Make Rage gain in attaking less (Full Version)

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



Message


Elloisoul -> Make Rage gain in attaking less (10/14/2013 20:08:46)

from what i notice is that even if ur support is less than 25 u would gain rage faster if u j ust deal big damages and for me im fine with str BM using blugeon fury and fully deadly aim but i think what most peoples problem is with this is the rage they rage faster so my balance suggestion is this

Make Rage gain in attack equal to being attack(notice getting hit gives less rage than attack)
Make Rage gain in being attacked equal to attacking
or
Support is how u gain rage if let say the rage bar is like 200 and ur support is 50 it takes you 4 turns to rage and for this not to be abused by support builds it doubles after u rage once the rage bar goes to 400 thus if ur Support is 100 first rage akes two turns then 2nd rage takes 4 turns and 3rd rage 600 thus 6 turns and increasing by 200 so on




Mother1 -> RE: Make Rage gain in attaking less (10/14/2013 20:22:56)

Rage gain while being increased with high support also depends on who you are attack, who heavy armored they are, and how high or low your attack is.

The reason why strength blood mage rages so quickly is because they consistently attack you without worrying about defending. If you are heavily armored that adds to it as well. Rage has always been like that

As for you suggestions on how to change rage nope I don't support them. Rage is used to combat tanks and with this change it would hurt lower levels who go against juggernauts. Many of them depend on rage to do damage against jugs and this change would make it almost impossible for them to rage unless they are abusing a support build.




ED Divine Darkness -> RE: Make Rage gain in attaking less (10/15/2013 10:04:24)

@above lol. you could just make it for 1v1 and not jugg? that would work, lol.




Ranloth -> RE: Make Rage gain in attaking less (10/15/2013 10:11:37)

Except, it's impossible to exclude effects from battle modes.

As of to the original suggestion, yes, the %-ignored needs to be lowered. And the whole concept of rage to be re-written, possibly being standalone effect and not improving with Support.




wireclub1990 -> RE: Make Rage gain in attaking less (10/15/2013 15:38:24)

I do think rage needs to be changed its made tanky builds pretty weak too weak . Tanks full stop need some work investing in defence means trading off hp and its a no go for most builds now as you can do massive damage against high defence builds with strength types and you rage much faster making a tank a pretty easy KO don't know if anyone will agree or see what im getting at but meh my 2 cents




toopygoo -> RE: Make Rage gain in attaking less (10/15/2013 17:15:51)

i think rage is fine as it is now, however i would decrease its effect from 45% to 40%, to becasue as it stand now, it really gives no severe advantage to tank builds, yet greatly empower strength builds. the % decrease would enable defences to remain a little higher, while having little to no effect on people with low defence as it is now.


i dont want to have to rework all of how rage works, but at the same time, the strength builds have a GREAT advantage over other builds when it comes to raging, even support builds.




Dual Thrusters -> RE: Make Rage gain in attaking less (10/15/2013 19:21:10)

quote:

becasue as it stand now, it really gives no severe advantage to tank builds


Two words: Infernal Android




ND Mallet -> RE: Make Rage gain in attaking less (10/15/2013 19:26:56)

You get the same rage regardless of your damage output. If that gets factored in then strength builds might lose out on abusing rage since they can't hit high AND get rage for it.




wireclub1990 -> RE: Make Rage gain in attaking less (10/15/2013 19:34:56)

^ funny that makes no sence to me my strength build rages in 3-4 turns my tank I didn't count but I can tell you it was no less then double the strength build.




toopygoo -> RE: Make Rage gain in attaking less (10/15/2013 20:11:02)

@ dual thrusters


you greatly overlook the facts that

1. this is a single time use skill, and it can be deflected, regardless of how high your tech is
2. majority of todays tank builds come from either tech mage, or either mercs (TCL, and regular) of that latter, only one has a an optinoal shield while the other is generally stuck relying on an assualt bot fro any type of defense recovery.
3. its possible to have to use your rage before infernal android achieves full power, in which case, either you waste it, or you wait for a second rage, by which time you are likely dead (as this my take 8+ turns, which is 2 rages for strength builds)




Dual Thrusters -> RE: Make Rage gain in attaking less (10/15/2013 22:11:42)

quote:

can be deflected, regardless of how high your tech is


Well that's luck for you

quote:

stuck relying on an assualt bot


Well that's their choice. I'm talking about how reliant Infernal Android is on rage.


But to the point, rage does still give advantage to tanks with defense-based skills like Multi-Shot, Plasma Bolt, Bunker Buster (ouch if that crits) etc.





kosmo -> RE: Make Rage gain in attaking less (10/17/2013 4:16:24)

i think that both rage progression and effect should be reworked.
rage is one of the primary reasons for some passives being umbalanced;
in my opinion we should change the effect of rage from defence ignoring (like bunker) to more dmg % added (like meteor shower), this will make rage less effective on tanks and more effective on glass cannons.




Ranloth -> RE: Make Rage gain in attaking less (10/17/2013 4:30:19)

They did mention Rage will be re-worked, eventually. So proposing solutions is probably good.

Also, kosmo, you're a bit wrong there. Bunker is more "effective" on tanks due to defence ignore, but still deals less damage than it would on glass cannons (less defence to ignore on Crits and the 20%). The point of it is to go through tanks, hence why it sacrifices some damage into effects - just compare the damage at ~same Tech for Plasma Bolt and Bunker. Meteor Shower is less effective on tanks overall.
Nothing wrong with the skills but Rage instead. Rage is to be used against tanks, Crits are meant to deal high damage and Bunker transfers some of its damage into these effects.

As a note, Crits and Rage do stack together. So it will ignore 45% from Crits (say 20 * 0.45 = 11), so there's 9 defence left, and then 45% from Rage is applied (9 * 0.45 = 4.05 = 5), leaving you with 4 defence.




Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition
0.109375