RE: =ED= Official Blood Mage Discussion Thread (Full Version)

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The berserker killer -> RE: =ED= Official Blood Mage Discussion Thread (7/7/2014 12:23:04)

I don't see a problem with this class....Think about it guys. Ever since a change to Parasite we have been seeing more and more Focus builds. Why? Because high hp high str builds, builds that we have all been trying to eradicate for the last couple of months, is no longer working. This game is balancing itself out now by just one simple buff to a skill.

And, as stated above, CHS get an unblockable attack, tms get 2 regen moves, mercs get the strongest mp regen move, and all BM's get is a guaranteed 30 mp each round for 3 rounds.... that's no where even close to OP.

I said I am tired of winning because, no offense to anyone here, but most people aren't able to see that their high str high hp builds no longer work. They are too ignorant to change them because they have been semi-institutionalized in the High Hp high str build part of this game. I have now switched back to 2v2 as tm and I love it.

All I can say is that I think buffing parasite was an excellent choice and this is, if I may say, the most balanced class in the game. Perhaps other classes need certain changes to make it as balanced as this one?




kaiseryeux21 -> RE: =ED= Official Blood Mage Discussion Thread (7/8/2014 7:56:46)

agree with berserker on this one. Alot of people are complaining about str BM but we failed to realize that high str Merc is more OP than BM. Blood commander is far too powerful than intimidate. Also, its HP regen is more powerful than MOB. Added, Mercs can do buff to Str and HP regen in a single move with 200 MP at level 10. while BM has to atleast waste 170 MP for intimidate and another 240 mp to MOB and it can be done in 2 separate turns.




dfo99 -> RE: =ED= Official Blood Mage Discussion Thread (7/8/2014 11:38:37)

quote:

agree with berserker on this one. Alot of people are complaining about str BM but we failed to realize that high str Merc is more OP than BM. Blood commander is far too powerful than intimidate. Also, its HP regen is more powerful than MOB. Added, Mercs can do buff to Str and HP regen in a single move with 200 MP at level 10. while BM has to atleast waste 170 MP for intimidate and another 240 mp to MOB and it can be done in 2 separate turns.


only people extremly novice doesnot know about this facts, but the true problem is they super overpowered mana drainer after use blood commander and the fact of they have also the intimidate skill.




lionblades -> RE: =ED= Official Blood Mage Discussion Thread (7/8/2014 18:29:50)

STR Merc is very good class to try and get 1v1 Daily at L40. Not as fast wins as CH poison mass but has a much better win ratio.




The berserker killer -> RE: =ED= Official Blood Mage Discussion Thread (7/8/2014 20:37:14)

ohhh yeah. high str merc is brutally unstoppable. I lose to lvl 38 high str mercs. they are insane




ffeeeee -> RE: =ED= Official Blood Mage Discussion Thread (7/18/2014 15:49:54)

I'm sorry, but i think there is a slight problem with the energy regeneration for bloodmages. Every time i gain energy they take away more gaining themselves more. This eventually results in them having more than me by the time energy parasite is done. For people who have high energy or attacks that use high energy this severely cripples them unless they player is a techmage.




GearzHeadz -> RE: =ED= Official Blood Mage Discussion Thread (7/18/2014 20:10:54)

That's because it works off of your current energy %, so if you gain more energy, then will drain more, and the return is 1.5% of the drain.




The berserker killer -> RE: =ED= Official Blood Mage Discussion Thread (7/21/2014 21:39:49)

Let's face it, unless youre a high rank this class is completely underpowered.

- Intimidate is okay, sure, but for 3 turns with a high cost and the opponent having several other options for weapons then intimidate completely sucks. It doesn't even affect the % of HP regain on Blood commander. I don't understand a 3 turn nerf on str when every str buff in this game has a 4 turn effect...

-Don't even get me started on parasite. It only works really well when maxed out and if youre trying to hastily take away 200 mp from your enemy then good luck. Won't happen unless he has like 1500 mp. But 85% damage is supposed to be cool right? And don't get me wrong, it's pretty effective but the skill Parasite alone just isn't a good idea to me and I don't know if any of you feel this way too but lets be honest. Parasite is really only effective when maxed, which means you have 42 support points and you're a focus build which may increase your aux dmg but aux has a cd of 4 turns and you're left with a weak gun and strike, which means that's 30 stat points that you take away from other stats. You use this skill and then what? Opponent wastes all of his mp quickly on buffs and throughout the rest of the match he feeds off of your mp. Result: Your left with no mp by round 4 with an opponent who can spam strike for 552 dmg against your Bot that might have 540 dmg and your aux that might have 550 dmg WITH 4 turn CDs.

T_T I won't even continue on. This class is flawed majorly




I Underlord I -> RE: =ED= Official Blood Mage Discussion Thread (7/21/2014 21:53:37)

Rather than referencing the class as a whole, it appears to me that you are mentioning a particular build for Blood Mage, and that in conjunction with a specific type of opponent.

Parasite is an excellent skill for those who know how to use it correctly. In mentioning that it is sometimes useless, you should also identify the flaws in EMP Grenade (as it takes EP), Static Grenade (drain smaller as compared to Static Smash, particularly with Strength's vast superiority over Support leading to builds abusing the former; with a terrible regain), Battery Backup (due to its longer cooldown and lack of drain, unpleasant for Tactical Mercenaries if not Tech Mages), Static Smash (blockable), etc.

Regarding Intimidate, it is a great skill to vastly limit an opponent's power through damage output and effectiveness of certain skills, even greatly weakening the rampant Strength-abusing builds of each class. In addition, every debuff lasts for three turns, and Technician and Reflex Boost both last for four turns; why should it be any different in this case?




The berserker killer -> RE: =ED= Official Blood Mage Discussion Thread (7/22/2014 1:16:46)

I spend 10k creds daily just experimenting with builds... Nah im referencing all builds. Flaws in EMP, Static, Battery Backup and Static Smash? Cmon man, those barely have any flaws.

It's different because malf and smoke screen last 3 turns so it's only right that the shields to counter these skills have the same amount of turns or even more.

To be honest man im blood mage now and out of 100 matches I will win 90+ guaranteed mainly because of my rank. So I honestly have no reason to exaggerate the uselessness of skills. Im merely stating what I have experienced first hand and it means nothing to me to just switch classes and completely abuse Merc. But instead of doing that and taking advantage of this game I am just offering alternatives to fix this balance issue.

Once again, I've got no problem switching over to the OP class, im just trying to help




I Underlord I -> RE: =ED= Official Blood Mage Discussion Thread (7/22/2014 13:37:53)

Actually, every energy control skill save for Battery Backup (cooldown aside) and Assimilation (save for Strength scaling, but the problem is Strength itself) has at least one problematic flaw. The very nature of Energy Parasite is dissimilar to those of other EP skills, but it is by no means more flawed.

Field or Blood Commander are buffs to counteract Intimidate; I fail to see how it differs. The only fundamental distinction is that they affect offense rather than defense, and of course that Blood Commander has the secondary effect of restoring HP.

I understand and respect that, but you appear to be focusing on things that are comparatively balanced, rather than offer alternatives to what are truly major problems. Of course, there are subjective elements to every aspect of balance, but the objective part is crucial and the crux of ensuring the game is fair. I don't mean to offend; my deepest apologies if my tone seemed to come across as rude or disparaging.




King Bling -> RE: =ED= Official Blood Mage Discussion Thread (7/23/2014 5:42:08)

blood mage is too OP with intimidate at such low cost taking 40 str away with just 3 skill points into them is just dumb, and parasite doing crit on rage does same dmg as rage with normal, parasite should not be given crit, why give it a crit if it cannot be blocked, this is dumb and mark of blood with bludegon?? this game is gone mad with all those people out there who cant balance it totally




Ranloth -> RE: =ED= Official Blood Mage Discussion Thread (7/23/2014 5:53:07)

In other words, let's nerf Strength abuse by nerfing the only skill which debuffs their damage.

Balance won't be achieved on per complaint basis. Nerf and then what? Another OP build will take over? You didn't even suggest what needs to be changed, apart from just wanting to need what, 3-4 skills? They've been doing that in the past, and people complain about imbalance - still. Well, why waste time then on doing the same and then say they can't balance anything? Quite an irony.




GearzHeadz -> RE: =ED= Official Blood Mage Discussion Thread (7/23/2014 14:25:52)

That is a good point though. Parasite shouldn't be crit able or rage able since it is an unblock able, free, energy move like static charge.




The berserker killer -> RE: =ED= Official Blood Mage Discussion Thread (7/23/2014 15:02:35)

True, it shouldn't. and @King Bling, that's only forf5 though.




Ranloth -> RE: =ED= Official Blood Mage Discussion Thread (7/23/2014 15:12:23)

My point will still stand. Pointless nerfs. Parasite is justified if you want to nerf it, damage wise, but at the same time, consider lowering the requirement once the change has been made - don't you think? Right now, the requirement keeps it in place (somewhat), but no crit/rage + 85% damage and high Support requirement? It's a no go. Lowered? Sure.




The berserker killer -> RE: =ED= Official Blood Mage Discussion Thread (7/25/2014 14:41:55)

How do you guys feel about replacing fireball with fire scythe?




Ranloth -> RE: =ED= Official Blood Mage Discussion Thread (7/25/2014 14:57:43)

Do Str BMs really need a buff? Fireball may need some tuning, but it's almost there. It's underused because of the Staff requirement and how BMs aren't really forced to use Staves nor have any significant advantage (skill wise) when doing so.

*and no, Energy Parasite having a Staff requirement is a bad idea, before anyone suggests it*




Mother1 -> RE: =ED= Official Blood Mage Discussion Thread (7/25/2014 15:28:30)

TO add on to what Trans said Tech mage also not only has this move, but blood mage already shares 3 moves not including field medic. As well as they have 2 moves that ignore defenses. Adding fire scythe will make it 4 moves the classes share outside field medic, and 3 moves that ignore defenses.

So let's say Blood mage got this move and then they got overpowered. The moment they nerf fire scythe will be the moment Tech mage takes an unneeded nerf because they share the move with Blood mage.

At least with fire ball if it get's buffed or nerfed it won't hurt the other classes like fire scythe would if given to blood mage.




The berserker killer -> RE: =ED= Official Blood Mage Discussion Thread (7/25/2014 16:08:10)

Ohhh okay I see where you guys are coming from. Yeah fireball is getting there...what if it was like TLM res shield and it used 90 hp instead of mana? I mean its a great skill just that it could probably only get used once a match because of the price. I'd use it with a staff if the cost were 90+ hp or something. Its just a thought




Variation -> RE: =ED= Official Blood Mage Discussion Thread (7/25/2014 16:15:19)

^That would definitely overpower it. The damage Fireball does isn't pathetic if it's maxed, so removing the mp cost would just leave room for abuse.




.R34P3R. -> RE: =ED= Official Blood Mage Discussion Thread (7/26/2014 21:02:25)

Blood Mages are specially for killing npc bosses , it can hold it with them , and the parasite skill is very useful :D




a non varium player -> RE: =ED= Official Blood Mage Discussion Thread (8/12/2014 3:25:12)

strn bm's are op because they just keep atacking while gaining hp simultaneously, without a turn to waste, they can mark and then just keep atacking getting hp back for 4 turns, even their energy regain skill dont need to waste any turn, you do 1 strike and get back hp get back energy get rage, no turn to waste here, this is the problem here

my solution to this - mark of blood and parasite( or atleast one) should not do atack while activating them, their animation should be like technitian or blood commander but instead of putting technitian on one's self, you put a mark ( bull's eye, -> technitian's animation) on the opoonent, same with parasite or atleast one of them needs to change, so that they need a turn to cast them to reap their benefits just like battery or bh's grenade

this will make them more tactical as they would have to chose between atacking or getting rewards for next few turns but not both simultaneously




The berserker killer -> RE: =ED= Official Blood Mage Discussion Thread (8/12/2014 11:00:38)

then do the same thing with bloodcommander....4 turns of 40%+ HP Regain and 600+ Strength? hmmmmmm and we complain that BM are OP? BMs, CHS,and Dex Mages are possibly the only ones keeping these guys in check




a non varium player -> RE: =ED= Official Blood Mage Discussion Thread (8/12/2014 11:36:41)

this is bm discussion and i stated my take on its nerf.




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