RE: Static Grenade (Full Version)

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Mother1 -> RE: Static Grenade (11/30/2013 16:29:32)

@ the hidden legend

The leaderboard =/= what classes are overpowered or underpowered.

The leaderboard just shows what people with the most wins within that period of time. Nothing more nothing less. LB are not a tool to measure for balance.




The Hidden Legend -> RE: Static Grenade (11/30/2013 16:33:56)

gearheadz, what does SG stand for? and sure lower the amount it takes and keep it energy whats oped with that?




GearzHeadz -> RE: Static Grenade (11/30/2013 16:36:17)

SG stands for static grenade. That's what I'm saying, its hardly OP at the moment, but it still is. Its synergy isn't. Just the high amount it drains. Its scaling is what makes it powerful. Slow the scaling a good bit, and that solves the problem.




toopygoo -> RE: Static Grenade (11/30/2013 16:58:23)

Just want to point this out... when you say "mercs have hybrid armour" i want you to rethink what it is you are saying.

Mercs have a skill which provides high armour at an price not near worth casting, for a skill that lasts not near long enough to be actually effective against anyone...

you cast it once, half you energy is gone... even if you spam tech for a good bunk, it wont get near enough to kill them. besides, every have some sort of mana drain so you cant even try to budget your energy... your steal isnt really worth it because it can easily get blocked, and once you use it, 5/6 classes can counter it the next turn anyways. soo yes you have hybrid armour. consider it the the quarter you dropped into the vent system that you can see, and just touch with your finger tips, but serves about as much purpose as a Q-tip in an apocalypse.




GearzHeadz -> RE: Static Grenade (11/30/2013 17:01:57)

@Toopygoo
All that depends on who uses the buff/nerf skill first and who uses the drain skill first.




toopygoo -> RE: Static Grenade (11/30/2013 17:13:57)

yes, but see, when you use a big skill like that as a merc, you are in no way inclining them to use their drain first. in fact 90% of the time i use, i am still forced to heal before they do, because i wasted a turn on it, then needed more energy to use a decent bunker. and now i have to drain so i am able to heal the turn my shield runs out. once that shield is over, it is guaranteed (unless you get lucky) that they can easily do 20+ damage, as that is what omega enables. using the shield too early will result in them raging too fast. Using it too late means you give up your hela. Drain first, and they can probably drain you back for the same amount that you gained, if not more. spending 30 energy on a defensive skill for 4 rounds has never been, and probably will never be useful, as proven by that core on the bio-armor.... i dont know a single person who bought that core/armor and didnt regret spending the money on it... and that was energy free to cast!




GearzHeadz -> RE: Static Grenade (11/30/2013 17:23:09)

Heh yeah... I remember that ability.

And no one ever said you had to use the hybrid armor at 30 energy. There are cheaper versions.




kosmo -> RE: Static Grenade (11/30/2013 17:48:47)

unfurtunatly there are no cheaper versions, the hibrid armor needs to be on high lvl to be effective on debuffs.




Ranloth -> RE: Static Grenade (11/30/2013 17:52:10)

I have a Merc, Lvl 30, and I use Level 7 Hybrid Armor to fit around my build and the Energy costs, and have Assault Bot as back-up, in case my Energy gets drained. With decent Dex/Tech, you should need Level 6-7 Hybrid at most. In case of CHs and TLMs, my alts have it at Lvl 4 instead, for cheap cost and decent Def/Res bonus (around +16-19 IIRC).




rayniedays56 -> RE: Static Grenade (12/6/2013 7:45:48)

How about instead of screaming Nerf, we first fix it where it drains the amount of ep equal to what the opponent has. Say the BH has the potential to drain 40 EP gain 20. The opponent has only 30 EP. Guess what? The SG still drains 40 while still giving them 20.This is one of its only abuses I see.




Rayman -> RE: Static Grenade (12/6/2013 7:51:27)

Rayne: I think we have to wait todays update to see what happends to it 1st, Dont you think ? And Hallo.




Pemberton -> RE: Static Grenade (12/6/2013 10:49:04)

The coding is wrong. It was a rushed skill i don't know why they prioritize BH all of a sudden, when it wasn't even underpowered before Static Grenade.
In fact, CH was super underpowered but guess what, buff BH first...I wonder why?




Ranloth -> RE: Static Grenade (12/6/2013 11:16:43)

Yeah, I completely forgot how EMP, Plasma Armor, Venom Strike and Static Charge were buffed for CHs. What was that about prioritising? One skill vs. four skills.




Calogero -> RE: Static Grenade (12/6/2013 11:16:59)

I can understand why they gave BH an energy regain skill, we all have it now.
It just pains me to see that they refused BMs an energy drain/gain for the longest due to ' Deadly Aim '
yet the class with Smokescreen got it, and now they got an even better one.

Is it rude to ask if this got even tested by the ' Balance ' team.




Remorse -> RE: Static Grenade (12/6/2013 11:21:28)

^ They tested it, at least by seeing if it works without bugs.


Good lot that did for balance...




ValkyrieKnight -> RE: Static Grenade (12/6/2013 13:01:20)

@ Remorse

Pretty tough pill to swallow they couldn't see the huge advantage that skill gave to BHs considering it undos even the strongest energy regain skill. With nasty BHs around regaining energy is next to impossible when fighting them. The recent update to combat str (yet again) has only serve to impact BMs as they were the ones who relied on str builds the most. Some may say BHs also relied on it, but they've always the niche of abusing tech. I still would hate SG even if it did get nerfed, at least S-Smash can be blocked, SG cannot be blocked and will take a ton of energy and then keep CH with the much weaker EMP despite them being the "Tech class"




Thelolmobile11 -> RE: Static Grenade (12/9/2013 10:40:03)

You shouldn't be able to use the energy draining skills if you have full energy :/




Ranloth -> RE: Static Grenade (12/9/2013 10:42:54)

What if you want to drain opponent's Energy for sake of strategy? I don't see why you should be restricted, because if it's going to return the Energy to you - and you have max Energy - then you're sacrificing the return, to just drain.

I don't see what Energy drain has to do with your own Energy. It's like saying, you shouldn't be able to use Mark of Blood if at full HP, because it's a waste - yet it will benefit you the turn after, or so.




Remorse -> RE: Static Grenade (12/9/2013 10:49:36)

Plain and simple fix, I will say it again.

Give them back EMP, Make the EP progression go 2 per stat point from 1.25,

And for Christ sake stop trying to make all the classes the same D:

Once they have done this they can revert a lot of other energy skill changes they have made to compensate for the horrible low EP scaling. ( which face it have harmed balance and restricted variety in classes.)

Though blood mages can keep energy parasite, they deserve it.




Mother1 -> RE: Static Grenade (12/9/2013 10:55:01)

@ remorse

They aren't going to do that because they are trying to give all the classes their own unique moves. Doing that would be going backwards since it EMP grenade is now a cyber hunter only move.

However on that last part agreed.




Remorse -> RE: Static Grenade (12/9/2013 11:12:06)

Thats fine , they can give each class their unique moves but in doing so they have essentially given every class versions of the same kit... some however clearly stronger then others.



In fact I find classes were more unique when their were multiple of the same skills shared...


Plus I don't see why they need to change EVERY single skill for every class, at least when balancing them is harming the short term future of ED.





Mother1 -> RE: Static Grenade (12/9/2013 11:48:23)

The problem with classes sharing moves was when one class becomes too strong with it, while another class isn't, or visa versa, when they fixed it for messed up class they in turn altered it for the class fine with it.

Plasma rain is a good example of this. Back when it used to work with tech TM casters were extreme strong and was destroying everything with tech so they switched it to dex. However blood mage who was fine with plasma rain with tech felt the backlash of this change as well which in turn hurt them.

The same could be said of supercharge. With Bloodmage they had combo that could strengthen this move since they had reflex boost which used to power up this move but when they switched it to tech Blood mage lost that, where as Techmage who didn't have this ability got it due to them having technician which powers up tech.

With individual moves for all the classes this won't happened since no one is sharing skills period. In all honestly when epic duel delta was being made they should have used this to have all the classes have different moves period.




Calogero -> RE: Static Grenade (12/9/2013 13:17:47)

Untill those HUGE OP Energy drainers exist out there ( Static Smash, EMP, Static Grenade )
Noone will be able to ACTUALY use skill.

What do I mean with skills? Well Other things next to Field Medic, Shields and Debuffs.

Techmages are pretty much one of the only classes that can use their skills just because they can spam the hell out of Tech/Dex and then keep the Skill at a low level.

so yea unless they boost Energy by a lot or nerf those energy drainers, bye bye actual Diversity

not to mention, did they really have to put an energy drain skill on each weapon core?




Altador987 -> RE: Static Grenade (12/10/2013 9:43:42)

^ that's not really the case, most classes have such horrid synergy and or not so great skills that using certain skills is pointless anyway, however the point of the drainers was to prevent players from recklessly using skills without any caution or risk of not being able to use certain skills




dfo99 -> RE: Static Grenade (12/17/2013 20:19:44)

this skill usually move more energy than all others in game in almost all cases




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