Complete Energy Skills Revision (Full Version)

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Stabilis -> Complete Energy Skills Revision (12/31/2013 11:36:40)

Hello. This is discussing all of the energy skills and what is happening with them. As you will know if you have played EpicDuel recently, most if not all players who are dueling are using an energy skill or two. Why is that? I have some reasons to suggest why. Energy is the second most important stat under health. Energy allows players to use any one of their skills in their skill tree, while health determines who wins the battle. A single skill can turn the battle around in favour, like a max level Surgical Strike that removes half of a target's rage and say, damages for 500 health while healing for 100 health. Well, what does this have to do with energy skills? For the most part, energy skills have no cost to them besides taking up a turn (this excludes EMP Grenade and Atom Smasher). Energy skills are a reliable source for restoring one's own energy, or reducing an opponent's. These skills are such large enablers of controlling energy, that the energy stat itself is less prioritized and so forgotten. So why have enough energy to use 5 skills when you can just have a skill that replenishes lost energy? This is where we verge again onto the territory of necessary skills. Remember passive skills? Yes, much like passive skills, these energy skills are "must-haves" just to function in an ordinary battle. Maybe it is the lack of a cost on energy skills, or maybe it is because energy the stat is worth less per stat point than other stats. Whatever the reason is, these energy skills are as necessary to have as the old passive skills, and that means skill points are practically lost just to have them. Well, here are some actions that can be taken to help:

  • OPTION 1: Add an energy cost to all skills.

    While this does not make energy skills less reliable unless they cannot be used, there is no reason for players not to use energy skills as often as they do now. Skills that restore energy will be just as needed if not more with a higher metabolism.

  • OPTION 2: Make the energy stat worth having.

    This option may not help to lessen the need of energy skills, but it can help to back players with energy as opposed to using a skill to restore it as often. What this option demands is that the energy stat receives a "buff", an upgrade of sorts. This can be a change to its progression.

  • OPTION 3: Massive overhaul.

    This option completely removes the need for energy skills while allowing the energy stat some leverage, but the change is quite drastic. First, all energy skills are deleted. Now energy skills are not necessary anymore. Secondly, the energy stat is "buffed". 10% (random number) of the player's max energy is restored on each turn. Now, investing in energy means that more energy is gained. New skills can be added in place of these energy skills.


Which option works? Which option is flawed?

What can we do to make energy skills less necessary to have?




Ranloth -> RE: Complete Energy Skills Revision (12/31/2013 11:44:30)

#1 Seems too drastic, and could end up doing more harm than good. A lot of things would have to be revamped, for better and for worse, thus ending up in plenty of abuse if "thought out" well.
#2 Perfect. I'm pretty sure you've seen my thread, regarding this very same topic, and I've thought of this type of change as well. It's simple and could work just fine.
#3 Again, drastic but works! I'd say #2 could do as a short-term solution, whilst #3 as long-term solution. Not mentioning, the concept is a bit more fun in this case and fair towards everyone. Of course, if statted properly and made interesting.




DarkDevil -> RE: Complete Energy Skills Revision (12/31/2013 11:51:57)

actually #3 is far from working because some builds need to be counterable as supp merc or dex mage.

#1 doesn't make sense that you need energy to regain energy.


#2 could happen if you reduce energy regainers (or the only ones that're still working which are battery and static smash) so builds will have to invest more in energy and maybe increase energy back to 2 per point.




Stabilis -> RE: Complete Energy Skills Revision (12/31/2013 12:11:15)

quote:

actually #3 is far from working because some builds need to be counterable as supp merc or dex mage.


As opposed to a Smokescreen Bounty Hunter or Poison Grenade Tactical Mercenary?




DanniiBoiixD -> RE: Complete Energy Skills Revision (12/31/2013 16:30:45)

I am liking #3. Then we can focus on making each class unique.




DarkDevil -> RE: Complete Energy Skills Revision (12/31/2013 16:54:11)

smokescreen and poison grenade have a lower relative cost (280-310) , while a dex mage needs 700 energy and a supp merc needs 400.
a dex mage can output tons of damage using overload and multi , by high i mean 750+ damage each.
a supp merc danger lies in their high ability to crict doing 500+ actual damage on each hit.
having energy drainers on other classes balance them.




Teserve -> RE: Complete Energy Skills Revision (12/31/2013 19:54:18)

For option #1, Remose suggested something similar to this in his thread about "Stamina"

In regards to #2, Remorse was talking about changing the scaling to 2 EP/pt.

I do think #3 is a solution though!




xxxromanxxx4 -> RE: Complete Energy Skills Revision (1/1/2014 20:37:52)

I have a few ideas....

1.
Why don't you make the starting amount of energy for each class around 400 ish. This would mean that in order to use a good combination of skills they would have to invest in a bit of energy.

2.
alternatively you could make it so that all energy regain skills refer to your maximum energy in the regain equations.

3.
make energy replenish by 3-4% of maximum per turn for all classes as an added benefit.




Remorse -> RE: Complete Energy Skills Revision (1/2/2014 23:41:00)

TBH I think removing energy skills all together is far to drastic and will make certain builds dominate.

I believe in giving everything a cost will be suffecient enough to make the skills less of a nessisty.
And I also think making energy more worthwhile to invest in is a good idea.

I have thought about this for a long time and I still think a second type of cost system such as stamina is the best way to go.




GearzHeadz -> RE: Complete Energy Skills Revision (1/2/2014 23:43:06)

I've been thinking of the stamina system as well, and what if it was like a bar that went under your rage bar? That way its only in battle.




Remorse -> RE: Complete Energy Skills Revision (1/2/2014 23:49:43)

^I like that idea gearz.

Though it means you won't be able to see the opponents specific amount. But that is not too much of an issue.
Best to discuss that in the suggestion post gears so we don't go off topic too much from depressed's post.




Scyze -> RE: Complete Energy Skills Revision (1/3/2014 8:08:56)

I have suggested that certain Skills have HP as the cost. Skills requiring 0 EP should have HP as the cost since you can just keep on using them.




GearzHeadz -> RE: Complete Energy Skills Revision (1/3/2014 11:58:13)

I would be okay with that actually. Much like the way blood shield works.




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