My Feedback About this Balance Update (Full Version)

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Midnightsoul -> My Feedback About this Balance Update (12/21/2013 21:43:01)

Hey guys, I'm back for more feedback, especially because this is a big balance change.

First of all, I absolutely love the idea and I think it's great. I played for a little bit and it WORKS. The game definitely should stick with this concept.

Some basic changes need to be made though. The problems are stated below.



Energy Parasite: Ok, so some of you might notice that the skill is taking a lot lower than it's supposed to be. This is because it has a limit to drain up from a energy pool of 150. This means that even if I have 1000 energy, Energy Parasite will only work as if I had 150 energy.
This limit needs to be removed.
I also think this move does not need a reduced strike. I think it should hit 100% damage. Compared to Smokescreen and Malfunction, Energy Parasite looks like a setback since it doesn't do 100% and can put a Blood Mage at an offensive disadvantage quite often.


Hybrid Armor: This move can be a big waste at times because when one tries to shield a weakened defense, it's not as effective and the other defense is pointlessly buffed.
I suggest making it work like the Assault Bot Special where it can remove the debuff, but I want it up to around 120% at max so it can completely block a debuff and take account for the turn sacrificed to use the move. By making this change, Mercenaries have a chance to to be more efficient.


Fire Scythe: Please put an active version of Deadly Aim back. This move is sooo pointless since there is Bludgeon. I think it should be like...

...Use your gun to with a % that increases your gun damage and ignores deflection (unaffected by gun cooldown, depends on gun damage, deflectable, and costs energy).


Berserker: Lower its energy cost a bit.


Massacre: Slightly increase its damage. 10-15% sounds reasonable...or let it ignore defense. One of the two....


EMP Grenade: Make it more effective...or reduce its cost even more??? Idk. It's kind of weak since there's Static Grenade now.

You see, the problem is that a Bounty Hunter and Merc can regen and drain energy in one turn. CH's and TM's have to do it in two turns which is not efficient and unfair.


Static Charge: At times, it gives a lot, at times, it doesn't. Honestly, I think the energy it grants needs to be more stable and consistent. I believe letting it work like Mark of Blood is good.....or at least make it grant more than Atom Smash.
In my viewpoint, just letting its energy regen partially ignore defense (30-50%) is what I want...some might disagree, but I think making a reduced version of the overpowered CH (that was able to ignore all defense in energy regen) will give CH a chance for a variety of moves.


Battery Backup: Bring its cooldown to 2, but reduce its energy grant by about 20 points. What this will do is give TMs more chances to regen energy instead of having to wait so long, but also have to think tactically since they now to have to sacrifice turns.













DarkDevil -> RE: My Feedback About this Balance Update (12/22/2013 0:09:56)

quote:

I think it should hit 100% damage. Compared to Smokescreen and Malfunction,

it is like this to stop str abuse but i guess pulling it up to 85% will be enough.
smoke and malf are like intimidate not parasite you got the wrong comparison.

hybrid armor can't be done because 1 should not counter all , making ALL debuffs useless.

lastly a skill should not need a sidearm as its just an OP replication of bludegon , remember that this skill will snyrgy with malf rendering it very weak to use.

about masacre staff used up the wristclaws buff to make it snyrgy with smoke , i think armor penetration will be good so it will be usefull aside from smoke.

about battery , i doupt mages will like its effect being reduced for the sake of lower cd since it already needs a turn , it doesn't need a nerf or buff , being countered is a natural side effect.




Exploding Penguin -> RE: My Feedback About this Balance Update (12/22/2013 16:36:39)

quote:

ire Scythe: Please put an active version of Deadly Aim back. This move is sooo pointless since there is Bludgeon.


Why not make bludgeon have its damage increase calculated AFTER defense and damage have been already considered? Meaning that the more damage I do the higher damage boost from the percentage. This would make bludgeon more effective against less tanky opponents, and fire scythe the opposite of bludgeon.




Midnightsoul -> RE: My Feedback About this Balance Update (12/22/2013 17:50:17)

Bludgeon would be more weak then




kittycat -> RE: My Feedback About this Balance Update (12/22/2013 23:40:59)

Here is my proposal for the skills:

Mark of Blood: Unblockable while initiating the effect, raise EP cost by 2.

Plasma Bolt/Plasma Cannon: Damage increase by 30 to make investment worthwhile.
..
Static Grenade: Increase Regeneration % to 40%

Bludgeon: Receives additional damage from opponent's defense and strength, raise cost to 15 EP at Level 1.

Double Strike: Provide a 10% chance to do an extra 50% damage.
.
Energy Parasite: Eliminate 150 EP Barrier, shift from draining based on current energy to maximum energy

Battery Backup: Half of the mana regenerated should be safe for one round.






ROOPJEET SINGH -> RE: My Feedback About this Balance Update (12/23/2013 4:40:06)

[code][/code]Mercenaries are very bad there best thind hybrid armor is now of no use i cant found where to spend skill points mercs are only based on there club rush skill is bad static charge is not help full hybrid is same worst berserk talks lot of energy




kittycat -> RE: My Feedback About this Balance Update (12/23/2013 23:36:34)

Well Mercenaries could have Blood Commander not only grant lifesteal but also gain energy when hit.




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