My Personal Feedback of the New Balance Update (Full Version)

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Midnightsoul -> My Personal Feedback of the New Balance Update (11/9/2013 23:00:49)

Honestly, I really like the update even though I still miss passives. Overall, this was a good idea. However, the update still had its flaws and I have some rough ideas about how I would fix them.

Plasma Armor:
A bit costly. I would consider decreasing its energy cost, especially if I compare it to energy shield. This skill is only effective with an extremely high technology build. I understand it lasts four turns, but it's really weak, especially with a debuff. I suggest not letting debuffs diminish the power of this skill and let the shield come from ONLY the BASE technology.

Mineral Armor:
Same as Plasma Armor

Hybrid Armor:
Same as Plasma Armor

Adrenaline:
I feel like if this included a strike, it would be more attractive or at least lower its energy cost.

Static Smash:
Needs to be nerfed slightly.

Blood Commander:
Its strength output needs to be lower than Field Commander's. It bothers me how Tactical Mercenaries have many inferior versions of other skills.

Mark of Blood:
Weak compared to Blood Commander. I suggest lowering the energy cost since it's unreasonably costly.

Stun Grenade, Plasma Grenade, and Lighting Bolt:
Needs to be as strong as Maul. I suggest giving them some defense ignore or damage buff.

Multi-Shot and Plasma Rain:
I feel like all of these skills need to be as effective as Artillery Strike, especially Multi-Shot. Multi-Shot is the inferior multi as of right now.

EMP Grenade:
As fun as it is, I think it needs a strength or support requirement. I know it is not used a ton, but it keeps the abusers in check.

Venom Strike and Toxic Grenade:
EXTREMELY weak. After the Botanical Hazards were released, these skills became deserted. I recommend reducing the energy cost or making them more effective.

Massacre:
Buff it just a little? I mean I know there was the Age of Massacre of Hunters, but I don't even see them anymore...like what happened...
I probably think it would be better to lower the support requirement.

Battery Backup:
Too strong. I suggest halving its effectiveness, but put the cooldown to 2. Yes, I halved the cooldown also, but it means that the user needs to take another turn to regen energy.

Fire Scythe:
Seriously??? Don't we already have Bludgeon and Fireball? I would try making it more unique because I see almost every Tech Mage just investing only in Bludgeon and not even bothering to invest in Fire Scythe.

Field Medic:
I kind of feel like if focus actually gives a little bonus to healing, it would make battles more fair. Focus builds tend to have low health and when fighting a 140 hp aggressive glass cannon, the focus user tends to be punished for this. This suggestion is based from my opinion 100%, but I really feel like this needs to be stated.

Static Charge:
Bring it back the way it was first introduced. It was 60% at max back then.

Shadow Arts:
Not very effective and not as worth using with its energy costs. People would resort to Defense Matrix than this skill. Either buff its effectiveness or reduce its energy cost, but increase its cooldown because this can cause a huge burst in those tanky focus hunters again abusing their robot and prolnging battles.

Reflex Boost and Technician:
Buff them please. 5-7 points would be nice. They're actually being overpowered by Smokescreen and Malfunction now.

Berzerker:
I've been seeing a dissapearance of this skill lately. I don't see many people using this skill mostly because it is very easy to counter with energy draining skills. Lower this skill's energy cost slightly to promote its usage.

Bludgeon:
This skill is too efficient with its damage output. I would probably increase its cooldown by 1 or increase its energy cost by 2.

Energy Parasite:
I think it's okay.

This is a very long post, but I hope people can post some feedback. I'm hoping that Rabblefroth sees this because I know he handles the balance.
Thanks for reading!








Stabilis -> RE: My Personal Feedback of the New Balance Update (11/9/2013 23:48:33)

I need to gather evidence, but

Plasma, Mineral, and Hybrid Armor

are all very cost-inefficient for the protection they give. Compared to Energy Shield and Defense Matrix which give protection as constant variables, the protection per energy cost for the armour skills (calculated as a % of D. or R.) is very, very poor.




Mother1 -> RE: My Personal Feedback of the New Balance Update (11/9/2013 23:53:12)

Ok I was reading your list and a lot of those idea are good. However I disagree with the one with static charge. Back when it was first introduced at that power it was nerfed because it gave back way too much energy.

At the cap level I wouldn't need to invest any strength into the move and I would still be able to get back 23-24 energy every time it comes up.

here is the math to prove it

3-4 (primary without strength) 3-4+ 36 = 39-40 now times this by .6 and you got 23.4-24. So for no strength investment and a max static at level 36 you think it is far to get back 23-24 energy? Sorry but that was vastly overpowered back then before plasma armor came back, and would be extremely overpowered now by omega stands. and this is without investing strength into. What if the person was a strength abuser or had moderate strength? they would be able to get huge amounts of energy that would make battery backup look like a joke.





Midnightsoul -> RE: My Personal Feedback of the New Balance Update (11/10/2013 1:50:28)

@mother1
The original static charge also took account for the opponent's defense if you forgot... <.<
It's exactly the current static charge, but up to 60%.
The original never ignored defense. :P

3-4 +36 Primary Damage (Assume 39 damage)

26-32 Opponent's Defense (Assume 26 Defense)


(39 - 26)(0.6) = 7.8
This rounds up to 8.

Let's not forget, people also wear armors. I mean, I do invest in strength, but that still means I'm getting around 8 energy per static charge.





Elite Tuga -> RE: My Personal Feedback of the New Balance Update (11/10/2013 2:57:26)

@ Midnightsoul - Good job, everything sounds well thought 'APART' from 'Static Smash' it needs more than a slight nerf maybe it would be good if it was reduced to around -30% considering that most likely battery will get 40-50% reduced.
Otherwise everyone will move out from Tech Mages after the possible nerf & go back to Merc's & abuse with that class by draining loads of energy amounts every 2 turns against those who rely on energy for costly skill tree attacks example; Tanks. Conclusion, if Battery gets a good nerf so should Static Smash or all hell breaks loose again.




EpicIsEpic -> RE: My Personal Feedback of the New Balance Update (11/10/2013 3:34:05)

I agree to everything apart from Toxic grenade....
Have you ever seen tank tlm with MAX toxic grenade and MAX battery... They are impossible to beat.




Seteriel -> RE: My Personal Feedback of the New Balance Update (11/10/2013 9:44:06)

quote:

Hybrid/Mineral/Plasma Armor:
A bit costly. I would consider decreasing its energy cost, especially if I compare it to energy shield. This skill is only effective with an extremely high technology build. I understand it lasts four turns, but it's really weak, especially with a debuff. I suggest not letting debuffs diminish the power of this skill and let the shield come from ONLY the BASE stat.

(i've rewritten the quote slightly)
Either this, or as a different idea: rewrite the energy to cost to 1 +1/lvl (ranging from 1-10 energy) and set the def/res gain to fixed amounts. Maxing at +12 def/res plus another +3 def/res for player lvl for mineral/plasma, respectively maxing at +7/7 plus another +2/2 for player lvl for hybrid armor. Reduce the number of turns to 3 the armor is active, but keep the cooldown at 4.


Adrenaline
= new "passives" in general
Agreed, too high energy costs. Commented on the armor above - for rest of new "passives", could easily reduce costs by 3-5 points.


quote:

Stun Grenade, Plasma Grenade, and Lighting Bolt:
Needs to be as strong as Maul. I suggest giving them some defense ignore or damage buff.

Disagreed: maul is blockable - the stun can only occur if maul is not blocked. Grenades+Overload can always stun plus they are not blockable - not even deflectable.
Maul improves with strength (so to say), thus a merc loses defenses when he wants more damage. Grenades+Overload increase with dex or tech, thus the caster gains defenses along more damage.


quote:

Venom Strike and Toxic Grenade:
EXTREMELY weak.

Venom strike maybe.
But not the grenade: unblockable, undeflectable, only 1 turn cooldown, +1 damage over venom strike, no stat requirement (venom needs tech) - only +1 energy cost.


Battery backup:
Split it to 2 skills
- battery charge for Tac.Mercs: maxing at 45 energy at skill lvl 10 (no bonus for player lvl), 4 turn cooldown, tech or support requirement
- battery backup for Tech Mages: maxing at 30 energy at skill lvl 10 (no bonus for player lvl), 4 turn cooldown, no stat requirement


Fire Scythe:
Has too low base damage. My lvl 25 tech mage (testing char ^^ ) with skill lvl 6 scythe and 18 str and staff bonus damage 21 (its not fully upgraded) deals 20 damage on lvl 20 npc (Anya) 25 damage on lvl 1 npc (city guard). With 41 str this rised by 4 damage - although base weapon damage increased by 6.


quote:

Field Medic:
I kind of feel like if focus actually gives a little bonus to healing, it would make battles more fair. Focus builds tend to have low health and when fighting a 140 hp aggressive glass cannon, the focus user tends to be punished for this. This suggestion is based from my opinion 100%, but I really feel like this needs to be stated.

Agreed and supported.



On skills i did not comment i have no decided opinion.



Although not part of your idea: i'd additionally switch the parasite from BM to TM - and assimilation from TM to BM.
Bloodmage is a more "active" or offensive minded class. Assimilation the more active/offensive skill.
Also: as assimilation is bound to staves, this could nerf the str BM: staves have lesser damage and stats when compared to sword builds.




Midnightsoul -> RE: My Personal Feedback of the New Balance Update (11/11/2013 1:19:46)

Guys, Toxic Grenade only looks bad because of Battery Backup. Before this update, I barely have seen a poison using TLM. It's only because of Battery Backup can Toxic Grenade be abused.

Point is, it's all because of BATTERY BACKUP.

@seteriel
You bring up some good points, however, I want to clarify my viewpoint.

1) Maul may be blockable, but it is so much more worth using than the other stuns. I only mentioned a damage buff to the other stuns, but I never said to be exact in damage as Maul's. They can be a little less in damage to compensate for Maul's accuracy.

2) You can say that if you invest in strength for Maul, there will be a loss in a defenses.
However, that also means if one invests in Stun Grenade or Lightning Bolt, it will lose power to its Primary, Auxiliary, and Robot damage. Stats in Epicduel will always have an inverse effect when you use them because when you spend for one thing, you're leaving the other three stats open to weakness.




Pemberton -> RE: My Personal Feedback of the New Balance Update (11/11/2013 2:40:55)

Lvl 1 heal beats Max Toxic Grenade...lol




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