Balance problems in Epic duel (Full Version)

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Mother1 -> Balance problems in Epic duel (11/16/2013 9:02:22)

With this update Rabble said they were hoping to increase planning since they believed duels were to short. This update I believe was suppose to tone down offensive builds while buffing defensive ones. The problem However was that this didn't tone down offensive builds. It only toned down offensive builds that used strength and support. It did nothing to tone down offensive moves that work with dex and tech.

Plus with this there are other issues that I have noticed with this balance update that need to be addressed which I will list.

(1) Imbalance between debuffs

With this update debuffs were suppose to get a nerf in power to promote planning and discourage quick kills. However the only debuff that actually got a nerf was Malfunction where smokescreen didn't. Why because of the stat they improve with. Smokescreen improves with technology which is a defensive stat where as Malfunction improves with support an offensive stat. Add to the fact that this update nerfed offensive while buffing defense this change has left the high tech bounty hunters who used high smoke unaffected since they can still tank and get a high damage smoke which cyber hunter and Tech mage can't. Bounty hunters basically don't have to give up anything and can not only tank with high resist, but destroy high amounts of dex, get high damage with a physical robot due to this smoke, and to top it all off destroy high energy where as if cyber hunter and tech mage tried this they will leave themselves open of attack due to low defenses and to top this all off have mess damage due to the nerf of offense. Very unbalanced at the moment.

(2) Imbalance between luck factors

With this update Crits took a heavy hit. They not only lost 1/3 of their overall power, but lost one point of damage at the min and 2 at the max for extra damage. Now this wouldn't be so bad if the staff did/didn't do the following

1 Nerf offense
2 Tone down the effects blocks and deflections

Because they nerfed offensive attacks blocks and deflections in turn got an indirect buff since they will now hold more weight in the duel while giving critical hits a 3rd indirect nerf. While this may help some cope better with crits since they do less, this did nothing to make blocks and deflections any less frustrating. This has created a big imbalance between the three of these luck factors due to the offensive luck factor (crits) taking a 2 direct nerfs and one indirect nerf (offensive being weaken so you get less damage with crits anyways) where as the defense luck factors (Blocks and deflections) have been left the same.

(3) The diminishing returns between offensive and defensive stats

Way before this update strength and support were given higher diminishing returns than dex and tech. The progression of these stats have never been balanced to begin with. The progression for them looks like this

strength/support

4.5 strength/support needed to progress till 54
6 strength/support needed to progress till 100
8 strength/support needed to progress

Dex/tech

3 dex/tech needed to progress till 54
4 dex/tech needed to progress till 86
5 dex/tech needed to progress till

With this Offense =/= with defense. As you can see Defense is so much stronger than offense is right now.

If you look at this guide right here you will see that you need 54 strength/support to get 12-15 damage, where are with the same amount of dex and tech you can get 18-22 defense. Add to the fact that you offense took another nerf this only makes the imbalance between the two even worse than before.

(4)

Defensive stat powered attacks don't go through the same factors as offensive attack skills do.

Not including cores on this list all strength and support skills have the chance to be blocked, deflected, or crit where as Dex and tech moves don't have to worry about the negative backlash of blocks and deflections. What does this mean? It means that a person playing an offensive build outside of cores has to worry about, deflection and blocks which is very crippling to them due to the nerfs to not only strength and support via weapons, where as a tank who is working with dex and tech is free of this worry because all dex attacks are free from block, and deflections, and the majority of Tech moves are are free from block and deflections (Robots, and BH smokescreen are the exceptions to this rule)

Overall with this change while I know the staff was trying to promote planning by slowing duels down to make more room for it, in the process they also destroyed the game for anyone who doesn't want to tank. Not only that, but this has also put offensive builds at an extreme disadvantage against anyone who tanks since not only all moves with offensive stats were nerfed, but the effects that work with offense were nerfed making them less effective against tanks where as any effects that work with defense were either buffed or left the same. It makes offense not worth playing at all which also in turn destroy variety.

these inconsistenties needs to be fixed because if they aren't not only will variety be lost but the game will still be unbalanced.




Remorse -> RE: Balance problems in Epic duel (11/16/2013 10:28:19)

quote:

It did nothing to tone down offensive moves that work with dex and tech.

Completely agree here, it seems that tanky build have been buffed via not getting a damage reduction and thus the games are slower yes but tanks are still just as powerful and now stronger because offensive builds are weakened.



I think the balance team need to keep in mind when trying to slow down battles to make sure damage out put FROM EVERY SOURCE is lowered. Not just common sources of damage via weapons.


Over the next few balance changes I hope for a weakening in tanks build source of power ( Tech and dex improving skills )
But then take advantage of the situation to buff the skills to weak to be even considered for use such as stun and plasma grenade and buff them by Not nerfing them over the rest.




Altador987 -> RE: Balance problems in Epic duel (11/16/2013 10:33:42)

honestly the classes need to be completely differentiated so that such occurrences like aren't such a horrible factor, for instance the tank build works quite well for all the classes except cy hunter due to the fact that cy hunter is a naturally an offensive class... a tact merc simply can't be a power focused class as it's offense relies mostly on defense and or support, while bounty hunters, tech mages, and mercs are quite original blood mages, cyber hunters, and tact mercs are just mix and matches of those original classes and these updates make it hard for those classes, giving the blood mages the parasite was a great move as it geared it towards originality, but it was stated cys would get a love tap and it was more a very light touch if anything seeing as static charge serves the opponents better than the wielder not to mention no rage gain, tact mercs have simply gotten boring and rely on the poison artillery build... it's really sad. those three classes need to be branched off completely from the other three and have their own strengths and weaknesses from all the classes... i wish i could suggest new skills but epicduel seems to favor tech, support and strength over dex in general so i really can't suggest anything until such problems are fixed




Mother1 -> RE: Balance problems in Epic duel (11/16/2013 11:35:17)

@ Remorse

I agree with this one.

Also if you take a look at all dex and tech moves, other than robots and bounty hunter's smokescreen none of them have to worry about blocks or deflections. Only strength and support have to deal with this crippling factor. This in turn powers up the tankers even more since they are 100% grantee to connect with their moves and even crit with them outside of the factors I have mentioned.

IIRC those factors were put on those moves to keep them in check but now with these balance changes they are hurting non tank build even more.




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