=ED= December 24th, 2013 - Legendary Patch Notes - 1.5.42 (Full Version)

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Mecha Mario -> =ED= December 24th, 2013 - Legendary Patch Notes - 1.5.42 (12/24/2013 19:37:34)

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[img]http://epicduel.artix.com/images/icon/Nightwraith_ED-DN_2011.jpg[/img]

December 24, 2013
Legendary Patch Notes - 1.5.42


NEW CHANGES / FEATURES
  • Maximum level has been increased to 40
  • Experience curve has been smoothed out and total experience required to reach maximum level has been reduced
  • New Legendary Mode
    • You may now gain experience beyond the level cap, granting Legendary ranks.
    • In a future release, Legendary ranks will grant you points to spend in new areas to further customize and strengthen your character
  • New 10k Varium Pack Blood Hawk Battlegear Bundle
    • 2 Blood Hawk Slayer swords
    • 2 Blood Hawk Battlegear mutating weapons
    • 2 Blood Hawk bots
  • Davarril, Elite Yeti and Black Abyss Spider have a chance to drop gems (Flawed, Normal, Imperfect) upon defeat
  • Daily mission chain battle requirements reduced -- easier to earn an Arcade Token
  • New icon-only display option for Achievements panel
  • Numerous interface changes to the stats panel to improve clarity and readability
  • Stats panel now shows the current player’s equipped gear
  • 6 new Artix-themed Arcade games with new items from various AE games
  • 30 Asgardian styles


BALANCE
  • All Health, Energy, Damage, Defense, and Resistance values have been multiplied by 10
    • This gives us much greater flexibility in future balance updates
    • Every stat point will now give noticeable improvements to your character
  • Removed damage ranges from all skills that used them (examples: Bunker Buster, Supercharge)
  • Static Grenade
    • Steals 30% of the energy drained, down from 50%
    • Energy drain now scales off Support instead of Technology
  • Plasma Bolt
    • Energy cost increased to 150 from 130
    • Stat scaling lowered to 2.5 damage every 1 Tech, down from 2.85
  • Berserker
    • Energy cost lowered to 240 from 270
  • Adrenaline
    • Rage gain increased by 10% at all levels


BUGFIXES
  • Fixed
    • 1. Click on your buddy list and select any buddy (does not have to be online)
    • 2. Click the home icon to view the buddy's homes. You must view the homes through the buddy list, and not by the home icon on the bottom of the screen
    • 3. Fortune City Efficiency is being sold to the left of your buddy's homes. Click the "Claim Home Free" button and a confirmation will show up saying "Are you sure you want to claim the Fortune City Efficiency for FREE?"
    • 4. Click "Claim Home" when this confirmation shows up and an error message appears: "unable to purchase home, please try again later!"
  • Fixed Botanical Borg Attack skill name was missing
  • Deposit button is visible while not banking
    • 1. Enter house
    • 2. Click on bank bot
    • 3. Click on "View Items"
    • 4. Exit bank bot but stay in house
    • 5. Click on inventory icon (bagpack)
    • 6. Instead of equipped items you see "Deposit Item" button

  • Arcade and Ultra-Rare Achievements were sometimes not displaying properly
  • Epic Stylist achievement could sometimes show the incorrect tier and progress
  • Typos
  • Wasteland War Points total showing incorrectly
Tags: Nightwraith
Previous thread deleted. Take time to format Patch Notes.




GearzHeadz -> RE: =ED= December 24th, 2013 - Legendary Patch Notes - 1.5.42 (12/24/2013 20:53:58)

Plasma Bolt- Needed that, damage was too strong for such a small cost.

Berserker- Needed to have a lower cost.
Adrenaline- Needed an improvement, hardly was ever being used.

Static Grenade- OVERNERF. Needed to either be put on support OR brought down to 30%. Not both.




ansh0 -> RE: =ED= December 24th, 2013 - Legendary Patch Notes - 1.5.42 (12/25/2013 1:29:06)

^Kidding me? Static grenade is ridiculously strong.




Mother1 -> RE: =ED= December 24th, 2013 - Legendary Patch Notes - 1.5.42 (12/25/2013 1:34:36)

@ Ansh0

it is suppose to be for both draining and gaining energy. As an energy drain you are right it is pretty decent. However, as an energy gainer it isn't that good anymore.




CN2025 -> RE: =ED= December 24th, 2013 - Legendary Patch Notes - 1.5.42 (12/25/2013 1:45:30)

please give us back 10% energy regain for static grenade

i lose to the abyss spider with my normal build that proves there is something wrong here since i have been playing for 3 years




Remorse -> RE: =ED= December 24th, 2013 - Legendary Patch Notes - 1.5.42 (12/25/2013 2:36:53)

BHs SHOULD NOT be given a strong gain,


What they should fix is the current issue with energy costs forcing classes with regains to be to strong and hence why they needed to give BHs one.

That is the problem that should be fixed and the terrible idea to give BHs a regain have massively reduced variety and balance, same with mercs.




Mother1 -> RE: =ED= December 24th, 2013 - Legendary Patch Notes - 1.5.42 (12/25/2013 2:40:59)

@ Remorse

originally Merc's didn't have a passive Energy or health gain where all the other classes had one or the other.

Players complained about this as well and the staff eventually gave them blood commander than static smash.




Remorse -> RE: =ED= December 24th, 2013 - Legendary Patch Notes - 1.5.42 (12/25/2013 2:48:18)

^ I know this and I disagree completely with the logic,


Giving classes the same version of abilities massively constricts variety.


If mercs needed a buff they should of looked to other areas that fit their once unique style.

And they should also reverse their energy regain buff and give them buff in more unique style.




ansh0 -> RE: =ED= December 24th, 2013 - Legendary Patch Notes - 1.5.42 (12/25/2013 2:51:42)

Indeed all classes don't need regen for HP and EP.

CH have no way to get HP besides FM.

BH should either have static grenade or mark of blood removed.




Remorse -> RE: =ED= December 24th, 2013 - Legendary Patch Notes - 1.5.42 (12/25/2013 2:55:31)

^ They need to first fix the high energy constraints at the moment as draining and regain skill are far to strong because of the high constraint energy has having to cost for skills AND cores.

If they increased the energy stat rate to 2 per stat point or perhaps create a whole new cost system for cores (eg. my stamina idea) then perhaps they can start reversing some of these terrible variety ruining ideas.

Though I see why they wanted to give BHs a regain in the current state energy is far too important though what they should of done is lowered it's importance rather then making all classes be able to gain it...




Mother1 -> RE: =ED= December 24th, 2013 - Legendary Patch Notes - 1.5.42 (12/25/2013 2:57:48)

@ Ansh0

Problem with this is that thanks to the staff making everything other than strike, aux, gun, robot, and energy gainers cost energy, those who had them had an overwealming advantage over those who didn't.

In their hope of adding more planning to the game they in turn added more issues as well.

But less say they did do this what would you suggest replacing the old move with?




ansh0 -> RE: =ED= December 24th, 2013 - Legendary Patch Notes - 1.5.42 (12/25/2013 2:58:33)

Bounty Hunters easily rule over any class in the game with a strong EP drain and HP regain WITH a debuff.
If anything remove shadow arts from CH and give them mark of blood.

Cyber Hunters are punching bags.

No HP regen.
Pathetic EP regen, unreliable too.
Useless skill(shadow arts)
Massacre is useless.


Did the devs or testers even bat an eye to class balance? I don't think so.




Pemberton -> RE: =ED= December 24th, 2013 - Legendary Patch Notes - 1.5.42 (12/25/2013 6:56:21)

The first step to balance and a better gaming experience would be to limit or delete class change ASAP. The thing is, balance is hard to achieve and perfect balance is probably impossible in this game, but when anyone can easily abuse balance issues, the gaming experience for most players suffer more because you have all these build copiers and class jumpers exploiting flawed game mechanics. IMO these kind of players just ruin the game for everyone else looking to just play and have fun. Of course class change and mutating weapons bring big income to the game, but that is for the expense of fair play and a pleasant gaming experience. This is a choice only the devs can make, money or customer satisfaction.




GearzHeadz -> RE: =ED= December 24th, 2013 - Legendary Patch Notes - 1.5.42 (12/25/2013 9:29:40)

@Ansh0
Surely you can't be considering taking away mark of blood from the BH class. That is usually in most BH builds the only thing that keeps that class together. BH doesn't have very strong skills to work with, so it needs the debuff and health gainer to survive. Most other builds without MoB won't survive long. As for the energy drainer, being a BH myself, I would be fine with the change to static grenade if tech mage didn't still have such great energy control over all other classes. In my eyes a good way to balance the tech mage energy dominion would be to make assimilation's effect blockable. Then in my eyes energy in most classes would all be fair.




Mother1 -> RE: =ED= December 24th, 2013 - Legendary Patch Notes - 1.5.42 (12/25/2013 9:35:29)

@ Gearzheadz

That would only work if the effect was based off of percents and not fixed numbers. That is why the effect can't be blocked since blocks deal with percents where as the effect doesn't.




Hun Kingq -> RE: =ED= December 24th, 2013 - Legendary Patch Notes - 1.5.42 (12/25/2013 10:22:05)

I tested Plasma Rain in 1vs1 and 2vs2 at max it takes too much energy for very little damage.

Now when you core skills they cost energy as well, why?

especially when some have no damage or have reduced damage when that core is used.

I went to the usual characters to retrain and the retraining option is not available are we now stuck with one build until we level up?




GearzHeadz -> RE: =ED= December 24th, 2013 - Legendary Patch Notes - 1.5.42 (12/25/2013 10:52:34)

No, you have to do it at the corner button upgrade shop. Plasma rain is fine, strongest of the multis.




Mother1 -> RE: =ED= December 24th, 2013 - Legendary Patch Notes - 1.5.42 (12/25/2013 11:06:13)

@ gearheadz

Hun Kingg is actually right. The multi's all of them are bugged as they cost way too much energy.

@ Hung Kingg

You must have been gone for a while if you don't know this. They made cores cost energy in the hopes to increase planning since they felt cores being free was too much of a game breaker.




Hun Kingq -> RE: =ED= December 24th, 2013 - Legendary Patch Notes - 1.5.42 (12/25/2013 12:19:39)

GearzHeadz, You are a Bounty Hunter as a Bounty Hunter can you test Plasma Rain? No, It is not fine in 2vs2 it costs over 600 points of energy and you don't even take away half of the opposing teams health and than you don't regain enough energy back as a Blood Mage to use it again, at max or even heal. With high tech builds and as players rank up to 40 making even higher tech builds they need to do something to Plasma Rain and Plasma Cannon so they are worth it with the high energy cost.

Mother 1, I have been extremely busy with things I can't mention due to the sensitivity of the jobs but last time I played was in November since Azrael's Will costs 200 Energy this Effect: An attack that does 85% of the initial damage and forces the target to strike you on their next turn, needs to change because costing 200 points of energy and only able to be used once and your damage is reduced same with Azrael's Torment costing 150 energy. If they going to cost that much energy than changes need to be made.




Mother1 -> RE: =ED= December 24th, 2013 - Legendary Patch Notes - 1.5.42 (12/25/2013 12:22:36)

@ Hun kingq

The energy parasite move for BM is also bugged sadly. They had a cap on the move before the last update that wasn't suppose to affect normal players, however after the update Mecha explained the bug came out afterwards. When the next update comes it should get fixed.




GearzHeadz -> RE: =ED= December 24th, 2013 - Legendary Patch Notes - 1.5.42 (12/25/2013 12:24:13)

It is essentially a stun. 200 energy points is fair. And you're right I am not a mage, so I can not test it. I can however read stats. It is the best scaling/damaging of the multis. Maybe there is a cost bug like Mother1 said. And can't even take away half the teams health? Most skills shouldn't be that powerful in the first place unless some serious stat abuse or a high level final.




Scyze -> RE: =ED= December 24th, 2013 - Legendary Patch Notes - 1.5.42 (12/25/2013 12:25:26)

Bounty Hunters are the Class you want to be, followed by Tech Mages. Someone made a very good Tech Mage build which is now getting copied and the original creator is a bit sad about this. I already knew his build would get copied and well... it has been copied.

Just look at the win ratios people are now getting. Bounty Hunters have good synergy and Mercenary don't.




GearzHeadz -> RE: =ED= December 24th, 2013 - Legendary Patch Notes - 1.5.42 (12/25/2013 12:27:52)

Make a str/dex build as a merc. It is very strong. The synergy is unbelievable. It goes with maul, double strike, berserker, static smash, side-arm, and blood commander is good with it.




Scyze -> RE: =ED= December 24th, 2013 - Legendary Patch Notes - 1.5.42 (12/25/2013 12:29:14)

I've quit.




Hun Kingq -> RE: =ED= December 24th, 2013 - Legendary Patch Notes - 1.5.42 (12/25/2013 13:38:25)

GearzHeadz, it is not a stun because if it was than they would not be able to inflict any damage, 200 points is high for a core skill that can only be used once with reduced damage as the other active core skills that can be used more than once and inflict decent amount of damage costs less energy to use.

At Level 10 the multis are not equal in potential damage for the amount of energy cost and the multi-shot actually is the best scaling of them all but for the amount of energy they cost now, it should be the 2nd most powerful skill in the skill tree not the weakest especially for the classes that don't have good energy return skills and that no weapon improves with dex that does not cost energy. With new changes higher energy costs with higher tech builds any energy based skill or equipment needs to retested and adjust the damage to complement the cost it takes to use. The multis should not totally destroy the other side but they should make a difference in battle where you have a winning chance especially when skills like massacre and Surgical Strike could basically kill you off.

Mother1, seems like more things are bugged in the Blood Mage than any other class they fix one bug another will pop up.

They need to take each class individual and test each skill and each skill combo against various builds of various classes in various modes to see if the damage complements energy cost, to see if the Ultimates are truly equal when in battle as well as comparable skills.




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