RE: mercenaries are OVERPOWERED too much (Full Version)

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Ranloth -> RE: mercenaries are OVERPOWERED too much (12/8/2013 8:00:39)

Passives are NOT coming back, and it's not up for discussion. Debuffs were weakened because slower HP scaling in Omega has made them a bit too efficient, especially after Res was put on par with Def (nerfed down), which has given it another indirect buff.

Each class must have Energy draining and returning skill - so Static Smash will stay. You still haven't stated [1] the issue with Mercenaries, [2] why other classes fall back, [3] why do you believe ___ should be changed (reasoning), and [4] how it should be changed.
Balance doesn't work on complaint basis, but on constructive feedback. If you expect something to get changed, but don't even explain what, why and how - it won't get changed!




riddick951 -> RE: mercenaries are OVERPOWERED too much (12/8/2013 8:07:19)

than i tell u numbers, i had a useful build for my tech mage which is based on plasma, super charge, assimilation and energy convert and with the first mage weakening update my plasma got weakened by 20 dmg point after that my energy convert gone too and that battery was good until the maker reduce the energy gain by 13-15 and finaly u give energy steal ability the other classes and the tech mages became useless, so there is not balance in this game there are 2 classes only now




DarkDevil -> RE: mercenaries are OVERPOWERED too much (12/8/2013 8:17:49)

the main nerf that happened to plasma bolt was because it was OP , if you want to play with OP stuff then play another game.

battery got reduced to be on par with other skills.

other classes have energy steal as does mage this is now a primary part of game for every class to have a way to gain and drain energy.

there is no doupt the most used classes are only two because mods are using the "nerf logic" as we could all see that when most classes needed buffs they instead nerfed others down in the last update.

edit: trans , i remember sometime maybe in delta where it could reach 85 but not sure tho.




Ranloth -> RE: mercenaries are OVERPOWERED too much (12/8/2013 8:18:08)

Plasma Bolt has never taken 20 damage nerf. Back in Delta, it had its base damage buffed by either +8 or +9 damage. Then it had its cost reduced to 29 EP (from 33), but got bumped to 31 EP few months later. In Omega, it has taken a nerf - from Tech/4 to Tech/4.5, thus resulting in loss of 5-7 damage for high-end Casters.

Battery was nerfed from +45 EP to +38 EP (IIRC), for Lvl 36 players. It hasn't gone down by 13-15 points, at all. There was a typo which said it returns +49 EP at Level 10, but it returned +45 instead.

You're forgetting Assimilation buff. Not only it used to drain 12 EP at most, and return 6 EP, it got buffed to return 100% EP drained and then nerfed to 50% - but buffed drain instead. Furthermore, it was made unblockable and given Strength scaling - albeit slow - which made it quite a big buff. Current Lvl 1 Assimilation with base Strength is roughly equal to Lvl 10 Assimilation prior to the buff!

Can you provide some real numbers? Never in the history of ED, it has taken that kind of a nerf - so it's false information that you've posted. Super Charge as well - only change was from improving with Dex to improving with Tech.




riddick951 -> RE: mercenaries are OVERPOWERED too much (12/9/2013 8:59:16)

i based on plasma and it was weaken by 20 when i log in after the update




Ranloth -> RE: mercenaries are OVERPOWERED too much (12/9/2013 10:15:44)

No, you didn't base it on anything but made up numbers. It has never been nerfed by 20 damage, and there are multiple change logs which show it's received one damage buff, one damage nerf, one Energy cost decrease and one Energy cost increase.




Virtual Earthquake -> RE: mercenaries are OVERPOWERED too much (12/9/2013 21:55:28)

First off, Mercs do not have a better crit chance. All the classes have the same chance (depending on the amount of support)
Also, if you're just going to complain about Sup/Poison Mercs, those are almost always Tact Mercs, and it's their only viable build due to Passive to Active change.
The original Merc class is usually either Strenght or 5 Focus, I should know because I was a Mercenary.
Just because you continuously lose to the infamous Poison/Sup/Artillery Tact. Merc build does not make them OP, that is their only viable class that fairly works, so if anything they are Underpowered.
You don't get to ruin a class just because you don't have enough strategy to beat the said build, I suggest you get creative and think outside the box. Or quit.
Furthermore, you have not provided anything the Devs should do or any suggestions, so you should think twice about making a thread like this without any evidence.
Anyway, Mercs are definitely not OP due to BH's new Static Grenade, and TM's are definitely not useless, I am a Tech Mage and I have a really good caster build that works great.
Also, Plasma Bolt was never nerfed by 20 damage, it still works fine, no clue what you're talking about.
I suggest you just stop trying to argue your point since your argument doesn't make any sense.
Get a better understanding of the game before posting something like this son.




riddick951 -> RE: mercenaries are OVERPOWERED too much (12/10/2013 10:12:22)

plasma not nerfed by an exact number, it depends on how much tech u have, and i had 120 tech on basic " the bonus tech from equipment because i add almost all my points to it and after that i made a new build based on convert, assimilation and dexterity but thanks for the critical attacks the high defense was nothing and now i can't even retrain to get a better build, so shut up and thanks to ur "balance" i need to find a good game and i was so naive for thinking this game is good




Ranloth -> RE: mercenaries are OVERPOWERED too much (12/10/2013 10:19:38)

Yes. It depends on your Tech. I'll use 3 examples, 50 Tech, 100 Tech and 150 Tech. The change was from Tech/4 to Tech/4.5

50 Tech:
50 / 4 = +12.5
50 / 4.5 = +11.11

100 Tech:
100 / 4 = +20
100 / 4.5 = +22.22

150 Tech:
150 / 4 = +37.5
150 / 4.5 = +33.33

You were saying, with the different Tech values?

Also, Crits have been nerfed a lot recently. Used to ignore 50% of your defenses, now it's 25%. Furthermore, the bonus damage it used to grant has been lowered from +9 to +5, IIRC, so that will be the minimum boost in damage it will have. Lastly, Nanosteel Armor core lowers crits' effectiveness, for up to 17%. Example? 35 Res -> 75% = 26 Res (leftover defense), 17% = 29 (leftover defense) --- measely 6-9 defense ignored, with this example. Not much above the minimum damage boost granted by crits.

Next time, do use some factual data to back up your claims.




Hellion Storm -> RE: mercenaries are OVERPOWERED too much (12/10/2013 12:02:50)

Actually, the crit ignore was 45% and now its 30%.Nanosteel drops that to 22%,which is why I love nanosteel.




Ranloth -> RE: mercenaries are OVERPOWERED too much (12/10/2013 12:14:37)

Oh, so it is. Thanks for the correction. ^^ But the point still stands.




Teserve -> RE: mercenaries are OVERPOWERED too much (12/10/2013 15:40:26)

Wasn't it +10 not +9?




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