tech mages (Full Version)

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darkjo9 -> tech mages (1/23/2014 20:34:57)

i am seeing this way too often now and I am getting a bit tired of it! tech mages since they have extremely strong moves don't need strength or support (Plus: defense and tech strengthen these to a ridiculous amount). This here i think is a bit silly since i have seen lvl 30 mages with only 20 strength 14 support and every last bit of points on defense and tech which gives them 400 dex and resist. this here is ridiculous to counter cause all they have to do is attack with there magic and not even think a bit of strategy. i have tried many ways to counter this with BH since it is my class and well i cant, all i can do is only make the match a little while longer! also to add to the super amounts of damage on overload it will also stun more then 30% of the time more like 75% of the time! i dont know if this is just me but i think SOME of the move on tech mage need to be Nerfed or use other stuff such as support and strength, so that there points are spread out and can be slightly easier to counter. Then we wont see people at lvl 30 with all defense and tech only!




Supreme Havox -> RE: tech mages (1/23/2014 21:06:26)

I don't see that much strength tech mages. But I do agree with you with their builds they should probably be renamed to mercenaries since they tank so much. They are more of a force to be reckoned with, what I think is Plasma is underpowered my proof is here. When you first create a tech mage character plasma starts at 170 damage. Your everyday level 1 strike for a tech mage does 163 damage, so plasma is pretty much useless. But putting a bunch of tech into this would basically be putting points into bludgeon with the same amount of tech.




GearzHeadz -> RE: tech mages (1/23/2014 21:09:38)

Well, plasma is unblockable, unlock a regular strike and deals energy damage, so if you have a physical primary and you want to deal energy damage, its a good solution.




NDB -> RE: tech mages (1/23/2014 21:10:13)

Another reason why Assimilation should get that support requirement, guys. Low levels --> casters.




Supreme Havox -> RE: tech mages (1/23/2014 21:11:49)

Well, most people can't afford a new weapon at the time, and usually think it's a waste of credits.




GearzHeadz -> RE: tech mages (1/23/2014 21:13:14)

Most can, because you are given enough starting credits to.




Supreme Havox -> RE: tech mages (1/23/2014 21:17:09)

But most people would usually like to buy weapons that aren't the cheap stuff. And if you do you won't have enough to upgrade to different items because when you get to like level 10 you see weapons in the shop for like 6k credits.




Ranloth -> RE: tech mages (1/23/2014 21:32:33)

That's why Missions can help you, a lot. Free Aux, free Gun, free Maul and Sword (or just Maul); around 5-6 missions which give you items. Save one for own use, sell the other. Take advantage of Arcade, for cheap weapons, and Credits from Missions.

I've started TM char, at the beginning of Omega, and worked my way up to Lvl 25 now. Fully upgraded items, 14K Credits saved, bought the Black Abyss Staff for around 45K Credits, at Lvl 24, so it's possible to get a lot of Credits early on. I could afford my first passive core, after upgrading all my equipment, at around... Lvl 10-13. Mind you, I've already had all the weapons by then - thanks to various Missions.

Most people usually don't take advantage of these missions, which is a real shame.




darkjo9 -> RE: tech mages (1/23/2014 21:33:49)

the thing that gets me is maxed overload, and maxed plasma rain, with a really high amount of tech and dex. so if i start the match its fine i can put energy shield and other stuff to counter. but if they start first they use overload which stuns 75% of the time more so then what they say 30%, then after this they use plasma rain and there is a good possibility they could insta-kill you!




Xendran -> RE: tech mages (1/23/2014 23:49:33)

It's extremely sad (and illogical) to see the most common method of dealing with an overpowered build being a suggestion to remove the build from the game via stat requirements. This is the definition of bad game design.




Supreme Havox -> RE: tech mages (1/24/2014 11:14:52)

From my experience doing these missions starting off a new account and is what I always do, I only end up with around 4k and at that I'll probably be at like level 5 and weapons will cost like 2k each. Plus since you started in omega, you must have gotten credits from the battle token conversion.




FrostWolv -> RE: tech mages (1/24/2014 11:30:58)

I will still say the major problem is ASSIMILATION.

this skill not only makes caster TM to have immense control over their energy ... but it also annihilate their opponent's strategy by draining their energy and giving damage at the same time.

This will happen to be the main reason TM will continue to dominate even if Devs nerf some of their skill because TM is a class with best energy gain and most powerful energy control skill --> assimilation skill.

I will post this suggestion again as this thread is also have resemblance as other TM skill thread.


quote:

TM slight nerf:-

I would say make battery backup as it was again to 350 .... and make some reasonable nerf to assimilation

either remove drain or gain ......

It is the best energy control skill in Epic Duel as it can drain energy, gain energy, deal damage 85%, can crit, has rage gain, energy drain in unblockable, can be used in rage, improves with strength and can be spammed over again for its 3 turn cool down....................This skill is really too much for a class which already has another energy gaining skill ---> Battery Backup.




Ranloth -> RE: tech mages (1/24/2014 11:52:18)

@Supreme Havox
Uh, not really, no. Battle Token conversion yielded me maybe 2-3K Credits, since I was low level at the time of the conversion. I've seen people on FB, buying the Card to play Juggernaut, at Lvl 20. That's an expense of... 20K Credits, was it? On a character made weeks ago.

It's really possible. You "exploit" missions and spend it wisely. Having gotten 2-3K Credits from the conversion means nothing, when I've managed to buy Black Abyss Staff for 45K Credits AND have 14K saved right now. Take away -3K from that, and I'd still have 11K. <.<
If you end up with so little amount of Credits, you're not spending it wisely. All items from missions grant you over 10K from sellbacks, and Credit missions add up to thousands, easily. Often, Credits made throughout the level will go for weapon upgrade, and the spare change is yours.




edwardvulture -> RE: tech mages (1/24/2014 15:21:49)

Making the drain effect scale with support is better than putting a support requirement. Requirements of all skills is a band aid fix.




Xendran -> RE: tech mages (1/24/2014 16:37:49)

Tech mages deserve the heavy energy control due to thematics, the problem is that other classes don't have adequate compensation for their lack of said energy control.




edwardvulture -> RE: tech mages (1/24/2014 16:59:01)

It feels a lot of the skill tree of every classes have to be re-worked for the "energy flow" that is one of the developers' goals in balancing. The TM advantage is that it has 2 skills that regain energy while every other class has one. While some classes can't even get energy independently.




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