What do you want in this Upcoming Friday (Full Version)

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FrostWolv -> What do you want in this Upcoming Friday (1/4/2014 21:56:04)

Tell what things that you want DEVs to look into this upcoming Friday without more than 2 balance suggestion for each class

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Here is mine:


Class: Bounty Hunter

New Static Grenade: Previously static grenade was bit OP and now its lame. But with the current SG, one cant go for more than couple of builds (5-f and str build).

Suggestion:

Lower the drain to 30% of current numbers and increase the energy return to 125% of current drain .... which improves with support.

Example energy drained 20 .... energy return will be 25.

This will even make this skill unique than others


Class: Tech Mage

Only thing that making this class OP is assimilation and its synergy.

Suggestion:

Replace it with something new.


Class: Mercenary

Well balanced class that shines very well in 2v2 according to me. But Adrenaline rush isnt used at all

Suggestion:-

Rework on Adrenaline rush. Instead of granting rage faster, give it a skill which will make the user rage immune for 3 or 4 turns on use and grants low energy at higher levels of that skill.

Skill: Adrenaline Rush
Requirement : 20 support (at level 1)
improves with: None

Skill Progression:

Costs 36 energy at level 1
Costs 33 energy at level 2
Costs 30 energy at level 3
Costs 27 energy at level 4
Costs 24 energy at level 5
Costs 21 energy at level 6
Costs 18 energy at level 7
Costs 17 energy at level 8
Costs 16 energy at level 9
Costs 15 energy at level 10

Class: Cyber Hunter

Rework on Static Charge. It is for strength builds thus ruining diversity for this class

Suggestion
Make it like the first static Charge which was released which gives energy based on weapons base damage0 (has 3 turns cool down + blockable)

Class: Blood Mage

Rework on Energy parasite

Suggestion:

Make it drain fixed energy like poison with decremented values over turns:-

at max level First turn it will gives 200 energy ..... second turn it will give 100 energy .... third turn it will give 50 energy.

Skill: Energy Parasite
Improves with: None
Stats Required: 20 support at level 1

Drain values at level 1: 110 .... 20 ..... 10
Drain values at level 1: 120 .... 30 ..... 12
Drain values at level 1: 130 .... 40 ..... 15
Drain values at level 1: 140 .... 50 ..... 18
Drain values at level 1: 150 .... 55 ..... 20
Drain values at level 1: 160 .... 60 ..... 25
Drain values at level 1: 170 .... 70 ..... 30
Drain values at level 1: 180 .... 80 ..... 35
Drain values at level 1: 190 .... 90 ..... 40
Drain values at level 1: 200 .... 100 ..... 50


Tactical Mercenary:

Replace Field Commander with Blood Commander . Replace Stun grenade with Maul. Give Frenzy base 25% chance to crit.




GearzHeadz -> RE: What do you want in this Upcoming Friday (1/4/2014 22:38:46)

Static grenade did seem lame at first, but that was just in comparison with the old. I think its fine now. (I'm a BH)

For blood mages and tech mages, I'd say just swapping energy parasite and assimilation between the classes would be good. Except when blood mages have assimilation, but it back on 100% energy return.

That mercenary adrenaline rush idea would be way OP. I'd say just make it an applied effect like mark of blood, striking an enemy then all attacks on that target afterwards give an increased % of rage.

Really static charge is good. Most cybers are okay with it. I have a cyber alt, and I'm okay with it.

Tactical merc replacing field commander with blood commander I would be okay with. Or replacing it with smoke. Either I'd be okay with. Replace stun grenade with atom smash?.. Why would you want atom smash in there twice?.. And all classes have to have a stun move. Giving frenzy a base 25% chance to crit is an interesting idea. I like it.




FrostWolv -> RE: What do you want in this Upcoming Friday (1/4/2014 23:11:37)

@ GearHeadz

quote:

Static grenade did seem lame at first, but that was just in comparison with the old. I think its fine now. (I'm a BH)

Static Grenade are limiting some of my friends to use Multi build, support build, and poison build ... they said presently energy gain is needed more than drain.

quote:

For blood mages and tech mages, I'd say just swapping energy parasite and assimilation between the classes would be good. Except when blood mages have assimilation, but it back on 100% energy return.

regarding BM and TM well its our own opinions, but I can see Str BM abuse with this though.

quote:

That mercenary adrenaline rush idea would be way OP. I'd say just make it an applied effect like mark of blood, striking an enemy then all attacks on that target afterwards give an increased % of rage.

Wasting a turn to rage immune for 3 or 4 turns ? IF u think its OP ... plz justify elaborately.

quote:

Really static charge is good. Most cybers are okay with it. I have a cyber alt, and I'm okay with it.

what if I do want to use str build. Then this skill is totally useless for me. Omega was meant for diversity and I want one in this class.

quote:

Tactical merc replacing field commander with blood commander I would be okay with. Or replacing it with smoke. Either I'd be okay with. Replace stun grenade with atom smash?.. Why would you want atom smash in there twice?.. And all classes have to have a stun move. Giving frenzy a base 25% chance to crit is an interesting idea. I like it.

I meant Maul not Atom Smash. Edited it




Mother1 -> RE: What do you want in this Upcoming Friday (1/4/2014 23:23:58)

@ Frost

Ever see a player rage in two turns? Well with Adrenaline rush with the right build it is quite possible. No other move in the game can give a player rage this quick even with the added rage gain from blocks and deflections.

One change I would love to see to TM would be battery back up changed from a skill that give TM the energy all at once to a move that makes it give energy over the course of 3 turns. by doing this heal looping even with Assimation will be much harder and TM vs TM battles with tanks won't go on forever as well as other builds being able to counter these builds.




toannghe1997 -> RE: What do you want in this Upcoming Friday (1/4/2014 23:49:16)

ever see a merc using that skill to rage in 2 turns and won?
Seriously, we need to test the skills we talk about before we say that it is okay, or all we get will be an endless circle of buffing and nerfing




GearzHeadz -> RE: What do you want in this Upcoming Friday (1/4/2014 23:50:11)

They should let us forumites be the testers. [;)]




Jekyll -> RE: What do you want in this Upcoming Friday (1/5/2014 0:12:17)

Remove TLM's Field Medic? I'm hoping you mean Field Commander, if anything.

I would like to see TLMs getting a debuff especially after the passive-to-active change.




Scyze -> RE: What do you want in this Upcoming Friday (1/5/2014 4:32:46)

If Static Grenade gives back 125% of the drain, then there was no point in having drains work on the current Energy of the opponent.




FrostWolv -> RE: What do you want in this Upcoming Friday (1/5/2014 8:21:37)

quote:

If Static Grenade gives back 125% of the drain, then there was no point in having drains work on the current Energy of the opponent.


read it carefully I meant more energy return but lesser amount of drain




DanniiBoiixD -> RE: What do you want in this Upcoming Friday (1/5/2014 8:56:36)

No... If that static grenade change happens, I won't even be able to put a dent in heal looping tech mages. Static Grenade does not even need to be touched. Shadow arts should be increased to 70% at max though.




kosmo -> RE: What do you want in this Upcoming Friday (1/5/2014 9:12:02)

i would like to see a few changes for friday.

valid nerf to assimilation

buff to energy parassite

buff to tlm (give the class the debuff tht it needs)




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