=ED= March 26th, 2014 - Patch Notes - 1.6.9 (Full Version)

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Mecha Mario -> =ED= March 26th, 2014 - Patch Notes - 1.6.9 (3/26/2014 19:13:31)

quote:

[image]http://epicduel.artix.com/images/icon/ED_Web_Avatar_RabbleFroth.png[/image]

March 26, 2014
Patch Notes - 1.6.9
[img]http://cms.battleon.com/ed/images/youtube_ed_dns.jpg[/img]
Still confused about the war mechanics? Check out this new video narrated by the one and only Titan!

BALANCE CHANGES:
  • Hatchling Rush
    • This skill has been generally a bit too strong with a high debuff and full damage. We're bringing these down a bit to make it more manageable.
    • Damage lowered from 100% to 85% strike damage
    • Healing reduction lowered from 50% to 40%
  • Necrosis
    • In comparison to other defense debuffs, this skill was simply providing too much reduction for little cost.
    • Defense and Resistance debuff reduced
    • At level 40, final round reduction lowered from 130 to 102
  • Azrael's Will
    • While Azrael's Will provides a very strong effect, the energy cost was causing it to be underused.
    • Energy cost reduced from 200 to 175
  • Azrael's Torment
    • Energy cost reduced from 150 to 140


  • While we want energy management and manipulation to be an important aspect of battle, it is still more of a focus in battle than we intend. This, coupled with effective heal looping led us to make a number of changes to energy skills, mainly increased cooldowns for no-cost skills and lowered drain effects.
  • Fireball
    • Since Blood Mages tend to have a tougher time regenerating energy as the battle goes on, we lowered the cost of their main attacks to compensate.
    • Energy cost lowered by 10 at all levels
  • Plasma Cannon
    • See Fireball
    • Energy cost lowered by 10 at all levels
  • Battery Backup
    • Cooldown increased from 4 to 5 turns
  • Assimilation
    • Cooldown increased from 3 to 4 turns
    • Energy drain lowered by 10 at all levels
  • Static Grenade
    • Cooldown increased from 3 to 4 turns
    • Energy drain lowered by 10 at all levels
  • Static Smash
    • Cooldown increased from 3 to 4 turns
    • Energy drain lowered by 3% at all levels
    • Energy gain increased to 80% from 75% of the amount drained
  • Static Charge
    • Cooldown increased from 3 to 4 turns
  • EMP Grenade
    • Energy drain reduced by 10 at all levels
  • Atom Smasher
    • Energy drain reduced by 3% at all levels
  • Energy Parasite
    • Added a minimum gain of 10 Energy per turn
Tags: Rabblefroth Patch Notes




Dual Thrusters -> RE: =ED= March 26th, 2014 - Patch Notes - 1.6.9 (3/26/2014 19:24:39)

lol Atom smasher got nerfed




GearzHeadz -> RE: =ED= March 26th, 2014 - Patch Notes - 1.6.9 (3/26/2014 19:37:26)

Welp. Since everything got changed almost evenly, there won't be a difference. Just going to make people try to do faster kill builds and higher energy importance. Didn't change any of the skills that needed to be looked at.




The Hidden Legend -> RE: =ED= March 26th, 2014 - Patch Notes - 1.6.9 (3/26/2014 20:10:32)

Gearheadz, I would think that the changes to energy will help with heal looping, but I am still 2v2ing, so I am not sure.




edwardvulture -> RE: =ED= March 26th, 2014 - Patch Notes - 1.6.9 (3/26/2014 20:15:44)

People might not see this, but this is an indirect buff to strength builds at the high end. Instead of using their energy more, people will now have one more strike or gun in waiting for energy to regen again for other types of attacks or skills. Seriously though, instead of bring energy parasite up to be in par with all the other energy skills, they dragged all of them down. The first 4 balance changes I'm fine with except I wish they had done that before the azrael's weapon left.




dfo99 -> RE: =ED= March 26th, 2014 - Patch Notes - 1.6.9 (3/26/2014 20:47:01)

- the energy parasite still is useable only for focus 5 builds bms
- the people will sell the abyss bot and buy the hawk
- the hatchling rush maybe was too much nerfed




Dual Thrusters -> RE: =ED= March 26th, 2014 - Patch Notes - 1.6.9 (3/26/2014 21:07:47)

@dfo

Dude, do you really think nerfing Hatchling Rush by 10% made it underpowered?




edwardvulture -> RE: =ED= March 26th, 2014 - Patch Notes - 1.6.9 (3/26/2014 21:09:33)

Time for another post to justify why we need to split the skill tree. There are really only two types of skills on the skill tree. Skills that have 0 energy cost, and skills that have an energy/health cost. Static charge, battery backup, static smash,static charge,assimilation, and energy parasite all belong in the 0 energy cost category. When you think about it passives are also 0 energy cost skills and could be instituted so that each class can really be distinctive again. Players tend to invest in them way more than cost skills like plasma bolt, overload, etc. because they benefit every kind of build whereas skills that cost energy are situational and often used only in specialized builds. Without the splitting of the skill tree, cost skills and "0" cost skills (technically a turn's usage is an opportunity cost) will never be balanced in terms of power.
...and that is the rationale behind the skill adjustment in my balance thread "Build Diversity x 10"

Feel free to refute it in any way, but the logic should be clear. We already tried passives to actives and that pretty much failed miserably, it is time to go for the alternative and split the skill tree.




Dual Thrusters -> RE: =ED= March 26th, 2014 - Patch Notes - 1.6.9 (3/26/2014 22:44:48)

Has anyone else checked the ratings on that video?




edwardvulture -> RE: =ED= March 26th, 2014 - Patch Notes - 1.6.9 (3/26/2014 22:50:58)

^xD




GearzHeadz -> RE: =ED= March 26th, 2014 - Patch Notes - 1.6.9 (3/26/2014 23:45:31)

What video?




Dual Thrusters -> RE: =ED= March 26th, 2014 - Patch Notes - 1.6.9 (3/27/2014 0:24:39)

Click on the picture in the DNs




Pemberton -> RE: =ED= March 26th, 2014 - Patch Notes - 1.6.9 (3/27/2014 1:23:47)

This is good balance update but it should be done faster and earlier.
If the balance is too slow too long the players will get fed up and quit.




King FrostLich -> RE: =ED= March 26th, 2014 - Patch Notes - 1.6.9 (3/27/2014 1:33:34)

Time to make my remarks of this update. Some, I won't explain because they're self-explanatory and already in good shape.


quote:

Fireball

Since Blood Mages tend to have a tougher time regenerating energy as the battle goes on, we lowered the cost of their main attacks to compensate.
Energy cost lowered by 10 at all levels


A staff blood mage is still irrelevant. Sort of an unnecessary energy cost buff but meh.
quote:


Battery Backup

Cooldown increased from 4 to 5 turns

Assimilation

Cooldown increased from 3 to 4 turns
Energy drain lowered by 10 at all levels


Lol dat TM nerf

quote:

Static Grenade

Cooldown increased from 3 to 4 turns
Energy drain lowered by 10 at all levels

Static Smash

Cooldown increased from 3 to 4 turns
Energy drain lowered by 3% at all levels
Energy gain increased to 80% from 75% of the amount drained

Static Charge

Cooldown increased from 3 to 4 turns

EMP Grenade

Energy drain reduced by 10 at all levels

Atom Smasher

Energy drain reduced by 3% at all levels


Static Charge could've been "deals 85% primary damage but still recovers energy based on actual primary damage without any reductions" rather than having a hard time with energy controls. Other than that, I'm not sure why mercs and TLM and BH needed a nerf.

quote:

Energy Parasite

Added a minimum gain of 10 Energy per turn


This literally means a BM can always gain 30 mana within 3 turns assuming the enemy has 0 mana. Kind of good but meh.



Overall, 5-class energy skills nerf and BM energy buff.




edwardvulture -> RE: =ED= March 26th, 2014 - Patch Notes - 1.6.9 (3/27/2014 1:40:34)

They threw 5 stones and missed killing the bird.
Parasite is still not going to be used because of the support requirement.


The like/dislike ratio on the video:
31 Legions dislike this xD....




Drianx -> RE: =ED= March 26th, 2014 - Patch Notes - 1.6.9 (3/27/2014 2:46:51)

The modifications were targeted at individual skills rather than classes.
Which makes them rather ineffective IMO.




CHELSEA ROX -> RE: =ED= March 26th, 2014 - Patch Notes - 1.6.9 (3/27/2014 3:16:50)

@edwardvulture I'm Legion but i still liked the video :P

IMO hatchling rush and necrosis got nerf which was necessary so thats a positive.
BM getting slight buff is again a positive.




Remorse -> RE: =ED= March 26th, 2014 - Patch Notes - 1.6.9 (3/27/2014 3:49:29)

While most of these balance changes are necessary. ( I greatly approve of the hatching rush nerf)


I feel that they have been changed from the wrong direction.


What I mean is simply increasing cool downs of the free cost skills doesn't really reduce the importance of the skill which i think is the issue.

In fact I think they make the skills even more important since they have a longer cool down so they are now more important to use early to get the CDs ticking sooner.


What should be happening is a new cost system which gives free costing skills another limiting factor aside from Cool down as to provide a means of opportunity cost.

Such as my Stamina points suggestion.


This way rather then simple removing the variety these skills offered with shorter cool downs instead it would provide a different incentive to not use these skills in the first place or manage their stamina as to allow them to use it.




Mostly I see the free cost skill changes as band aid and variety diminishing changes.


While a major issue of power spamming builds have had little done to bring them down at this crucial time of nerfing all other builds harder.



In saying all this I greatly appreciator the focus towards balance,

Please don't interpret my words as your doing the wrong thing, your are doing exactly what is required (focusing on balance) however I say this harsh critique as motivation to continue these balance changes and perhaps think of more complex and less band-aid style solutions.


Thanks, Remorse.






edwardvulture -> RE: =ED= March 26th, 2014 - Patch Notes - 1.6.9 (3/27/2014 4:09:27)

@Chealsea : I was joking because Legion is losing, however , if they get their work ethic up and grind, they can easily beat exile.




Goony -> RE: =ED= March 26th, 2014 - Patch Notes - 1.6.9 (3/27/2014 5:53:11)

Pretty good Rabble:)
I like how the changes have shifted the tactics in battles a bit with the longer cooldowns and less emphasis on energy control. This has also enhanced the ability for players to use defensive stalling tactics and thus the battles are longer and more strategic in nature.

I'm using a 5 focus merc and can pretty much expect, going into battle, that I have a chance against all the other classes now.




edwardvulture -> RE: =ED= March 26th, 2014 - Patch Notes - 1.6.9 (3/29/2014 16:00:06)

So rabble's entirely in charge of balance?




Ranloth -> RE: =ED= March 26th, 2014 - Patch Notes - 1.6.9 (3/29/2014 16:01:47)

Mostly, yeah. After all, he was always the one to discuss balance with us on Forum and behind many changes since joining the Team in... Gamma, I think. Titan likely does some of it too, but to a lesser extent. And Testers for feedback, so Rabble (and Titan?) can alter it again.




edwardvulture -> RE: =ED= March 26th, 2014 - Patch Notes - 1.6.9 (3/29/2014 16:09:59)

Then I need to convince him to split the skill tree, it will do wonders for balance and build diversity.




Ranloth -> RE: =ED= March 26th, 2014 - Patch Notes - 1.6.9 (3/29/2014 16:25:03)

Yeah, I'm sure it will. Hun's suggestions would also do wonders for balance (if you're a BM only). And so on. Not everyone will agree, not everyone thinks in the same way as you do, etc.

Besides, there's no direct contact with Rabble. He was on IRC in the past, but that's long gone. If people utilized it more in the past, they would've had a chance to speak with the Game Staff directly. I mean, there was a lot of them around there: Lycus, Ashari, Rabble, Practel, Charfade (once or twice), Illuminator, and even Wiseman. Pretty sure NW and Titan got on few times, but not as much.
There is a Forum section dedicated for IRC and related stuff, and it was all there. Existed for good few years, and there's one for every game, general, and even off-topic. But for ED, it's long gone because channel has turned inactive and was de-registered from official channel list.




edwardvulture -> RE: =ED= March 26th, 2014 - Patch Notes - 1.6.9 (3/29/2014 16:28:25)

I have one of each class, I do not post balance suggestions for my own sake




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