RE: Tech Mage Heal loop (Full Version)

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zion -> RE: Tech Mage Heal loop (6/17/2014 6:26:22)

There are so many energy drains that you are just incorrect. I've run many TM builds recently and right now dex TM. It gets beat by energy primary health/str builds (with MOB and/or poison) which is a huge percentage of current builds. With current balance, str and health are the strongest stats... everything you stated just lets a dex tm compete with those builds.




lionblades -> RE: Tech Mage Heal loop (6/17/2014 9:10:41)

The most rampant L40 builds out there right now are the Celtic sword STR BH and Poison-Mass CH. Dex TM relies heavily on blocks and stuns to win against these builds.

If anything its not Dex TM that is OP, but rather all the STR builds rampant at L40 (I am talking about endgame balance not low levels). Strike does so much damage without any cost that STR is the way to go for most builds in 1v1. The classes with MoB/Celtic sword are best with STR. I have tried L40 STR BH and it is way more powerful than Dex TM. Dex TM is using huge luck to win against these builds (like 4-5 blocks or 2-3 stuns), and this does not happen very often (around 30% chances for both). The only build that TM can really compete with is Dex TM and 5 focus. STR TM is outclassed by all the MoB STR classes unless you are high legendary ranks (but that is different balance story).




Mother1 -> RE: Tech Mage Heal loop (6/17/2014 9:52:59)

@ lionblades

http://forums2.battleon.com/f/tm.asp?m=21707148

This was why I made this thread to bring this up about those builds. At high levels all you have to do to other builds is wear them down till they are out of resources and then strength builds will end you there.

That was why I suggested removing the strength bonus from strike cause right now even with it being blockable, the pro's still don't balance with the cons.

Cons

1 It is blockable

Pro's

1 It can be used every turn without cooldown
2 It has no cost
3 It is the only move that has steps one and two and as well as improving with strength.





Rui. -> RE: Tech Mage Heal loop (6/17/2014 9:58:39)

Problem is not strength, issue is the celtic sword. No blocks with 35 + 35 dex is broken.

Sword needs core changed to 1%

Everyone uses a celtic .... its the bane of their existance




GearzHeadz -> RE: Tech Mage Heal loop (6/24/2014 15:02:09)

A buff to plasma bolt. Once plasma bolt hits a target, it will leave an affect called plasma burn, which will drain the target's energy for 20-25% of the damage dealt by plasma bolt, lasts for one turn. This is to give the move some incentive for use, because currently damage wise it is on par with strike at most levels.

Maybe an additional damage buff for this skill as well, because it is currently worse than strike in scaling... But due to tankig capabilities since it increases with tech, perhaps no boost.




suboto -> RE: Tech Mage Heal loop (9/13/2014 15:06:17)

Assimilation changed from return 50% energy to 35% energy and buff the drainable energy amount would balance the move out more.
in the current set up it returns more then what it should.




Variation -> RE: Tech Mage Heal loop (9/13/2014 16:00:11)

^Why would that even be needed? Tech Mage isn't overpowered with a 50% energy gain on Assimilation. The developers themselves created Assimilation's calculation to not be overpowered with a 50% energy gain, and I believe they did a fine job on it. Also keep in mind that Tech Mage is a class that is supposed to be relatively better at energy control compared to the other 5 classes, and at the time it is. Nothing is wrong with that, in fact it's intended. I could understand your suggestion if Tech Mage was broken with the 50% energy gain on Assimilation, but in its current state it isn't. Tech Mage as a class is pretty balanced and it just requires a little bit of tactical stalling to be used correctly.




oPeaceKeeper -> RE: Tech Mage Heal loop (9/19/2014 13:05:16)

I personally think that TM is able to build itself as a super tank, which should never exist in a game at all. All classes should have to sacrifice some defense in order to have damage potential and vice versa. I think that if overload and/or plasma rain scaled off support, then at least they couldn't have such tanky builds with such huge damage potential. Every other class does not build the super tank as well as the TM, because they do not have the energy management of the TM nor the general kit for it.




suboto -> RE: Tech Mage Heal loop (9/19/2014 13:46:32)

I agree with overload improveing with support why? because its a stun like skill that shouldnt stack with another move that improves with dex.Plus this would go greatly with chance to stun and work well with malfunction.
what about stun grenades? these are proven to be far more weaker then overload and should remain how they are since the increase in variety for tlm/ch.

Cause in the current set up for mage all u need is dex/tech and you are almost unbeatable.


I feel the staff requirement is on too many skills. theres 4 moves that require a staff.
Assimilation- i can understand this requireing a staff given because its like a added bonus for useing the class
Plasma bolt- i dont understand this requireing a staff it makes tech builds with sword for tech mage nearly useless
overload- I can understand this requireing a staff because it makes dex builds a bit more balanced
Super charge- i dont understand this requireing a staff it makes tech builds with sword for tech mage nearly useless

current builds that work for tech mage w/ sword:
str
current builds that work for tech mage w/ staff:
str
tech
dex

^
the requirement for a staff needs to be changed for either plasma bolt or super charge.





RageSoul -> RE: =ED= Official Tech Mage Balance Discussion Thread (10/20/2014 0:41:57)

Here's an idea that would make Plasma Bolt more useful : make it partially scaled with % Max Energy along with Technology .


Plasma Bolt

*Description : Fires a charged-up bolt of energy , dealing Energy Damage . Deals additional 7% damage based on enemy's max Energy .

*Energy Cost : 18% Max Energy ( +2 % per level after level 1 )

*Weapon Requirement : Staff

Damage Progressions :

Level 1 : 205% Technology + 33% Max Energy
Level 2 : 210% Technology + 36% Max Energy
Level 3 : 215% Technology + 39% Max Energy
Level 4 : 220% Technology + 41% Max Energy
Level 5 : 225% Technology + 43% Max Energy
Level 6 : 230% Technology + 45% Max Energy
Level 7 : 235% Technology + 47% Max Energy
Level 8 : 240% Technology + 48% Max Energy
Level 9 : 245% Technology + 49% Max Energy
Level 10 : 250% Technology + 50% Max Energy

*For some tradeoff , sacrifice more TECH or more stats for EP as damage / utility or get uber tanky but damage is not so great ?





Thylek Shran -> Fire Scythe revamp (2/2/2015 23:45:52)

Fire Scythe revamp


Add a fixed 25% critical chance to Fire Scythe (TM skill) as Tech Mages miss
a critical chance skill (beside TaM) and desire a little buff. Because of the extra
feature the energy cost has to be increased by about 20%. Atm its 130-310 EP
so it should be 160-370.

Also make Fire Scythe independant to stats so that every build could make use
of it and not only strenght builds. Atm Fire Scythe does improve with strenght
which is not included into the skill description.

I want to remind that Fire Scythe replaced Deadly Aim which was helpfull to all
mage builds in the past. Blood Mages received the very powerfull Energy Parasite
while TMs received the weak Fire Scythe. One of the reasons why TMs are so
weak now while BMs are on the top of the classes.




The Jop -> RE: Fire Scythe revamp (2/2/2015 23:54:23)

TMs aren't really considered weak anymore, after the buffs to battery backup and frenzy.




Satafou -> RE: Fire Scythe revamp (2/3/2015 3:21:50)

Because TM's have frenzy lol...




Mother1 -> RE: Fire Scythe revamp (2/3/2015 7:44:25)

Frenzy is a TLM merc move not a TM move.




Rayman -> RE: Fire Scythe revamp (2/3/2015 16:11:15)

Jop TM Is Tech Mage and TLM is Tac merc this is a TM Thread.




The Jop -> RE: Fire Scythe revamp (2/3/2015 16:25:56)

Oh, my mistake. I said that before it was moved to this thread, but either way I got the abbreviation wrong. [;)]

It's not a great abbreviation though. I mean it would be T.M. just like Tech Mage as an acronym. It's not TacticaL Mercenary. How about Tact?




Rayman -> RE: Fire Scythe revamp (2/3/2015 17:37:28)

We Have always used TLM Since the new classes came out back in delta, I dont think you will be able to change the way we say it for everyone thought.




Thylek Shran -> RE: Fire Scythe revamp (2/3/2015 21:57:38)

quote:

TMs aren't really considered weak anymore, after the buffs to battery backup and frenzy.

Battery Backup got nerfed several times while Frenzy received a heavy buff recently.
Tech Mage (TM) is the class that received the most nerfs since Omega which reduced build options alot:
Deadly Aim got replaced by Fire Scythe, Plasma Bolt got nerfed several times,
Overload got nerfed several times, Battery Backup got nerfed several times and
Assimilation got also nerfed I think. Also support and deflection got nerfed which
I consider also as nerfs especially to TM as this class has pretty much skills that
improve with support and was able to make good 5 focus builds that rely on ranged
attacks (deflection). The most other classes received buffs instead.




Stonehawk -> RE: Fire Scythe revamp (7/19/2015 11:36:42)

@suboto

quote:

I agree with overload improveing with support why? because its a stun like skill that shouldnt stack with another move that improves with dex.Plus this would go greatly with chance to stun and work well with malfunction.
what about stun grenades? these are proven to be far more weaker then overload and should remain how they are since the increase in variety for tlm/ch.

Cause in the current set up for mage all u need is dex/tech and you are almost unbeatable.


I feel the staff requirement is on too many skills. theres 4 moves that require a staff.
Assimilation- i can understand this requireing a staff given because its like a added bonus for useing the class
Plasma bolt- i dont understand this requireing a staff it makes tech builds with sword for tech mage nearly useless
overload- I can understand this requireing a staff because it makes dex builds a bit more balanced
Super charge- i dont understand this requireing a staff it makes tech builds with sword for tech mage nearly useless

current builds that work for tech mage w/ sword:
str
current builds that work for tech mage w/ staff:
str
tech
dex

^
the requirement for a staff needs to be changed for either plasma bolt or super charge.


Now I see where the change on overload come from.

But let's consider some parts of this:

1-
quote:

I agree with overload improveing with support why? because its a stun like skill that shouldnt stack with another move that improves with dex. Plus this would go greatly with chance to stun and work well with malfunction.
what about stun grenades? these are proven to be far more weaker then overload and should remain how they are since the increase in variety for tlm/ch.

Okay, your suggestion worked. But let's consider that cyber hunters doesn't have stun grenade. And stun grenades still go well for BHs because it works well with smokescreen, if you want to compare.

2-
quote:

overload- I can understand this requireing a staff because it makes dex builds a bit more balanced

Then I guess the weapon requirement should be removed now? If you suggested to change to support and justified the staff requirement to balance it as a dex skill, then I guess the requirement is not needed anymore.

3-
quote:

the requirement for a staff needs to be changed for either plasma bolt or super charge.

The only thing I actually agreed wasn't even considered.




nowras -> RE: Fire Scythe revamp (7/19/2015 11:41:49)

Lmao the game listened to the worst suggestion that's actually sad...




Exploding Penguin -> RE: Fire Scythe revamp (7/19/2015 15:35:28)

It's not necessarily the worst suggestion but the devs implemented it all wrong. The fact that a stat which is almost 100% based off of random luck already makes it very tricky to play with skills that scale with it. Either the damage is too low for support builds, too high and completely unfair especially if the skill crits, too low for any other build to use aside from support builds, or too high for builds that aren't even support builds. The stat itself should probably get some changes to address this flaw because a lot of potential is hidden in skills whose damage improves with support rather than exclusively buffs/debuffs scaling with the stat but with the way support currently is damage skills which scale with the stat are crazy hard to balance.




.Lord Ginger. -> RE: Fire Scythe revamp (7/27/2015 16:49:06)

It was the worst suggestion, tbh.

Honestly tho...
Plasma rain back to tech, super back to dex... 3 time warmup, 320 energy on 1




Stonehawk -> RE: Fire Scythe revamp (7/27/2015 18:30:29)

quote:

It was the worst suggestion, tbh.


I think technician with support makes more sense. I'll talk about it below.

quote:

Plasma rain back to tech, super back to dex... 3 time warmup, 320 energy on 1


I agree with plasma rain improving with technology too, I care about the combination of a good balance and animation, and Plasma rain and plasma bolt are really similar to me. But in your suggestion, should overload remain on support or change back to dex? I don't understand.

Anyway, taking some of your suggestion, how about:
Technician improving with support, Overload back to dex, plasma rain with technology, Super Charge with dexterity? Stun is already strongly nerfed, and super charge is not as spammable as the combination of plasma rain + overload, so I think it wouldn't bring an OP dexterity build, specially if technician with support is implemented. ALSO tech will have a skill that can be used with a sword.
Technician is the only defensive skill that improves with a defensive stat, that's probably the biggest problem (I've already said that ages ago) and the devs are changing everything else trying to fix this class. I'm pretty sure Dex Builds would have problems if technician worked like all buffing skills (improving with support) and overload wouldn't even need to be changed.




santonik -> RE: =ED= Official Tech Mage Balance Discussion Thread (12/15/2015 4:42:22)

Techmage ASSIMILATION need big nerf. (specially str builds)


Now today i play mercenary (support build)

I see something what i dont ever seen before.

Techmage making me double nerf my defences (malf and armor annihilator) i have only 20 resisntante. High str techmage doing over 480 damage to me and destroy about 265 energy to me.

Seriously i think STR scaling is too good in that assimilation.

It need removed or nerf Much stronger. Maybe half STR damage what is it today version is. Basically 2 STR stats give 1 energy damage point.

Assimilation need nerf STR damage too. 85% damage is deadly every low defence players. Specially HIGH STR players using this balance hole to them advantages. Maybe Assimilation need doing only 75% damage.

Dont forgot Techmages is still battery.




The berserker killer -> RE: =ED= Official Tech Mage Balance Discussion Thread (12/15/2015 8:27:56)

SO you want to nerf a class because your build doesn't work? I guess that's how forums have been working while I was way




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