RE: =ED= November 8th, 2013 - Patch Notes - 1.5.38 (Full Version)

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Seteriel -> RE: =ED= November 8th, 2013 - Patch Notes - 1.5.38 (11/9/2013 12:02:47)

I don't know what positive i could say about this update...

... defense nerfed = strength buffed = less place for strategy

... not enough energy to deal with all the energy costs

... tech mage, do i need to say more ? @ Therril Oreb:
quote:

1) Techomage is too strong. Their infinite energy supply allows them to deal constant damage without every having to resort to weaker abilities.
2) Defensive classes like the mercs are too weak now because they have to pay energy to have their defenses up which costs them not only energy but also a valuable turn.

Sorry for the attack, but this should and could have been know before the update - at least and especially point 1)

... where is the item suggestion shop ? It was announced.

... npcs still have their passives, respectively are completely untouched
- i see myself as an "npc hunter", mainly for 2 reasons: i need a ton of credits, credits are hard to come by if you really need them, npc were a solid source of income.
Old numbers from before the update:
- lvl 35 cyber hunter: i could do like 45 fights, with 1 loss
- lvl 36 blood mage: i could do like 60 fights with 0 loss on a str build and 55 wins with 1 loss on a 5 focus plasma cannon build
Todays counter was 30 wins with 16 losses on my 5 focus plasma cannon build. This is 10 lesser fights in total with 25 lesser wins in total.
While to me personally this is almost acceptable, lower level players = the player base has even more harder times now: lets not forget about juggernauts and the 2v2 lvl matching - and the player base gets attacked even more with this update.

... larger part of players raging about "undo this update" and similar sayings is not a very good sign, so the main hope "the players are the testers" can easily become non-existent, as many will wait till the devs tweak what the players see as imbalanced.


Trying something constructive... The basic would be:
- nerf all the npc in general
- nerf the "ally required" bosses a little more, as you can be sure that with the current lvl cap and without passives they are too much
- nerf the tech mages battery skill to 35 energy max
- switch assimilation and parasite (BMs being the "more active class" and assimilation the "more active skill" - plus this also being a further balance try: all BMs will most likely retreat to str builds, thus using a staff instead of a sword will reduce their stats and dmg a little, while the TM gets a little buff with sword builds along the battery nerf)




Stabilis -> RE: =ED= November 8th, 2013 - Patch Notes - 1.5.38 (11/9/2013 12:28:56)

Just popping by to appreciate the action taken in this update, this is the stuff that takes more priority and appeal than the usual updates. Well done on breaking your mould. I think I will test the update, see how well it was deployed and maybe give feedback.




Noobatron x3000 -> RE: =ED= November 8th, 2013 - Patch Notes - 1.5.38 (11/9/2013 13:10:38)

Guys guys people are complaining about these caster mages thing is their the easiest thing in the world to counter few little points

1) Their almost always running extreme dex / tech low on the opposite stat exploit it.
2) every single spell they have is energy its their only real damage their strength + support usually is relatively low exploit it (decent tech and a l1 energy shield their life is over)
3) if you've took note of 2 decent tech means if your a bh your low level emp is enough to make them completely useless if timed right .

They aren't hard to deal with.




busydude -> RE: =ED= November 8th, 2013 - Patch Notes - 1.5.38 (11/9/2013 13:46:52)

I'm losing so badly with CH...




GearzHeadz -> RE: =ED= November 8th, 2013 - Patch Notes - 1.5.38 (11/9/2013 15:06:47)

Okay, not seeing many cores in action anymore since the passives to actives. Too many skills to use now, not enough energy to use em.




zion -> RE: =ED= November 8th, 2013 - Patch Notes - 1.5.38 (11/9/2013 15:19:41)

Its not my game... but shouldn't they have kept the 1 credit sellback for those house items and create a new item.... lot-o-cash for those who bought them.




Mother1 -> RE: =ED= November 8th, 2013 - Patch Notes - 1.5.38 (11/9/2013 15:21:15)

@ Gearzheadz

A buff to energy would help in this area big time. I remember before they gave us too much energy, now we don't have enough due to active cores costing energy as well as the new active skills costing energy.




Ranloth -> RE: =ED= November 8th, 2013 - Patch Notes - 1.5.38 (11/9/2013 15:24:10)

Rabble could un-do the Energy change he's done before, when we've complained about excess Energy. After all, he did say Energy was one of the concern with this release (few pages back or in the DNs thread) so this would fit perfectly now. :3




GearzHeadz -> RE: =ED= November 8th, 2013 - Patch Notes - 1.5.38 (11/9/2013 15:26:00)

@Mother1, can't decide if the best solution for energy now would be to give 2 energy points for every other point invested into ep, or 2 points for every other 2 points invested into ep




charwelly -> RE: =ED= November 8th, 2013 - Patch Notes - 1.5.38 (11/9/2013 15:41:52)

Ok so now it's obvious that Tactical Mercenaries and normal Mercenaries are the now under powered class they need a buff, being a tac merc It's really hard to beat these tech mages with tech abusing and super charge/plasma bolt or atleast nerf tech mages.




DeathGuard -> RE: =ED= November 8th, 2013 - Patch Notes - 1.5.38 (11/9/2013 15:49:52)

Having a good time, managed to tweak my build and now I'm having a 95% ratio, seems others are just having a bad time right now. I even managed to buy Harvest Reaper with credits thanks to this release lol




white out727 -> RE: =ED= November 8th, 2013 - Patch Notes - 1.5.38 (11/9/2013 15:56:30)

like this update as it killed str bm to so far that i can see. however a few things that concern me are:

bm new energy drain; while i'm glad to see they can finally get energy the 1.5 i feel is to high, i mean they drain about 10 energy from me every turn and get about 15 back doesn't make much sense but there aren't as many bm now so i guess i can live with it the way it is but i would say just a 1.0 multiplier would be just fine for it

Mark of Blood: i feel that this ability is fine but there should not be an energy cost; i say this be cause as it stands using one turn to activate it is cost enough to an ability they already had.

passive armors: same as mark of blood although since it is a buff maybe just a smaller energy cost would work.

and thats really all that i have a problem with for now (havent seen fire scythe used enough to judge it yet)




Emptiness -> RE: =ED= November 8th, 2013 - Patch Notes - 1.5.38 (11/9/2013 17:54:07)

Bm is still a dominant class, this update didn't kill them and as for mark of blood the same turn you use it, you'll strike and regain health.




charwelly -> RE: =ED= November 8th, 2013 - Patch Notes - 1.5.38 (11/9/2013 18:17:04)

I take back what I said about this update it's actually awesome excpt I still can't beat big tuna, I know I'm a noob lol.




Ranloth -> RE: =ED= November 8th, 2013 - Patch Notes - 1.5.38 (11/9/2013 18:24:21)

@charwelly
Oh? That's a surprise. It's the first I hear from someone who was fully against it (no matter what) to actually liking the change. It's not perfect - yet - but it has a potential. Perhaps few skills having reduced cost, Armors getting a buff, and other minor adjustments, and we're good to go.

Then Rabble can focus on other PvP aspects, such as wonky Rage, or so-called luck in battle.




dfo99 -> RE: =ED= November 8th, 2013 - Patch Notes - 1.5.38 (11/9/2013 18:42:10)

is extremly annoying you play the game for years, be lv 36, stop of play for 1 day and back not know nothing about how to play.




Digital X -> RE: =ED= November 8th, 2013 - Patch Notes - 1.5.38 (11/9/2013 18:47:47)

Going to try the NPC's now, and maybe a Boss.. or two :3




Chosen 0ne -> RE: =ED= November 8th, 2013 - Patch Notes - 1.5.38 (11/9/2013 20:40:40)

I actually am enjoying this update. I'm looking forward to future promos too. I'll give more feedback after im done experimenting with build though.[8D]




odsey -> RE: =ED= November 8th, 2013 - Patch Notes - 1.5.38 (11/9/2013 22:13:04)

I too are enjoying the update. I seen people used different build. The only cons I can thing of is the npc, I think they are really strong.




ReinVI -> RE: =ED= November 8th, 2013 - Patch Notes - 1.5.38 (11/9/2013 23:21:05)

hmm... I'm on the fence on this update I actually really like bm's new deadly aim replacement... mark is ok? for a temporary skill anyways but in general I do feel like some of the energy costs are a tad to high plus debuffs like I predicted got an indirect buff and Bh's / TM's ( to a lesser extent CH's ) got a tad bit stronger ( this is mostly towards tm's that aren't caster builds which those are just as ridiculous/ annoying ) but either way I rate the update... a 3.5/5 for now plus why are the new guns/ auxes stupid arcade items? :/ I don't want to sit there trying to get an aux out of the arcade just to get trolled by getting the same side arm twice... if there is a shop with them that I haven't found where is it?




Noobatron x3000 -> RE: =ED= November 8th, 2013 - Patch Notes - 1.5.38 (11/9/2013 23:41:32)

The update was ok I suppose not great but ok.

Yes the server numbers haven't really picked up but lets face it this games reputation they can never recover from that .

The update could of been handled better sad thing is i'll bet my bottom dollar tech mages are going to get nerfed so bad the class is completely worthless then gets replaced by a new class + build which in a few months will get nerfed so its completely worthless.

Welcome to ED.




ReinVI -> RE: =ED= November 8th, 2013 - Patch Notes - 1.5.38 (11/9/2013 23:42:53)

well not only tm's are strong bh pure strength builds are flat out ridiculous since there really is no counter to there debuff plus nearly 100 strength...




Stabilis -> RE: =ED= November 8th, 2013 - Patch Notes - 1.5.38 (11/9/2013 23:44:32)

I give this update the seal of approval. [sm=frogzard.gif] The last seal of approval went to the Omega release. Keep it up staff and never fall to the likes of dressing up EpicDuel again (basing weeks of development on events and cosmetics).

And remember, you do not need to stress yourselves over many, many small balance updates; just a few big ones will do.




Jekyll -> RE: =ED= November 8th, 2013 - Patch Notes - 1.5.38 (11/10/2013 1:47:32)

I'll be completely honest. I have a level 33 TM alt who is using the current OP caster build. In 20 battles (against 12 level 35-36 players), I won 18 of them. Two possibilities: I'm the best EpicDuel player around (very unlikely), or the Caster TM is incredibly OP.




kaiseryeux21 -> RE: =ED= November 8th, 2013 - Patch Notes - 1.5.38 (11/10/2013 3:12:23)

im a ch which is currently using a str/supp high hp build. i guess this is the only survival build for ch as of this moment since defense have been buffed. Caster TMs are particularly difficult to handle due to their almost unlimited source of energy. I did the mission 29 from NW and its the first time, imagine its my first time to really track my win percentage after almost 4 years of playing ED and the result is a 63% winning percentage. I won 29 out of 46 battles. Considering the current state of the game, i guess not bad at all.

anyway back on topic, most of my losses came from caster techmages. Even level 32-35 caster TMs are hard to beat. I can still manage to win against some of them and i know i can win more if only not for my rage being blocked and my normal strike being blocked most of the time. If the current balance is now on their favor, and luck factor is also giving them huge advantage, perhaps they are extremely difficult to handle. Possible, but extremely difficult.




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