Passives-Actives (Full Version)

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Sensei Chan -> Passives-Actives (10/1/2013 15:00:01)

What do you guy's think it will be like and how do you feel about it? I am quite dreading it myself it will be such a big change to EpicDuel we haven't done anything like this in years we have had Passives since EpicDuel started and I have no idea what it will be like without them.




toopygoo -> RE: Passives-Actives (10/1/2013 15:25:51)

omega was a change this big... and it didnt turn for the better. i think this will make classes more reliant on single skills, and thus balancing out a lot of "class problems" and "OP" classes.

everything comes at a price, whether it be reroute, bloodlust, or a shield.
i think this will greatly weaken mercenaries, casue they can no longer loop against mages, and it will really force strength builds to be the new thing overall.
at the same time, it will also greatly weaken bounty hunters and blood mages due to no life return

however, it will disadvantage tactical mercs, and merc, because they do not have a debuff skill, which will be the new staple of any strong build.

overall, this will knockout mercs as a competing class, and re-empower debuff builds and strength builds completely. the higher the numbers, the faster the wins.




ReinVI -> RE: Passives-Actives (10/1/2013 16:39:57)

changing passives to actives is like quite literally making all the classes the same thing with slight variations on what skills they have.
What's a TM without reroute? a blood mage... and what's a blood mage without blood lust? a crappier TM
what's a bounty hunter without blood lust? a CH with crappier defenses. and a CH without PA well.. it becomes a TM that uses claws.
the only classes that still have some identifying features are mercs but even then a merc with no PA is essentially a BM ( plasma cannon/ bunker buster )
and a TaM without PA and Reroute.. well it's just a really really bad mercenary due to not having any skills like bunker buster.

all in all I believe this change is going to lead this game further into the ditch that's already going to be hard enough to climb up out of.

Every game that involves classes should involve passives since passives define the class as a whole. There's a reason people like passive skills ( obviously this is divided between flavor for people who have an imagination and power for those who only care about wins )

In most rpgs of any kind if I'm a warrior ( say.. merc/ tac merc in ed ) I want to be able to tank so I take the passives that increase defenses etc etc well with those passives
going the way of the dodo bird what kind of defenses are the tanks going to have? a really bad defense matrix/ energy shield? I mean it's going to take a turn to turn it on ( there goes
first turn advantage and god forbid 'they' go first and put you even further behind. ) and immediately afterwards they can just counter it by debuffing you so your 'still' going to be taking more damage than normal and your already about 2 turns in and haven't actually done anything.

The same thing goes for hunters ( rogues ) when I played them I always boosted critical and attack speed ( obviously speed means nothing in a turn based game but point is ) there glass cannons usually that will survive off there offense ( blood lust ) and being able to dish out damage but now if you have to actually activate blood lust thats turn 1 wasted, turn 2 you get debuffed so now your already fragile defenses could be even worse etc etc.

I think the point is this change is going to hurt the game more than just re-balancing passives taking passives away completely is just an idiotic idea. Maybe I'm the dumb one and this change will be the greatest thing to happen in ED in recent history but... That remains to be seen.




Mother1 -> RE: Passives-Actives (10/1/2013 16:54:37)

I feel it is a bad idea. This change will literally destroy certain builds have little to no effect on some, and cause others to dominate.

In this case Offensive classes that rely little on passives will dominate all the others. So Strength BM, Strength support TM, and all those other builds that don't need passives will completely take over. Other builds like Caster TM, and caster Merc will be slighty nerfed at best since they will have less defense (in caster merc case) or rely on assimilation (Caster TM) where as other build that depend on their passives to work will be destroyed.

I am hoping I am wrong, but if I am right if you think strength blood mages is popular now, when this happens there will be even more of them running around, and they will have less builds to combat them with due to this change.




Ranloth -> RE: Passives-Actives (10/1/2013 16:58:15)

Unless we know how they work, it's pointless to discuss something we don't know anything about. What if passives will be activated on the turn and you can pick an attack? So activate BL for 5 turns at ___ cost, and then attack.




Midnightsoul -> RE: Passives-Actives (10/1/2013 19:16:49)

With this change happening, it kind of makes me think of Dragonfable...but I really don't want this change.




martinsen5 -> RE: Passives-Actives (10/1/2013 19:28:14)

I've got my fingers crossed for two separate skill trees. One with passives, another with actives.




Exploding Penguin -> RE: Passives-Actives (10/1/2013 20:42:04)

I think the problem with Omega was that everything was scaled down to be very small. When something is very small, a minute change makes a big effect, and when the scale is relatively big, then it makes small adjustments very easy to make. Because they lowered pretty much everything from HP to stats to damage, it's making it much harder for them to balance out the classes. If the passive to active change can somehow miraculously remedy this, then it could definitely be good. But if it really doesn't do anything about this dilemma, then balance will stay in its current stance (which is honestly not the best ED has seen compared to other periods in time).




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