RE: =ED= Upcoming Balance Changes (Patch 1.5.39) (Full Version)

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zion -> RE: =ED= Upcoming Balance Changes (Patch 1.5.39) (11/14/2013 16:19:42)

Everything is relying on energy even more... so there will be even more energy going around... so EP will get stronger... so there is no "get rid of energy" so there is no "worthless." Increasing energy pools just make it even more OP.




Mother1 -> RE: =ED= Upcoming Balance Changes (Patch 1.5.39) (11/14/2013 16:23:10)

@ Beaststyles

Most lower level juggernaut are either experienced players, or players who tried the mode out. however the power gap between lower level jugs and their opponents is crazy. I used my level 14 alt and me and a level 12 had to face a level 22 juggernaut.

My partner had no clue what to do, he was under equipped, and didn't have cores to help him. Where as the jug was fully powered and tanky.

If you look at what is to come, offense is getting a nerf which is something the lower level opponents will need to face tanks, Crits are taking another nerf, which is another tool that help them fight juggernauts, and defenses are getting buffed which helps the juggernaut more than the players fighting them

As it is right now lower level juggernauts are dominating the lower level masses and even with the increase to defenses health ETC the jug will be getting the following

1 Less damage done to them when crits hit them
2 will be taking less damage due to another nerf to offense
3 getting more defenses due to defense buff.

An age of tanking is soon to come and tanking buff means a buff to jugs. This won't sit well for lower levels trying to beat them. It is already bad enough you are forced to fight them, but now they are getting a buff? Not balanced in the least.

@ zion

and after this update all class will have ways of getting back energy. Meaning that you will be able to get rid of your energy if you need to since you will be able to get it back.




Predator9657 -> RE: =ED= Upcoming Balance Changes (Patch 1.5.39) (11/14/2013 17:36:52)

Is Energy Parasite getting a minimum drain/regain per turn? Because right now, it only drains/regains a decent amount of energy at full (or close to full) EP.




veneeria -> RE: =ED= Upcoming Balance Changes (Patch 1.5.39) (11/14/2013 18:02:03)

I have about two concerns here:

First , being Static Charge itself, it is, already useful. I don't understand the change, it takes an good chunk of energy and regenerates about the same as it drains. It is reliable and has got no costs whatsoever.

Second, being the fact that the fights themselves becoming unnecessary too long, possibly more than intended. Don't take me wrong, i also think the complication during an fight should be harder and less predictable.

But if damage output and criticals are being reduced, defense will roughly become subject of abuse, to the point that certain energy regeneration/drain skills might become victims of blocks too. (luck factor)

Which kinda goes against the whole strategic feeling of the game...
Yeah, you kind of get blocked from regenerating energy and you've got yourself pretty much in bad sands. (since energy will become vital post-balance-changes)

This all, but also the fact that fights that become to long can kinda get boring.




AQWorldsFarmer -> RE: =ED= Upcoming Balance Changes (Patch 1.5.39) (11/14/2013 18:02:54)

quote:

1. We're changing Static Charge to be unblockable, and it won't be able to crit or Rage to make sure that doesn't get out of hand.
2. The percentage will be going up significantly.
3. If this continues to be an issue, we'll look more at the skill.


Thanks for taking the time to read my post, I think I might start playing on my original account. Welcome Back!



quote:

First , being Static Charge itself, it is, already useful. I don't understand the change, it takes an good chunk of energy and regenerates about the same as it drains. It is reliable and has got no costs whatsoever.



You must be thinking about Static Smash, Static charge is a totally different skill.




RabbleFroth -> RE: =ED= Upcoming Balance Changes (Patch 1.5.39) (11/14/2013 18:18:46)

quote:

Second, being the fact that the fights themselves becoming unnecessary too long, possibly more than intended.

We'll be keeping an eye on this. It's the main reason we're going for a number of smallish changes instead of anything too drastic.




AQWorldsFarmer -> RE: =ED= Upcoming Balance Changes (Patch 1.5.39) (11/14/2013 18:28:39)

Rabble, I know not this update, but in the future are you guys gonna re-work focus? It would be interesting to have a new twist on it.




veneeria -> RE: =ED= Upcoming Balance Changes (Patch 1.5.39) (11/14/2013 18:48:09)

quote:

You must be thinking about Static Smash, Static charge is a totally different skill.


Ah! Yeah, you might be right. xD
It is the cyber hunters one! Derp.
____


Something i forgot to mention is, Mark of blood, it is really interesting skill honestly. /thumbs up

For both solo and cooperative modes, i think that the skill itself might have been overshadowed and overlooked by the player-base, because despite being overshadowed (like the other new skills from battery recharge), i've never once thought it was not worth having, actuality, it was a life saver in many battles and in others i would just completly trash them out.

Yeah, the energy cost was really huge, considering that it is a skill that we "kinda" used to have as bounty hunters without any cost. But in no way, it was useless, only made it an hard decision to use:

It offered an decent % of health back from each strike (15 health back from one of my strikes! wow), there was no reduced damage when applying it to someone and the affects worked on the first strike. o_O
It is a big deal too when your team mate happens to also benefit from your buff ! Actuality, it is AWESOME.

But what is important is, since bounty hunters are getting an reliable source of energy regeneration, the changes to Mark of blood should be done in caution.

quote:

We'll be keeping an eye on this. It's the main reason we're going for a number of smallish changes instead of anything too drastic.

Awesome!




Dual Thrusters -> RE: =ED= Upcoming Balance Changes (Patch 1.5.39) (11/14/2013 18:56:21)

quote:

1. We're changing Static Charge to be unblockable, and it won't be able to crit or Rage to make sure that doesn't get out of hand.
2. The percentage will be going up significantly.
3. If this continues to be an issue, we'll look more at the skill.


Oh yay! Finally the buff Static Charge needed!




Synner -> RE: =ED= Upcoming Balance Changes (Patch 1.5.39) (11/14/2013 19:44:28)

Finally a buff to static charge thank god!




Teserve -> RE: =ED= Upcoming Balance Changes (Patch 1.5.39) (11/14/2013 20:30:45)

@veneeria
Yeah, I think lvl 10 bloodlust return was 24%25% and this is ~33%.

@below
Oh, my mistake. Thanks!




Mother1 -> RE: =ED= Upcoming Balance Changes (Patch 1.5.39) (11/14/2013 20:32:43)

@ teserve

Actually it was 25% at max.




I Underlord I -> RE: =ED= Upcoming Balance Changes (Patch 1.5.39) (11/14/2013 21:18:36)

Right now, objectively speaking, Bounty and Cyber Hunters are the worst classes overall.

Rabble, you said that several of CH's skills will be buffed; however, will the energy regain skill granted to BH's be sufficient such that they'll be at a reasonable level with CH's?

Additionally, if Battery Backup will be nerfed (a great necessity), Static Smash should also be nerfed. In the higher levels particularly, a Mercenary with few points invested in Strength can easily regain well over 30 energy with a level 6-10 SS and take even more than that, all at no cost; the skill needs to be looked at, at least in terms of strength scaling (due to weapon damage scaling), especially if the EP pool will be increased.

In any case, thank you for the emphasis on balance, and best of luck! [:)]




GearzHeadz -> RE: =ED= Upcoming Balance Changes (Patch 1.5.39) (11/14/2013 22:50:20)

I think they're trying to make static smash on par with EMP. But battery back-up returns a lot of energy... So meh. Hope it won't make them super drainers.




dfo99 -> RE: =ED= Upcoming Balance Changes (Patch 1.5.39) (11/15/2013 0:24:16)

replace the fireball to parasite and replace the paradie to deadly aim (active version) is a good idea?




Asollan -> RE: =ED= Upcoming Balance Changes (Patch 1.5.39) (11/15/2013 3:20:55)

So yeah TM are pretty op when built tank, just had a 17 min fight resulting in me not even caring anymore. Once the game just becomes a cycle of healing and energy boosting it just becomes really boring. Another note i'd like to ad is R.I.P to all BH that dont use physical primary weapons, or just R.I.P to BH in general the fact that a level 7 passive now costs half your energy bar is not battle efficient enough to compete with the tank TM. Having every ability cost energy on a BH is like saying "sorry man you can only use 2 abilities in a fight, or if you really want just max energy pool and use 3-4 then become completely useless after using them" BH were not even that strong to begin with.

When you guys said that you wanted to make fights last longer did you mean to just make it boring? making passives (not only with BH but with TacMerc and Merc) active abilities does not mean fights will last longer, its either going to be two TM playing for about 7-18mins or a BH getting destroyed in about 30 seconds. Crits getting nurfed just makes support mages no longer viable as well as making the only thing mercs were good at (supp crit build) complete crap.

Im not saying that i want you to nurf TM and im not saying to buff BH and Mercs. I just want a simple game that i can play allot in a short amount of time before i need to go do something not a boring cycle of healing and boosting i also do NOT want to see other characters stealing all your energy while you just sit there and cry while your getting destroyed afterwards. The old epic duel i loved to play ment you could experiment with different builds and still be strong, a build i was the most happiest with finding on my own was the BH with energy weps focusing on high dmg output without smoke screen, being midly tanking while life stealing with passive. Another one was the support TM and the strength merc.

ggwp epic duel i give up




ReinVI -> RE: =ED= Upcoming Balance Changes (Patch 1.5.39) (11/15/2013 4:12:03)

I still say they should change energy parasite to something more like 'parasitic strike' or something and instead of the whole 15% energy per turn return at 1.5x the amount make it leech 10% hp/ energy per turn for 3 turns returning at 1.5x the amount. This gives it a slight buff in that it will maintain it's usage through an entire battle and not just when the opponent has energy... because
as it stands once they run out of energy parasite is made pretty much worthless




Ranloth -> RE: =ED= Upcoming Balance Changes (Patch 1.5.39) (11/15/2013 4:20:18)

quote:

because as it stands once they run out of energy parasite is made pretty much worthless

Which is why the skill is balanced (not overpowered as some claim), since that's one easy counter + you have to time it wisely so you won't end up losing on it, which is called strategy.

HP return isn't necessary - we have Mark and it'll be cheaper (Energy wise) to use after today's update. Not mentioning higher base Energy. The skill will be indirectly buffed, since everyone will have higher Energy and everyone will be able to regenerate it (including BHs), thus you can time it properly and use it when you think they will regenerate Energy or you know it won't get you killed.




lampur1 -> RE: =ED= Upcoming Balance Changes (Patch 1.5.39) (11/15/2013 4:39:03)

cybers need a big buff not a little.
you may have seen lvl 30 plus cybers but do you know how terrible it is to have a lv 20 cyber. i lose most of my battles due to not having energy and skills costing alot of energy :3




Ranloth -> RE: =ED= Upcoming Balance Changes (Patch 1.5.39) (11/15/2013 4:41:47)

^
They will get a big buff. Static Charge is getting a major one, your Plasma Armor is getting buffed, and Rabble has mentioned that majority of skills that CH's have will end up getting buffed slightly. Read on the previous page about Static Charge buff, and you will find yourself liking it - especially after you mentioned skills costing a lot of Energy. ;)




lampur1 -> RE: =ED= Upcoming Balance Changes (Patch 1.5.39) (11/15/2013 4:55:13)

ii actuly just read the rabble answering XD




Ranloth -> RE: =ED= Upcoming Balance Changes (Patch 1.5.39) (11/15/2013 4:58:32)

So, essentially, your Static Charge will be an unblockable Melee attack, which cannot Crit nor be raged, and it will regenerate more (%-wise) despite the change in damage - since it'll be lowered. In other words, you should regenerate a bit more Energy than you do now + always get it - but deal lower damage due to the reduction. ^^ CHs needed some love for a while.




ReinVI -> RE: =ED= Upcoming Balance Changes (Patch 1.5.39) (11/15/2013 6:16:21)

i still don't like the fact the bm the 'beat your face in class' is now like the weakest at beating face in >.> jus sayin




beaststyles -> RE: =ED= Upcoming Balance Changes (Patch 1.5.39) (11/15/2013 6:28:59)

@ReinVI

Well sorry to dissapoint you, but no class is meant to be "beat your face in". They are all meant to be on par with each other = balance.




ReinVI -> RE: =ED= Upcoming Balance Changes (Patch 1.5.39) (11/15/2013 6:52:47)

that's not what I meant... what I meant is it's an attacker class on par with say the bounty hunters style of play. Aggro, aggro, aggro tactical mercs are tanks that will outlast in a fight and wear down a opponent through a war of attrition, mercs are sorta a hybrid between survivability and aggro tech mages have a glass cannony feel to them despite the fact that thanks to balance they are the best 'tanks' right now and stuff along those lines

What I am saying is for what the class was designed to do it does that extremely bad right now.




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