And just let BMs be. Next patch notes regarding balance will be passives to actives change. The synergy they have will be broken since BL and DA will not be passives, so Str won't give you that much of an advantage.




ED Divine Darkness -> RE: next patch note hopefully (9/29/2013 17:53:13)

maybe make it cost energy, and non-azraelable? (to make up for its weakness)




Ranloth -> RE: next patch note hopefully (9/29/2013 17:56:16)

Costing Energy - wouldn't that be just a normal Shield and defeat the purpose of BloodShield? XD Just make it more effective and keep it unique (costing HP).




ED Divine Darkness -> RE: next patch note hopefully (9/29/2013 18:01:26)

:P ur right. but who wants to spend so much hp on a stupid shield? maybe make it 5 hp at all levels. not increasing amounts of hp.




Bionic Bear -> RE: next patch note hopefully (9/29/2013 18:03:16)

I'm all for a TLM buff. Though static and BMs are fine to me.




Ranloth -> RE: next patch note hopefully (9/29/2013 18:03:42)

That's why I've suggested raising it's efficiency - by either keeping Res the same but lowering the HP cost (by half?), or keeping the HP cost but raising the Res (double of what it is) For both, ratio of HP:Res is the same.




ED Divine Darkness -> RE: next patch note hopefully (9/29/2013 18:06:58)

ur right. or maybe give yourself a shield which shields you for x amount of hp. after 3 turns this shield goes. .it might cost energy? it would make sense cos it defends ur blood if u know wat i mean. so 20 energy at max and defends 40 hp. (this shield would come as a grey prt of ur hp bar)




Ranloth -> RE: next patch note hopefully (9/29/2013 18:09:06)

Oh god yes. That's actually quite a good idea. It could be capped per turn too (such as up to 15 damage reduced) so it won't run out on the first turn. Regardless, yes. That's quite a good idea and goes great with Reroute.




ED Divine Darkness -> RE: next patch note hopefully (9/29/2013 18:12:41)

^_^

i think its a good idea aswell. but it could potential lead to invinciblity in juggernaut mode, and destroying other tanks. maybe give the person attacking the shield a small % extra rage? like 5%?




Ranloth -> RE: next patch note hopefully (9/29/2013 18:15:38)

I don't think it would actually. If it was to cover for 40 damage, it'd be like a Shield that gives +17 Resistance for 3 turns. Both shield you from equal amount of damage. Although, if it was to take away the damage (not shield), it'd probably not give additional rage, so I'd perhaps think of different ratio of EP:HP, such as 1:1.5 - so, for every 1 EP, you get 1.5 HP -> 20 EP would be 30 HP.

Weaker than normal Shield but doesn't give the opponent crazy rage. :D




ED Divine Darkness -> RE: next patch note hopefully (9/29/2013 18:18:59)

:P
we have thought up an amazing idea.




Exploding Penguin -> RE: next patch note hopefully (9/29/2013 21:59:20)

BM is fine, I'm a BM myself using a focus build with a semi-weak plasma cannon skill tree (plasma cannon does the same amount of damage on average as deadly aim gun or normal aux) and I personally don't have too much trouble with strength BM.

What I'm thinking for a TLM buff is:
-Bring maul back because why not, there should be a low energy costing stun.
-Make blood shield immune to azrael's torment and heart attack
-Change blood shield skill point investment increase so base values are lower, skill points 1-5 give +3 more resistance each skill point, 6-8 give +2, and 9-10 give +1. This will overall slightly buff the total resistance from blood shield (and increase HP cost too) by around 3-4 resistance.
-And/or make blood shield grant a lifesteal effect
-And/or improve effectiveness of reroute by an additional set percentage when blood shield is active (level 1 blood shield adds 3% to reroute, 2 adds another 2%, 3 adds 2%, 4 adds 2%, maintains +2% until 7 skill points, then drops to +1%).




Mother1 -> RE: next patch note hopefully (9/29/2013 22:57:29)

Exploding penguin

quote:

-Bring maul back because why not, there should be a low energy costing stun.


Would be nice if the staff actually decided to undo a balance change they made. Sorry to say this but I have never seen them do an update where they fully undo a change made.

quote:

Make blood shield immune to azrael's torment and heart attack


Sorry but will never agree with removing a counter to any kind of buff or debuff. It already last longer than any debuff and buff to compensate for this.

quote:

-Change blood shield skill point investment increase so base values are lower, skill points 1-5 give +3 more resistance each skill point, 6-8 give +2, and 9-10 give +1. This will overall slightly buff the total resistance from blood shield (and increase HP cost too) by around 3-4 resistance.


Interesting idea.

quote:

-And/or make blood shield grant a lifesteal effect


TLM already has a move that grant them health gain. Having this plus an added effect that give all their attacks health gain for 5 turns altogether? This could overpower strength TLM or high damage out put builds.

quote:

-And/or improve effectiveness of reroute by an additional set percentage when blood shield is active (level 1 blood shield adds 3% to reroute, 2 adds another 2%, 3 adds 2%, 4 adds 2%, maintains +2% until 7 skill points, then drops to +1%).


Would this stack with reflex boost if given to a person using this (Since Reflex boost has a mini reroute feature) as well as TM reroute?




Exploding Penguin -> RE: next patch note hopefully (9/29/2013 23:13:22)

quote:

TLM already has a move that grant them health gain. Having this plus an added effect that give all their attacks health gain for 5 turns altogether? This could overpower strength TLM or high damage out put builds.


TLM is a naturally tanky class with low offensive capabilities, so this is more of an interesting turn to keep the compliment the tankiness and provide some very interesting heal looping strategies.

quote:

Would this stack with reflex boost if given to a person using this (Since Reflex boost has a mini reroute feature) as well as TM reroute?


Whichever one is overridden (if reflex overrides reroute, then it will stack with reroute, and vice versa. If reroute and reflex stack, then yes, it will stack with both).




Ranloth -> RE: next patch note hopefully (9/30/2013 5:32:35)

Can we stop with "Staff doesn't undo a balance change they make"? The reason why they don't do it is because it's not justified well enough and biased opinions aren't enough to convince them. SC was nerfed, then nerfed and buffed again. Bolt was buffed (lower EP), buffed (higher damage) and then nerfed. Fireball was the same as Bolt.

If you're talking about removal of skills, no. Often this will not be done because (biased) opinions aren't enough to change the skill-tree again, which affects everyone - not just a few builds. CHs wanted better Energy resistance over a mere Shield/Technician, they received PA and then some players started hating it. TLM change was made during Delta, when Str abusers were roaming around and TLMs had it best - MA, pre-nerf Frenzy, Double Strike, Reroute to loop, high HP (with old scaling) and Maul to ignore defence + occasionally stun.
We're in Omega now. Passives change will be done at some point. Then we can look at re-arranging skills, because skill trees and balance may end up getting shifted upside down again.




Mother1 -> RE: next patch note hopefully (9/30/2013 10:31:46)

@ Trans

there is a difference between changing and undoing.

When I say undo something I meant change it back to the way it was previously. Last I checked that has never be done with the temporary exception of the legion exile filter being removed. If the static change was undone they they would have put it back to working with raw damage not buffed it while working with actual damage (Note I don't support them changing static like that but am just using it as an example.

For plasma bolt if that was undone it would have went back to needing 4 tech to gain 1 damage instead of the 3.5 tech it needs now. That is what I mean when I say undo. What the staff did was changed how they worked.




ED Divine Darkness -> RE: next patch note hopefully (10/1/2013 16:02:13)

@mother1 ur sorta right.




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