Changes to Spiderlings (Full Version)

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ED Divine Darkness -> Changes to Spiderlings (12/23/2013 14:03:35)

I have this core, and I myself agree it is too overpowering on str builds.
Here is my idea to fix it:

it reduces heals to 25% but generate cleanses the effect off.




Predator9657 -> RE: Changes to Spiderlings (12/23/2013 15:38:10)

How about reduce the duration to 2 turns?




ED Divine Darkness -> RE: Changes to Spiderlings (12/23/2013 17:05:04)

actually, no nerf needed. I FOUND THE COUNTER! caster with high hp, or just shield first turn so they cant damage you. perfect :D.




ValkyrieKnight -> RE: Changes to Spiderlings (12/23/2013 17:07:53)

@ Divine

Wrong way, never use the "If you use this build" argument. Players should not be forced to use 1 build just because something that is too strong is being overused. I've been in countless 2v2s where I was the only one NOT using the Abyss sword.




ED Divine Darkness -> RE: Changes to Spiderlings (12/23/2013 17:09:38)

haha? OP? im using a focus build, and still dont get beat by it. and my friend is using uber tank, and he doesnt have trouble with them. High hp str build? dont even mention it. 3 builds ive showed. none are weak to it. if you want, i can even pm you the builds.




Mother1 -> RE: Changes to Spiderlings (12/23/2013 17:18:02)

@ Valkyrie

and at the same time, if every build is able to counter something effortlessly then that makes the item under powered as well.




Remorse -> RE: Changes to Spiderlings (12/23/2013 20:24:19)

^ NO it doesn't,


Is something is powerful then MANY things should be able to counter it.


Just because heaps of things can counter it doesn't mean it won't have a use.


Timing is everything even if your opponent had multiple counter their is always a perfect strategy you can do to successfully use what you want without being effected by the counters.




Mother1 -> RE: Changes to Spiderlings (12/23/2013 21:20:15)

@ Remorse

There is a difference between having many counters something, and having everything counter something.

When something is introduced to the game, counters to said items are already within the game it is just up to the masses to find said counters.




GearzHeadz -> RE: Changes to Spiderlings (12/24/2013 1:47:49)

If anything, the main problem I see is its damage. An ability this strong with that much damage?




ValkyrieKnight -> RE: Changes to Spiderlings (12/24/2013 3:53:01)

I regret to say that since I've obtained hatchling, my win rate has skyrocketed, I can tackle heal looping TMs and BHs now. More luck based on TM, they block too much.




edwardvulture -> RE: Changes to Spiderlings (12/24/2013 3:59:31)

^Like when I fought you lol.




ED Divine Darkness -> RE: Changes to Spiderlings (12/24/2013 5:48:36)

make it initial damage 70% if that's the problem. the thing is, i have this core but when i had frost It was more useful. most str bhs im seeing now are using frost. nonetheless, everything has a counter right now. for spiders it is high hp str builds, high hp tanks and normal supertanks.

another idea is to not make it effect generate.




Steel Slayer -> RE: Changes to Spiderlings (12/24/2013 7:44:36)

Make it do 85% like most other effect-applying skills/cores, and nerf the effect to 30% or 40%, then it's useful without being OP.




edwardvulture -> RE: Changes to Spiderlings (12/26/2013 3:12:42)

What if you make kt less effective by 25% if you put a shield on yourself.




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