Plasma Armor and Shadow Arts (Full Version)

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Dual Thrusters -> Plasma Armor and Shadow Arts (11/8/2013 19:41:56)

Plasma Armor

I like the idea, but right now it is currently weak (I'm assuming the same is with Mineral Armor).

1. Plasma Armor increases your resistance by a percentage based on the amount of resistance you currently have! Meaning if a Mage malfs your Technology to 0, then Plasma Armor cannot grant any Resistance Points!

2. Energy Costs are a little bit too high compared to what you get out of the skills. Either give Plasma Armor 5 turns to wear off, or lower the EP cost by a tiny bit.


Shadow Arts

Again, the idea sounds nice but its a little weak.

1. For an itsy-bitsy damage reduction, it costs quite a bit of energy and only lasts for 3 turns. Either buff the reduction, lower the energy cost, or give it up to 5 turns to wear off.




CivilAE -> RE: Plasma Armor and Shadow Arts (11/8/2013 19:46:34)

I like the new Shadow Arts, I haven't found a reason to use plasma armor yet. But then again I'm testing the meta changes, so I'll get back to you on that.




busydude -> RE: Plasma Armor and Shadow Arts (11/9/2013 14:29:10)

CH are so weak now .__.
Plasma armor give so little.. I have 29-35 res, it only give 6.
before this update, I was doing pretty good, now I'm losing 75% of my battles




Mother1 -> RE: Plasma Armor and Shadow Arts (11/9/2013 14:42:16)

Plasma armor at the max gave you 10 resist for the entire duel. Now with plasma armor in order to get that same result at the max you need to super tank to get it.

Not only that but it also cost you a lot of energy to use which as you can see cyber hunter isn't good at getting.

As for shadow arts it has actually been improved big time and actually does work well with tank builds.




RabbleFroth -> RE: Plasma Armor and Shadow Arts (11/11/2013 11:03:42)

Just wanted to pop in to say I like the way you suggested these changes. The point on debuffs and the armor skills is valid, we'll need to take another look at the numbers again to make them feel better.




Stabilis -> RE: Plasma Armor and Shadow Arts (11/11/2013 11:13:01)

By the way, Plasma Armor can be nerfed by Malfunction, Energy Shield costs less energy per level and cannot be nerfed by any action.

That invites the question of: when can we get a Support buffer and Support nerfer skill?




Striker44 -> RE: Plasma Armor and Shadow Arts (11/12/2013 3:50:36)

I like the way Shadow Arts working now ,not only reducing damage but it reducing EMP




AQisFuN -> RE: Plasma Armor and Shadow Arts (11/12/2013 4:10:44)

It would make sense if Plasma Armor relied on how LOW you resist is. One would have to be an idiot wanting more Resist after there already super-high resist. Makes no sense to me, Plasma Armor needs to change and so does Shadow Arts. It is WAY to EXPENSIVE of an EP cost!

And..thanks Rabble!




Pemberton -> RE: Plasma Armor and Shadow Arts (11/12/2013 5:03:06)

Rabble will make the numbers feel better? o.0




ED Divine Darkness -> RE: Plasma Armor and Shadow Arts (11/12/2013 11:39:40)

quote:

Support buffer and Support nerfer skill?


doubt they would add this because it copies botanical battlegear and delta gear.




Stabilis -> RE: Plasma Armor and Shadow Arts (11/12/2013 12:04:21)

quote:

quote:

Support buffer and Support nerfer skill?




doubt they would add this because it copies botanical battlegear and delta gear.


A skill (cooldown, warmup, can improve with a stat, can require a stat, has skill levels, is in skill trees) would copy a couple of skill cores?

That must be exaggerated. An old skill called Tactics was a Support buffer before my time, in the Alpha stages. At the very least, Botanic and Delta copy off of Tactics, so do not go off on some wild tangent thinking that these skills are not original. Tactics was in fact an original skill, and the skill that nerfs Support would be new, too.




FrostWolv -> RE: Plasma Armor and Shadow Arts (11/12/2013 23:19:28)

Well i made a post got no feedbak so here it is that I feel about Diversity in CH

Even after they tweek balance for SA and PA .... build options for CH will still be less in comparison to other classes

quote:

Presently only Nuke for Cyber Hunter is Plasma Grenade and Multi Shot.



Multi Shot is the only CH skill that improves with dex and somewhere its only synergy is malfunction.

If CH can have another skill which also goes with dex then it might be helpful.


Think of it .... Dex build CH goes first round does malf .. then multi.... then static sharge (which wont give enough energy to cast further multi, malf or even heal).


Plasma Grenade:

It is a very low damage nuke which has a very low chance to stun thanks to removal of Past Shadow Arts.

It is inferior to Stun grenade in terms of energy cost and damage

Other skill that works with technology is EMP which wont aid playing caster CH.

Think of it .... Tech build CH goes first round does EMP .. then malf .... then Plasma grenade ... then SC (which wont give enough energy to cast further stun, malf or even heal).



You might think if I might want to play Nuke CH then why dont I go for TM. Answer is CH is not a tank class anymore


All other class has a Nuke that synergies well with other skills:-

BloodMage --> PC and SC ..... Overload and PR .... FB and Bludgeon + Energy Parasite

TechMage --> PB and SC ..... Overload and PR .... Fire Scythe and Bludgeon + Assimilation

Mercenary ---> Bunker and SS .... Maul +DD+ Berzerker .... BC and Artillary strike + Intimidate

Tactical Mercenary ---> SS and TG (debatable) .... FC and AS ... DS and frenzy

Bounty Hunter ---> Multi Shot and Stun grenade

Cyber Hunter ---> ?? .... dont count Plasma Grenade and EMP coz EMP isnt a aggresive skill/nuke.




Pemberton -> RE: Plasma Armor and Shadow Arts (11/13/2013 2:08:46)

Armor skills should not cost energy imo.




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