RE: Hatchling Rush (Full Version)

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ED Divine Darkness -> RE: Hatchling Rush (12/5/2013 18:37:07)

the counter to hatchling rush is high hp tank.




Exploding Penguin -> RE: Hatchling Rush (12/5/2013 23:48:57)

quote:

the counter to hatchling rush is high hp tank.


It's awfully hard to tank these days, especially with with HP at the same time. And if you do manage it, then you'll have really pathetic offensive capabilities, and mark of blood use will end up just healing the opponent for the same amount that you're dealing to them. Trust me; I've tried high HP tank before and mark of blood ruins it.




Pemberton -> RE: Hatchling Rush (12/6/2013 3:07:01)

Counter to hatchling rush is shadow arts. Try it.




RageSoul -> RE: Hatchling Rush (12/6/2013 3:53:41)

^Because?




axell5 -> RE: Hatchling Rush (12/6/2013 4:12:00)

@ragesoul you receive less damage and after 3 turns you can heal




RageSoul -> RE: Hatchling Rush (12/6/2013 4:15:30)

@axell
Yeah and by the time it's gone , they already gained enough Rage control on you .




axell5 -> RE: Hatchling Rush (12/6/2013 4:16:28)

SA doesn't give extra rage like shields do




RageSoul -> RE: Hatchling Rush (12/6/2013 4:18:03)

@axell
What i meant is when they wore you down during SA , not after SA is gone .




axell5 -> RE: Hatchling Rush (12/6/2013 4:20:49)

since they do lower dmg they can't wear you down that much especially if you're a tank




RageSoul -> RE: Hatchling Rush (12/6/2013 4:26:14)

Only issue is .... only the Hunter classes have them :(




axell5 -> RE: Hatchling Rush (12/6/2013 4:28:44)

true, but the other classes can dish out real dmg while tanking while hunters can debuff their defences and attack with weapons




DarkDevil -> RE: Hatchling Rush (12/6/2013 6:43:22)

quote:

the counter to hatchling rush is high hp tank.


this is why it needs a nerf.
you need a build to counter a build but not a build to counter a core.
if a core need a build to be countered then this core is as strong as a whole build all by itself.
as it has already been mentioned enough nerf to take its power to 25-30% or reducing duration by a turn.




kosmo -> RE: Hatchling Rush (12/6/2013 8:53:14)

there is absolutly no counter IF you are able to use this core, all build that use an heal (even an high hp tank...lol) connot counter it if used correctly.




Ranloth -> RE: Hatchling Rush (12/6/2013 9:26:09)

quote:

you need a build to counter a build but not a build to counter a core

This.

It's a different case with Botanical Hazard, since we have 2 Poison skills as well and they work in the same way - and there are plenty of counters for Poison as well. Lowering the power would be the best way to go, since shorter duration only makes it more difficult to use. Around 25-30% power, would be good enough. It remains useful but not overpowered either, for its cost.
The core remains useful, 3 turns duration makes it effective if timed properly and it still can't be countered but isn't that strong to warrant an efficient counter for it - although, there is one, albeit partial and situational, which is Critical Heal.




Remorse -> RE: Hatchling Rush (12/6/2013 9:58:09)

In my opinion it should be weaker and shorter,

Lets face it this skill is vastly overpowered needs to be nerfed to the floor in a similar manner as the azreal cores.


Nerfing is not the answer I hear people say, well that would be the case if the devs didn't release THESE RIDICULOUSLY OVERPOWERED AND BROKEN CORES.


Don't worry they probably will nerf it to the ground, once they made enough money exploiting it seems....


Sorry just in a bad mood after trying to play 2v2 in this game versus this core and the Static BHs...




Mother1 -> RE: Hatchling Rush (12/6/2013 10:29:29)

@ remorse

If they do that it will be the what they did to massive strike core all over again. That promo got so many nerf direct and indirect it isn't even funny. Only thing that got more nerfs then that would be the infernal android which wasn't even tested correctly IIRC.




Remorse -> RE: Hatchling Rush (12/6/2013 10:37:55)

^
Just because something has a lot of nerfs doesn't make something balanced,


A lot of people tend to forget that.

So when something So incredibly unbalanced is released sometimes people expect only 1 nerf to be enough.
When to make the teriable idea to begin with actuly balanced sometimes it calls for it being completely changed or removed. *cough* Hatchling Rush *cough*



When viewing the power of something I think it is important to completely ignore how many times it was buffed or nerfed that is not relevant what is, is the power.




Mother1 -> RE: Hatchling Rush (12/6/2013 10:47:27)

@ remorse

Also nerfing something into the ground to the point where it is underpowered isn't balance either which is what it sounds like you were suggesting. Also I don't think the staff ever removed anything promo from the game completely (meaning taking it out of everyone's inventory) and refunded them their money for buying it.





Remorse -> RE: Hatchling Rush (12/6/2013 10:49:15)

@ Pemb
If the devs made a core that simply automatically made you win if you started.

Would people that ask for it to be nerfed be considered complaining?


Just because the devs release stuff obviously broken does not mean people should complain hypocritically about others players insisting nerfs.


@ Mother1


People tend to think that something is "to the ground" when it is no longer useful for ALMOST EVERY BUILD.


Something is balanced when in small niche builds it is useful,
If it can still have an effective use for certain small amount of builds then it is not underpowered.

As for the removal of things no they haven't, and it is also one of the same reasons this game is dying in my opinion.
They release broken stuff, they then realize it and nerf it, but the game mechanic ruining effects persist.










Exploding Penguin -> RE: Hatchling Rush (12/6/2013 20:33:29)

quote:

Counter to hatchling rush is shadow arts. Try it.


Too bad shadow arts is only available on two classes. A counter can't work if it isn't an available option for at least 5/6 classes, or at minimum 4/6. Supposedly hybrid armor would also work, but if only half of the classes have a viable counter then really the counter can't be addressed as a resolving solution.




ValkyrieKnight -> RE: Hatchling Rush (12/7/2013 16:08:41)

Why are people defending this core? Players need heal in order to turn the tide in their favor especially if they're fighting a glass cannon or go second/block etc, fact. If you're going to produce a core that does adequate damage that puts the kabosh on any healing skill and waste their mana if they try to is broken. Something has to go, either the damage it does to the opponent or reduce its healing suppressant to 20-30% 50 is too much.




Mother1 -> RE: Hatchling Rush (12/7/2013 17:29:49)

@ valkyrie

ever been in a situation where you are barely doing any damage, due to a super tank build, and by the time you finally get some decent damage they heal it away leaving them unharmed while the majority of your resources are gone?

Well this core is very helpful for that situation and since they overbuffed tanks while nerfing offense there needs to be something to combat tank build besides poison. This core as I said before was a stroke of genius IMO.




ffeeeee -> RE: Hatchling Rush (12/7/2013 18:08:14)

@Exploding Penguin
Both shadow arts and arn't good enough to be used in a regular battle, so it only good in these situations. It even more complements any class that smoke screen or malfunction.




Pemberton -> RE: Hatchling Rush (12/7/2013 21:29:59)

Only people complaining about hatchling rush are those who heal loop with tank defenses. aka bounty hunter class build copiers.
Honestly, this core is only good for those type of builds (copy builds) and it is useless against most pure offensive builds (rare builds).




GearzHeadz -> RE: Hatchling Rush (12/7/2013 21:49:06)

Or 2v2. And lots of tac mercs or techies loop heal far more then bounty hunter. BH mainly just use MoB. Its not really a loop, just a gain.




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