Critical Hits need to be less effective (Full Version)

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Midnightsoul -> Critical Hits need to be less effective (11/11/2013 12:09:06)

I think criticals still do far too much damage. Do any of you agree? It's like it changes the whole tide of the game, and recently, I've seen many of them.

What I propose:

Critical Hits need to ignore 10% less defense than compared to now. Maybe nerd them more, but small steps need to be taken first before a big change. Otherwise, the balance between support and strength will be ruined.




ReinVI -> RE: Critical Hits need to be less effective (11/11/2013 12:17:32)

no critical hits are fine :/




Mother1 -> RE: Critical Hits need to be less effective (11/11/2013 12:25:31)

What about lower levels who go against lower level juggernauts? Lower levels players barely hit anything once their skills are used or countered. Only thing they have to help them against tanks would be crits and rage and by nerfing crits once again you are once again buffing the juggernaut since crits will hurt them less at all levels.




Predator9657 -> RE: Critical Hits need to be less effective (11/11/2013 12:30:15)

As Mother correctly pointed out; nerfing crits would make lower level jugging relatively easy for the jug. Furthermore, nerfing crits would make dext/tech spam builds worse since the lose out on less without spending points on support.




Midnightsoul -> RE: Critical Hits need to be less effective (11/11/2013 12:36:20)

@Mother1

Hm...that is true...

Do you have any ideas how you can fix the issue?

I mean like we can give like a +1-2% chance for every level you're lower than your opponent...something...
It's just that 1v1 becomes difficult once a crit occurs




ReinVI -> RE: Critical Hits need to be less effective (11/11/2013 12:40:26)

sadly critical hit's will always be a game change and they should not be nerfed any more. Heck they made the promo that was synergized for doing critical hits completely worthless due to multiple nerfs and being able to pretty much laugh at the very minor boost it gives now. Crits have been nerfed into the ground as is so any more is just going to hurt the game. crits are how you get through tank builds crits against someone with lower defenses usually ends up in overkill.




Dual Thrusters -> RE: Critical Hits need to be less effective (11/11/2013 15:03:58)

Nanosteel Armor*




RabbleFroth -> RE: Critical Hits need to be less effective (11/11/2013 16:33:03)

Crits are actually something we may be looking at this week.

quote:

crits are how you get through tank builds crits against someone with lower defenses usually ends up in overkill.

Rage should be the more reliable mechanism by which you cut through tank builds. Crits should maybe help, but they shouldn't have to be relied on unless we can make them more on-demand.




ReinVI -> RE: Critical Hits need to be less effective (11/11/2013 17:46:14)

rabble I know rage is what's suppose to be the 'bread and butter' of getting through tanks but some tanks ( at least old tact merc tanks ) could just use chairmans pride + surgical to sit there making it to where you will never rage unless it's already much to late for it to matter.





GearzHeadz -> RE: Critical Hits need to be less effective (11/11/2013 17:55:40)

And then sap your energy with their mallet so you can't fight back, spam their % skills, bunker buster, which gives them crits a lot for something that already is high damage, or use battery to suck it up, and repeat.




Pemberton -> RE: Critical Hits need to be less effective (11/11/2013 22:01:31)

I agree Rabble, crits should be damage % increase like maybe times 2.5 or 3 damage. Defense % ignore is terrible because it's good for tanks but
then crits are useless against low defense like maybe 8-10 defense then when you crit you get 3 extra damage...I mean wtf...




Ranloth -> RE: Critical Hits need to be less effective (11/12/2013 2:29:43)

^ No. Crits give you extra 7 damage at minimum, regardless of the defences. So it will never give you less than guaranteed 7 bonus damage.




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