RE: EpicDuel classes and roles (Full Version)

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DarkDevil -> RE: EpicDuel classes and roles (1/1/2014 6:18:40)

ofc there has to be some bounds , as i won't like someone having both static smash and battery.

talking of variety prospective i think the best option is to add an old suggesstion called traits , where every class has a unique passive that doesn't progress.

but even having 1 class to rule them all would be unlike this game was about from beta.
we need to remove any shared skills as a start , and give classes real advantages like when comparing bounty to merc in gamma you was against armor to regenration and damage to armor penetration , both which worked well.

on the other hand there is none working on balance or mechanism in this game , as most or all staff are artists.
so the idea of making the game balanced or increasing diversity will be impossible.




Cyber Dream -> RE: EpicDuel classes and roles (1/1/2014 11:02:24)

I agree, any shared skills should be removed. (excluding heal) This would give classes their own advantages. Each class shouldn't have a way to counter another class moves but instead have a way to recover from them. In my opinion, each class should have all their skills replaced or revised to bring in strategy.




Mysterion. -> RE: EpicDuel classes and roles (1/2/2014 3:58:45)

quote:

I am no ED expert. But from what I gather, Tech Mage is the best on energy mastery. So it can last long in a fight with skills.

Lol, you have no idea.

I was fighting a 2vs2 with 4 tlms all of lvl 36, with nearly all the same builds.
Took us 35 rounds to win. xD

It was an unbelievably long battle, but it surely was a hell lot of fun. xD




Therril Oreb -> RE: EpicDuel classes and roles (1/2/2014 8:52:04)

@Cyber: Even the heal could be removed for some classes but implemented in different ways.
BH obviously should have a lifesteal skill. A merc makes sense he has healing kits. TM however could rely on energy en shielding rather then on healing.
BM could have either a lifesteal or a healing kit. CH and TLM I'm very unfamiliar with so I have little idea how that would go.

The fact every class has a healing skill but that a few classes (merc and BM for example) have no energy gainer plays a part as in why these classes are less popular.
But rather then just throwing a way to gain energy to both those classes, all other classes could do with a complete make over.

I haven't seen much talk about stats yet either. How do you think stats would/can act differently on classes?
Or should it just be the same for every class?




DarkDevil -> RE: EpicDuel classes and roles (1/2/2014 9:23:37)

i think stats should stay the same , this will keep some variety in the class itself , orelse each class will only have 1 build.




JDM -> RE: EpicDuel classes and roles (1/2/2014 9:35:35)

@Mother1
quote:

Each class IMO when I started has something they were good at, and had something they lacked. For example

Tech mage where the best at spells and range skills with good energy gain where they lack on the melee department and tanking skills.
Bounty hunter was the opposite of TM having good melee and health gain while lacking in range skills and energy gain.

However while each class had something they were originally good at an lacked in that was what made the game diverse.

However thanks to complainers who wanted their class to have everything another class had (EXP Blood mage getting an energy drainer/gainer, Bounty hunter having energy gain etc) the classes lost their uniqueness and are now almost 100% carbon copies of one another which make having certain things pointless now.

We might as well just scrap the 6 classes, and make that custom skill tree idea come through because thanks to all the complainers and the staff giving those players what they want I can't see the difference between one class from another.


I agree with this sooo much! I almost see no point in changing classes now because of how much the classes have changed. And to be honest, i think i liked delta more despite the enhancement issues just because of the sheer fact that everything was more diverse and it felt rewarding killing someone. It just doesn't feel the same anymore.. And also, because i never turned to varium during this phase it was always challenging fighting someone who did. The challenging nature and patience with this phase definitely motivated me into playing more.. (Beta was probably in fact the best phase though in my opinion..)

I remember i literally had like all the free enhancements i could buy for all my stuff which definitely took awhile but it was motivating to me because it felt awesome knowing i was getting that much closer to being able to beat varium players easier. I also had to really plan my builds out carefully otherwise i'd be screwed because credits were quite harder to achieve as a free player. Eventually, i found the perfect build for me and worked at improving it anyway i could. And whenever i'd win against one of the leaderboard players with full varium that was always a really awwesoome feeling. xD

I did like Omega once very much actually, but that was before they started doing all these class balance changes. In my opinion, Omega was the most fun when it first came out, classes still at least had some diversity..

I think with the change they did to the passives making them activation skills probably had one of the biggest impacts of diversity, because in my perspective the passives were sort of one of the biggest things that set the classes apart. Tech Mage had reroute which aided them in energy gain as well as deadly shot which was something that was nice to have for a strength build, Bounty Hunter had shadow arts and bloodlust which aided you in better survival because of all the blocking capabilities and health regains. Then there were Mercenaries which had adrenaline and hybrid armor. Adrenaline helped if you wanted to break thru an opponent simply by adding gains to your rage bar passively, and hybrid armor allowed you to make room for a tanking build. (Which made them perfect for juggernaut. And ay, whatever happened to juggernaut anyways? It seems broken now..)

The passives kind of set apart each class from another yet still allowed enough energy for room for other skills to be used in battle thus contributing into diversity..

Also, heres another thing, i remember when they first released the other 3 classes, each evolved class essentially had what the original 3 classes lacked.. But we've kind of steered away from that by trying to make every class the same..

I wish they didnt have to do all these changes.. I never ever saw the game to be broken to begin with. I never complained. (Except maybe during the time when Epicduel was very noticeably a pay to win type of game..)




GearzHeadz -> RE: EpicDuel classes and roles (1/2/2014 11:11:53)

I completely agree with the above post, which is why I highly recommend the bring something similar back, like Class passives




Therril Oreb -> RE: EpicDuel classes and roles (1/2/2014 11:45:41)

Well JDM, maybe we can work on ideas on how you would set every class apart again[;)]

I am not against passives, but they shouldn't be the only thing that sets a class apart.

I never experienced Delta or Beta, so I honestly can't speak for those who did. However, I wouldn't aim for turning things back to previous stages but rather move forward.
Incorporate both passives and actives would perhaps be for the best.

But the tricky part is to make passives worthwhile without making them the only thing that you have to pick because then everyone would do this anyway.




dfo99 -> RE: EpicDuel classes and roles (1/2/2014 12:21:17)

the suggestion of made all skills of classes diferent except the heal is great.




ShadowWraith -> RE: EpicDuel classes and roles (1/2/2014 15:51:39)

In order to balance custom classes there's going to be Tiers for Skills. For example, if I took a basic TM skill tree, I couldn't replace Heal with Surgical Strike. I could replace it with Cheap Shot however. If we don't tier lock skills the custom class idea is doomed.




Stabilis -> RE: EpicDuel classes and roles (1/2/2014 15:57:40)

^

Why would it be doomed?




One Winged Angel1357 -> RE: EpicDuel classes and roles (1/2/2014 17:11:04)

@Void some skills are tiered because of their power forcing you to put down more skill points, possibly into useless skills, to use that skill. For me Fire Scythe or whatever it is called is a great skill for STR builds because it is unblockable and ignores defense but to get to that skill I have to go through the then useless skills of overload and plasma rain.

If you don't correctly tier a skill tree you can create a line of incredibly synergy allowing people to waste no skill points and further improve their wanted skills




Stabilis -> RE: EpicDuel classes and roles (1/2/2014 17:15:59)

Hehe, I do not even waste skill points today. Tiers would have an effect on me if I was required to max out certain skills, but as it stands, I only lack skill points because of my level. [:D]




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