Skills to add to every class: Cleanse, Energy Surge, and Energy Zap (Full Version)

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edwardvulture -> Skills to add to every class: Cleanse, Energy Surge, and Energy Zap (12/22/2013 7:39:02)

1.Cleanse: 65% from the assault bot (now affects debuffs like hatchling rush and poison)
Change to assault bot:buff % to 80
Warm up:0
Cooldown:5
Energy Cost: 0?
2. Energy Surge:same thing as battery back up
-could scale slowly with support
Energy Cost:0
3. Energy Zap:Same thing as atom smash except it cannot be blocked
-could scale on strength
Energy Cost:0
These skills could either be added to the 5th tier of the skill tree or randomly allocated. Or try a completely new alternative: make them like cores but can be used multiple times every battle.

Side Topics:
1.Gun and Aux damage from tech and support (damage comes from tech more than support)
From a logical perspective, this makes a lot more sense.
From a balance perspective, it might make things better.
Deflections could come from tech and support.
This would counter act the strength/dex combo in striking builds where there are 0 energy left in battle.
Also, strength could be buffed by allowing skills that "improve" with it by having percentages to go up on the weapons part of it.
2.Incentive to invest in energy:
-Have skills based on energy cap
ex. Surgical strike increasing with both Technology and Energy.
-Add Parry: reduces damage by 30% scales, on energy cap
-Also dex could be put in here to if too much of this makes it seem like a bad stat to invest in

These are just some ideas I've come up with, it would address energy flow, hatching rush especially when poison is applied, how support is too weak when energy goes to 0, strength+dex builds vs. support+tech builds. If done right, this could improve balance by a lot.

Discuss and add to it or put your own ideas out there...I'll be editing this if I see someone else can improve it somehow.




Mother1 -> RE: Gun+Aux damage to Tech/Support? (12/22/2013 10:43:13)

Deflections were once on support however they moved it to tech because support was overpowered with it. Doing so again would overpower those support builds as well as buff those strength support builds.

Their weakness is that they have low defenses and have low deflection and block chance. giving support deflections once again would remove one of their weaknesses, and would buff strength support builds which don't need that kind of buff as well as support builds.

All this would be doing is transferring one build some people have problems with to another.




Remorse -> RE: Gun+Aux damage to Tech/Support? (12/22/2013 11:01:33)

I personally think gun damage should improve with dexterity,

As that is the most logical and perhaps the most balancing.


Since tech improves robots and res as well as deflections.

It fair if dex got guns and blocks and defense.


However STR would then become very minimal which is why STR should get two new factors added to it, one is reduce stun chance, and the other is reduce amount blocked.

EG. say someone with low STR gets blocked their attack does 5% damage were as say someone with high STR gets blocked they deal say 30% damage.








edwardvulture -> RE: Gun+Aux damage to Tech/Support? (12/22/2013 14:29:48)

That might make strength+dex OP because of strikes and if you put the deflection core on the gun.


I've edited the thread




Midnightsoul -> RE: Gun+Aux damage to Tech/Support? (12/22/2013 17:54:46)

I think what Remorse is saying is this...


Dex: Block Rate

Str: Block Amount




Nexus... -> RE: Gun+Aux damage to Tech/Support? (12/22/2013 19:43:35)

Here is why I disagree with putting the same skills on all classes:

This would be standardizing unique skills that each class should have, and making it so every class has the same one. This pretty much makes it so that everyone has a simple counter to everything. Kind of like the paradoxal issue you saw with static grenade vs battery backup. Use the energy steal, they regain energy; use energy regain, they steal energy. They pretty much cancel eachother, and provide a disadvantage to the person who uses one first, begging the question 'whats the point'? As far as a cleanse skill goes in regards to hatchling rush, I think putting it on assault bot is enough, but I think maybe assault bot should reverse the effect instead of getting rid of it, because wasting a turn so you can get back 100% of your heal is pretty much the same thing as healing for 50%. Or just nerf the thing, and be done with it (best solution).


Prophet




edwardvulture -> RE: Gun+Aux damage to Tech/Support? (12/22/2013 21:07:46)

What unique skills? Every class has heal, bm+tm shares plasma rain, overload, supercharge, and bludgeon. bh and bm has mark of blood, energy shield, reflex boost etc.
I've heard about the devs wanting to make skill trees completely unique. Doesn't seem that will happen for quite a while.

What if you just give them different names and have it scale with base energy?
Idk but I think every class should have an independent energy regen(that does not affect) and a skill that takes energy without needing your specialized weapon.
If everyone had a counter, wouldn't that make this game balanced?





Nexus... -> RE: Gun+Aux damage to Tech/Support? (12/22/2013 22:31:51)

quote:

What unique skills? Every class has heal, bm+tm shares plasma rain, overload, supercharge, and bludgeon. bh and bm has mark of blood, energy shield, reflex boost etc.
I've heard about the devs wanting to make skill trees completely unique. Doesn't seem that will happen for quite a while.

What if you just give them different names and have it scale with base energy?
Idk but I think every class should have an independent energy regen(that does not affect) and a skill that takes energy without needing your specialized weapon.
If everyone had a counter, wouldn't that make this game balanced?


I see your point, but even with skills that appear in multiple tree's, those are just 2 tree's of 6 (aside Field Medic which has been a shared skill 4ever). If all 6 classes shared the same energy regain/steal, there would be no variety at all. I think the key here is to give every class a unique energy regain/steal with unique upsides and downside, so each class can have a different approach to the idea of energy regain/steal. Standardizing the process might seem to 'balance' everything out, but in reality I think it just makes it so everyone has the same tool to counter everyone, presenting an unfair disadvantage to the first person who needs to use either an energy regain or steal (because the enemy can just counter their move the next turn).


Prophet




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