Battery Backup requirement (Full Version)

All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel Balance



Message


Scyze -> Battery Backup requirement (11/23/2013 16:09:08)

Battery Backup now works like Field Medic where you gain energy.

My thought is to have Health as the cost to use it. It's a percentage of your HP so that it's fair with high HP builds. It need to be fair.

Do you guys like it?




kaierti1 -> RE: Battery Backup requirement (11/23/2013 16:19:26)

i prefer energy backup stats required: 42 support max. for destroy tank mages and use focus 5 build all




Predator9657 -> RE: Battery Backup requirement (11/23/2013 16:33:39)

That's a great idea. It would be good for balance since all the other replacements for the main passives had energy costs, while battery came free.




Scyze -> RE: Battery Backup requirement (11/23/2013 16:43:52)

I think it should be for all of the Energy regaining Skills. The percentage, however, shouldn't be the same for all of the Classes.




Noobatron x3000 -> RE: Battery Backup requirement (11/23/2013 16:50:55)

no not 42 support at max lol .... static grenade already renders battery pretty worthless as is. doesn't need any more nerfs.




kaierti1 -> RE: Battery Backup requirement (11/23/2013 16:55:49)

Noobatron x3000,
static grenade will be nerfed too but how we dont know. im so much interesting. maybe improve with support or low energy gain steal




Altador987 -> RE: Battery Backup requirement (11/23/2013 18:56:04)

i'd thought about that for a while but didn't know how the two should correlate exactly (how much hp for mp) it would have to be a decent percentage not a huge amount to keep it fair




DarkDevil -> RE: Battery Backup requirement (11/24/2013 0:42:22)

actually it shouldn't have a stat requirement cus it is universally used across 2 classes.
by universal i mean it is used in all builds since all builds need energy.
adding a hp cost wouldn't be a good idea since it can be countered.

@kaierti1 why stucking static grenade in everything with a word , will be nerfed , first we don't know wether it will be the one nerfed , secondly it can't be changed to supp as i have stated the reason too many times i have gotten bored of retelling it , lastly , nerfing energy gain won't fix it but increasing it will , and on the other hand lowering the energy taken but without breaking it (it shouldn't be less than 35).
stop changing every balance discusstion to be around a skill cus you want it nerfed , we know you do, don't repeat that twice a day where it ain't even mentioned.




Remorse -> RE: Battery Backup requirement (11/24/2013 0:45:35)

I agree it should have a hp cost, but then as a result they can buff the amount of energy it gives.


Great idea.

quote:

adding a hp cost wouldn't be a good idea since it can be countered.

Perhaps you don't understand that if you dont have effective counters in turn based strategies you don't have a fun game.




CivilAE -> RE: Battery Backup requirement (11/24/2013 1:57:06)

This was a Day one suggestion by myself and a few others already. The lost of potential turn to deal damage seemed to be enough. I'm still for them increasing cooldown by a turn.

However I can compare the role of a "Mage" in other games were it had a equilibrium style skill or set were mage and hp value where made even for use if one was lacking, this could somehow be worked into field medic and battery backup.

Noted: that skills should still work on their own, taking into account field medic is a default skill for every tree (one permanent pre-invested point)




Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition
0.078125