Balance Resolvation. (Full Version)

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SCAR -> Balance Resolvation. (11/28/2013 15:26:58)

The "Mercenary's" Static smash is a fine way to not only drain, but also take energy from their own purposes, except for one problem,
Static smash can get blocked, now what If little old Static smash became unblock-able? That'd be a step and a half to improving the class.
The Mercenary's armor skill, in my opinion, also needs a buff, I'd personally suggest it gets increased to a maximum of 70% up from 50%
and the turn going up, and lasting up to 5 turns. The "Blood Mage" is also under the deck of cards, it should get "Berzerker" back, to add a
little more power. Thee "Tactical Mercenary" might also want in on the top of the card deck, receiving "Technician" back might be a nice
touch. (I'd like to side note and say that currently there are three classes, starting with Mercenary, only has two main builds that are wildly
seen and work, the spam technology with "Bunker Buster" Or the spam support with Artillery, same with Tactical Mercenary, Blood Mages
also only consist on strength, what I'd like to see is more builds from these classes that also work and shine in the spotlight.) On another
note to resolve the heated conflicted between "Battery Charge" and "Static Grenade" I suggest that Battery Charge should receive 25%
resistance against all energy draining system's.




Mother1 -> RE: Balance Resolvation. (11/28/2013 16:50:15)

For buffing the I would have to say hybrid armor I have to say no.

Unlike mineral and Plasma armor Hybrid armor is basically giving you protection against both physical and Energy based attacks so this is like 2 buffs in one. Not only that, but like Mineral and Plasma Armor they can't be countered with debuffs, and unlike normal buffs these 3 are immune to the azreal weapons meaning you can't nerf their effects.

Buffing the effect of hybrid armor would only serve to make tanky player even harder to damage outside of poisons, and Debuffs since they were nerfed can't even keep up this armor anymore unless a non tanky user applies it. Also making it last 5 turns would overpower this armor for Tanks.

As for Static smash being unblockable I am iffy on that one.

Static smash as it is right now gives back the biggest energy percentage and unlike the other drainers (minus assimilation) is a melee based attack.




ReinVI -> RE: Balance Resolvation. (11/28/2013 16:58:50)

like mother1 said static smash is one of the most efficient drainers ( not counting static grenade since that thing is just bonkers right now ) as long as it connects. To balance it's effectiveness they made it blockable which like a merc said to me when I blocked his "well that screws me over" it did pretty much shut his build down thanks to being blocked. If it had connected though I would be getting hit with a rage bunker the very next turn no doubt about that. So if it had been unblockable I could only imagine the field day bunker buster mercenaries would be having.




Exploding Penguin -> RE: Balance Resolvation. (11/28/2013 17:03:42)

Compared to static grenade I think it could afford to use a buff by maybe another 3-5% at all levels. Aside from that, I really don't think it should be unblockable because that would make dexterity weaker than it already is, and also because it has a good conversion rate and doesn't need a buff for being unblockable.




ReinVI -> RE: Balance Resolvation. (11/28/2013 17:08:08)

problem is you can't compare it to static grenade as that skill was a mistake on the balance side of this game. Comparing it to that of course it's going to look weak and need a buff but compared to every single other energy drain/ gain it's actually on par or stronger than all of them as long as it connects.




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