TLM balance (Full Version)

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ED Divine Darkness -> TLM balance (1/8/2014 13:03:29)

bring back smoke. or bring maul, but make atom smash unblockable.




ValkyrieKnight -> RE: TLM balance (1/8/2014 18:31:19)

I've disliked smoke/malf since I started playing this game. When the debuffer knows what they're doing its very easy to win a fight with especially a smoker on your team. I think instead of copy and paste the devs should give TLM a new debuff that lowers robot/support.




Ranloth -> RE: TLM balance (1/8/2014 18:39:24)

Taken from my older thread (a month old):
quote:

  • [TLM] Replace Field Commander with a new debuff, which works in almost the same way as Omega Override (core).
    • Debuffs opponent's highest stat including stat boost from your weapons, excluding debuffs applied.
    • Improves with Dex to provide better synergy for Dex builds (blockable skills + Stun Grenade only)
    • Weaker than Smoke/Malfunction to compensate for 4-in-1 debuff; maybe -4 less base in comparison to Smoke/Malfunction, which is roughly 10 damage/defense point difference.
    • Alternatively, a unique defensive debuff suggested by Remorse - more details in post #45 and #47




  • Mother1 -> RE: TLM balance (1/8/2014 19:39:36)

    @ valkrie

    Malf already lowers robot damage since robot damage is powered by tech. Also TLM had smoke once before and to be honest I see nothing wrong with giving it back to them since they don't have passive armor anymore.




    GearzHeadz -> RE: TLM balance (1/8/2014 19:59:16)

    Exactly. It would be smoke much better for the class.

    Atom smash being unblockable... Hmm... I think that either it should be made to deal 85% damage with it so it can deal some damage with it, giving it the rage perks OR made unblockable.

    I don't think maul should be put in. Instead, I think frenzy should get a buff. Currently, all classes have a skill that has a 25% chance to crit. I would say give frenzy the 25% chance to crit.

    Also since this IS a TLM balance thread. Toxic grenade needs a nerf. Currently, it has 5 advantages over venom strike, the hunter skill. It is unblockable, has no stat requirements, no weapon requirements, higher poison damage, and 1 turn less cooldown. The only thing that venom strike has over it is that it deals 85% damage.




    Mother1 -> RE: TLM balance (1/8/2014 20:11:09)

    @ gearzheadz

    Tech mage doesn't have a move that has a 25% chance to crit either.




    GearzHeadz -> RE: TLM balance (1/8/2014 20:15:20)

    Correct... My mistake. All of their weapon required skills are unblockable though. (Except for assimilation) Maybe this is why it they do not?




    Mother1 -> RE: TLM balance (1/8/2014 20:31:57)

    @ gearzheadz

    you missed bludgeon and malfuction. Both of these are blockable as well.




    GearzHeadz -> RE: TLM balance (1/8/2014 20:36:01)

    Both of those don't require a staff.




    kosmo -> RE: TLM balance (1/9/2014 8:46:38)

    just replace field commander (crappy version of blood commander) whit smoke, and make that atom smasher worth to use (unblokable).




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