Sidearm update (Full Version)

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toopygoo -> Sidearm update (1/5/2014 17:18:41)

The way i see it, side arms used to have a cooldown because of skills like deadly aim... which have been removed.

I think that this cooldown could be cut down by half to just one turn to allow for better use of different damage types (tech/phys.) They dont give any real advantage except certain cores, which i think should be okay with getting used more often. You do still pay a lot of credits. or varium for sidearms, so they should have more use than stats, and 1 time abilities...


any thoughts?




GearzHeadz -> RE: Sidearm update (1/5/2014 17:23:19)

They have a cool down because they are unblock able.




ValkyrieKnight -> RE: Sidearm update (1/5/2014 17:26:38)

At first glance I support but when I think about strength abusers and how they typically have phy/eng main and the opposite sidearm I unsupport. Why? Because the advantage players have against people who hax strength is that you can beef up your defense against their primary and be able to block against their or primary for 2 turns given they try to sidearm immediately. This would allow for great offense covers for strike strike strike players. However, they're so many ways to get around shields that I support and unsupport.




GearzHeadz -> RE: Sidearm update (1/5/2014 17:26:46)

Although I don't understand why energy shot puts your gun into cool down.




toopygoo -> RE: Sidearm update (1/5/2014 17:30:14)

i think it could help mercenaries (although a simple quick kill) a better fighting chance, as well as blood mages.




GearzHeadz -> RE: Sidearm update (1/5/2014 17:33:35)

Along with all other classes. Imagine a str BH smoking you then landing several unblock able physical sidearm shots into you. You'd be toast.




toopygoo -> RE: Sidearm update (1/5/2014 17:41:19)

really? cause i find, as a BH, that after i smoke, 75% of people have some sort of defense increase. It cannot be my main tactic, my main tactic is bloodlust (or the new version)

i must have a sidearm of a different damage type to ensure i can deal energy damage when they boost their shield.




GearzHeadz -> RE: Sidearm update (1/5/2014 17:48:51)

I'm a BH as well, and I always have a physical weapon and sidearm. And an energy aux.

Back on topic, it is still an unblock able free move. Making it unlimited would make them far too powerful.




toopygoo -> RE: Sidearm update (1/5/2014 17:53:15)

it is deflectable... and i think that would helpnt he current number of low tech builds... i see so many dex/strength builds :/ its sickening




GearzHeadz -> RE: Sidearm update (1/5/2014 18:01:21)

Deflections and blocks aren't the same. Deflections deal 50% damage while I think a block deals 30% damage. I can't find the exact nbers anywhere.




toopygoo -> RE: Sidearm update (1/5/2014 18:05:58)

right but its not unavoidable... they could increase deflect rates if need for this new balance.




ED Divine Darkness -> RE: Sidearm update (1/5/2014 18:06:58)

Block does 15%.




GearzHeadz -> RE: Sidearm update (1/5/2014 18:10:27)

Thank you Divine, I'll remember for next time. And aren't deflections happening enough. Who wants more deflections? And also I have a stun cannon. Do you really want me to be spamming that baby?




toopygoo -> RE: Sidearm update (1/5/2014 18:11:23)

if you paid for it, why not? i think you should get to use it since it costs more than a lot of primaries...




GearzHeadz -> RE: Sidearm update (1/5/2014 18:13:25)

You paid for it and it works fine. You can use it if you want. Would you rather take the chance to deal 50% damage or deal 15% damage? And honestly, who would even use the strike button ever again if this was implemented?




toopygoo -> RE: Sidearm update (1/5/2014 18:17:27)

its there is still a 1 turn cooldown, you can just use it way more frequently




GearzHeadz -> RE: Sidearm update (1/5/2014 18:22:07)

Mm. I had read your original post wrong, I thought you said give it no cool downs. But I still stick to what I said, it would still make it very powerful.




toopygoo -> RE: Sidearm update (1/5/2014 18:51:08)

but not OP cause theyre damage is the same as your main... sometimes less, if you have a sword...




GearzHeadz -> RE: Sidearm update (1/5/2014 18:55:15)

OP because it would be spammable and guaranteed.




toopygoo -> RE: Sidearm update (1/5/2014 19:14:30)

keep in mind, if youre using sidearm every other turn, then youre not using other skills.... if youre using skills every other turn only because of this, well there is nothing else that synchs with this timing...

also, it wouldnt have any major effects on gameply until energy is all used up, so it could help lower rate of heal looping?




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