Passive to Active (Full Version)

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theholyfighter -> Passive to Active (2/3/2014 4:30:32)

TMs got Battery Backup , which grants a guaranteed and very ideal amount of energy. With Assimilation, they become Oped in terms of energy control. A guaranteed drain and two guaranteed energy regen with about 500 energy received in total.
BHs got Mark of Blood , which served about the same amount of energy compared to BloodLust. However, they received Static Grenade, which kind of compromised with the energy cost.
BMs got Mark of Blood , which served about the same amount of energy compared to BloodLust. Energy Parasite is a good start for giving them an energy generator.
CH' Plasma Armor received an energy cost. Static Charge got very little boost to its %, and although unblockable, can no longer Crit nor Rage.
TLM's Mineral Armor received an energy cost. Battery Backup, however grants a very ideal amount of energy.
Merc's Hybrid Armor received an energy cost. However, with Static Smash, it serves as a good double bladed sword in terms of taking and getting energy.

Basically what I feel:

TM: +2-1+3+1.........+5(Reroute, Deadly Aim, Assimilation, Blugeon, Malf)
BH: +0-1+3+1.........+3(Blood Lust, Shadow Arts, Static Grenade, Smoke)
BM: +0-1+1.............0(Blood Lust, Deadly Aim, Blugeon)
CH: -2-1+1+1..........-1(Plasma Armor, Shadow Arts, Static Charge, Malf)
TLM:-2+2-1.............-1(Mineral Armor, Reroute, <None>)
Merc:-2+0+2+1........+1(Hybrid Armor, Adrenaline, Static Smash, Intimidate)




Exploding Penguin -> RE: Passive to Active (2/3/2014 19:56:36)

There is a matchup problem with the new actives though:

Battery Backup is sealed almost entirely by a maxed out static grenade. Static grenade can always be used more frequently and takes 80%+ of the energy restored from battery backup. When you use battery backup, you feed static grenade and arguably static smash as well. Even if you do have assimilation to gain the energy back, you'll be wasting a turn's worth of good damage because assimilation's reduced power is a great setback on it.

Energy parasite does nothing to battery backup because it can only drain 15% + the opponent's energy prior to use, and therefore caster TMs will always destroy BMs no matter what the BM tries. The caster can simply cast a spell every 4 turns while feeding off of the fact that energy parasite produces energy at the same time rather than destroys/transfers it. Energy parasite has some serious metagame flaws (the idea was nice, though) because barely any skills create energy while harming the enemy (actually only static charge does this as well). Since this happens, other classes can feed off of the energy creation. All the other classes destroy some energy when transferring it between players, which eventually ends in a no-energy endgame. BMs keep the metagame alive, and that typically works against them, not for them.




theholyfighter -> RE: Passive to Active (2/3/2014 22:43:13)

Yup Energy Parasite's concept is worth appreciated, however its actual impact in battle is close to none.

And once again, yes, energy draining skills are too powerful nowadays.
Static Grenade, Static Smash(a bit arguable tho), Assimilation
Those skills can easily take away all the energy the opponent operates with either 0 cost or very little energy.

Therefore basically unless you're one of those energy drainers, in battle, when you tries to get yourself some energy, you're just providing an energy source for the drainer.

When passives( armors and MoB) were turned to actives there were no words from the devs that they'll be getting an energy cost.
BHs received an energy cost from MoB to take BloodLust's place, however, EMP's evolution to Static Grenade granted more advantage to the total disadvantage.
TMs lost Deadly Aim, a very beneficial skill. However, Battery Backup became more helpful than Reroute did.
TLMs got Mineral Armor an energy cost, however, Battery Backup became more helpful than Reroute did.
BMs received an energy cost from MoB. They also got Energy Parasite, a new style of energy operating. It's an awesome concept, but the numbers are doing no help in battle.
CHs got Plasma Armor an energy cost. Although Static Charge can no longer be blocked, but it can't be Raged nor Critted.
Mercs got Hybrid Armor an energy cost. However, Static Smash became beneficial enough with its low energy cost.




Exploding Penguin -> RE: Passive to Active (2/3/2014 23:43:31)

quote:

however its actual impact in battle is close to none.


No, its impact is so contrary that it typically helps the opponent more than the BM itself.

Few understand the newfound power of EMP now. Other EP-related moves pale in comparison to this move's sheer force in neutralizing an enemy, and it even has the capacity at high levels to destroy a TM's build AFTER a full-benefit assimilation and battery backup. Using EMP can really neutralize any build and is underrated. What's hiding its true power is the fact that static charge can't keep up with other opponent's drains, especially after the fact that static charge doesn't always give enough to even use a level 1 emp, let alone a higher-level one.

IMO static charge could really get fixed by making it blockable/rageable, increasing its recovery, and reducing its cooldown by 1 turn. So many drains out there that this suggested buff won't impact CH the way it did in the past.

Also, hybrid armor is underrated as well. As a focus BM my level 3 energy shield is about equal to hybrid armor's effect on resistance alone at high levels. Merc itself therefore is an amazing class in 2v2 due to its versatility. Bunker and other skills allow for sudden static damage that can surprise or doom enemies that other classes like BM, CH, TLM, and BH can't do. Static smash also makes merc decent at neutralizing threats in 2v2, and can even counter azrael's will in a blood commander method, while also handling a counter to hatchling rush with hybrid armor. Intimidate also helps to deal chip damage while helping you take more chip damage and less high hits.

One problem I always had with plasma/mineral armor is that it prevented you from building balanced defenses if you wanted a dex TLM or tech CH. This has sustained through the passive to active change and IMO those skills should be scrapped entirely.

Shadow arts needs less energy cost and a stronger buff. It's a viable counter to getting debuffed with MoB or hit with hatchling rush, but BH skill trees do not leave enough skill points open to invest in shadow arts for anything aside from countering these kinds of skill/cores.

I also feel fire scythe is also underrated. The problem with it is that bludgeon is so similar and more versatile (especially given its placement on the skill tree compared to fire scythe which typically requires 2 more invested skill points in pathway skills). If fire scythe was changed to energy damage it might become more popular as an alternative damage type to bludgeon.

MoB is strong and pretty balanced IMO. No changing from what I can see with it.




s0u1ja b0y -> RE: Passive to Active (2/4/2014 2:12:14)

They just need to switch assimilation and energy parasite. 25% of balance is fixed right there( exagheration). Tms no longer dominate energy pool, would have to invest in support. BMS get synergy with fireball, immediate energy gain and can now compete evenly mor ethe most part.




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