Improving legendary rank effectiveness. (Full Version)

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Rui. -> Improving legendary rank effectiveness. (7/2/2014 10:59:51)

Can we have legendary ranks improve skill effectiveness. Eg. Legendary field medic. Each point improves effectiveness by 10 so level 10 on this skill increases lvl 1 heal by 100. We can have the same with every skill in game.. when i say every it means every skill. Legendary ranks can have class based diversity. I can choose to boost my multi damage or my bunker buster. Right now the legendary ranks are very basic and more like enhancements. We can cap legendary points at 150 and have this implemented.




Mother1 -> RE: Improving legendary rank effectiveness. (7/2/2014 11:23:32)

This would also cause a power balance between higher ranked players and non ranked players so I can't support this. Remember high level 40's can still fight low ranked level 40's( level 40 rank 60 vs level 40 rank 1 Exp) as well as players as low as 36 in 2 vs 2 and 28 in 1 vs 1.




Rui. -> RE: Improving legendary rank effectiveness. (7/2/2014 11:44:45)

even now a lvl 40 rank 60 can fight a level 38. They didnt need your support to have that implemented. They made npc fight feature. If anyone finds a need to fight over 100 npc then he better get rdy for a challenge. Tons of players whinning over legendary removal.. But this is here to stay..3 months down the road almost all lvl 38 can get rank 60 if they just npc everyday. Lets not get into that and stay on the idea behind the OP




Mother1 -> RE: Improving legendary rank effectiveness. (7/2/2014 13:16:23)

As I said before I don't support this idea because it will cause balance issues.

It my bring diversity to a small group of players yes, but it also screws over anyone who isn't legendary ranked as well. NPCing only will get you so far since you can only do 100 per day and NPC doesn't help you do PVP missions either.

We have a small player base as it is and telling people to suck it up and expect an unfair fight is the main reason why many people quit.

We can't afford to lose anymore players and not everyone has your type of attitude.

I could however support this idea if the legendary ranks granted something outside of power in battle thought.

Such as increased changes to get item drops, slight discounts on items, or slightly better sell back on items. This way you are rewarding players who are working hard in the game, but at the same time not making the balance of the game worse.




Rui. -> RE: Improving legendary rank effectiveness. (7/2/2014 15:06:54)

@mom Correct me if i am wrong but many players left cause of the removal of enhancements. We had more players during delta than this phase. Moreover i am sure the number of p2p where higher in those phases too. It doesnt matter if players leave.. Eventually change is inevitable. There are only 2 ways a game can survive. Either they get paid monthly as a membership and this does not stand a chance against the big players.. So it comes down to selling exclusive stuff for cash. Now with non var and var alike it comes down to time put into the game.. If you take any game out there any mmo... The person who dedicated more time to his char will pwn a casual player in pvp. Npc are here for a reason, if you do not wanna use it or play over 100 fights thats just your problem. The way i am seeing it this game is goin the right way... The reason why they have legendary still improving over shows that very soon they will implement heal and energy improving with legendary ranks.. You need to change and adapt to the way the games evolving.. Whining about balance... Fairless against hardcore players isnt gonna help.. All you can do is face the challenge and adjust your build to fight against it. I am a rank 26 and i win 4 out of 5 fights against comical.. You can ask him. So now am i op or is the system broken ?? None, just grind and fight use some strategy and your good togo..




Dual Thrusters -> RE: Improving legendary rank effectiveness. (7/2/2014 15:47:37)

quote:

the legendary ranks are very basic


I have something to add with the following example:

Let's say Player "X" can hit Player "Y" for 100 energy strike damage and 200 Plasma Bolt damage. Now Player X spends 1 legend rank on Primary damage and Player Y spends 1 one resistance.

Player X's strike damage remains unchanged at 100 damage. However, Plasma Bolt will now only do 170 damage. As this trend continues, unblockable skills will start to do less damage than basic moves!




Rui. -> RE: Improving legendary rank effectiveness. (7/2/2014 17:42:22)

fantastic, someone who understands the cause of the high health, strength builds and my thread. Eventually blood mages will outrule all classes cause they got parasite intimidate and mark looping non stop with bludgeon fueling % of strength. I am just waiting for the day when it will be understood and corrected.




King Bling -> RE: Improving legendary rank effectiveness. (7/3/2014 2:31:54)

@ Dual Thrusters taking you own example, if the player 'x' invests 1 legendary point into the primary damage, assume his original damage output was 550 after using the legendary points it goes upto 553, then he can reduce that 553 primary damage to again 550 and invest those points into his tech to increase his resistance/plasma bolt damage as well.

Thats what I do as well,

Example, my stats:
hp 1500
ep 620

primary 550
sidearm 522
aux 446
robot 260
defns 286
resis 303

rank :6
Now if i be rank "7" and get a legendary point, and i decide to invest in primary, now it is 553 primary damage,
If i reduce the 553 primary damage again to 550, and invest the rest 2 stat points i get from reducing my primary damage through retrain, into tech, i get 308 resistance so, i would have 550 primary damage again as well as a change from 303 resistance to 308 resistance, empowering my tech based moves!




Rui. -> RE: Improving legendary rank effectiveness. (7/3/2014 8:37:51)

what he meant was investing 10 ranks on primary and 10 on resistance.. Its clearly a typo.. You shd have got that lol




King Bling -> RE: Improving legendary rank effectiveness. (7/3/2014 10:16:52)

he said "1 legend rank" by that i get a different story bro




Jacobfarrow1 -> RE: Improving legendary rank effectiveness. (7/3/2014 12:54:19)

I thought it was 1 Legend Rank, as well.

Dual Thrusters, mind clarifying this for us?




Dual Thrusters -> RE: Improving legendary rank effectiveness. (7/3/2014 13:40:21)

Yea it's a typo.

But yeah, I guess King does have a point.




suboto -> RE: Improving legendary rank effectiveness. (7/3/2014 20:50:14)

rescaleing jug mode would reduce in 1v1 and 2v2 issues. giving the 40's a fight mode back thats not broken anymore.
all 40's vs 30-34 as a rank 7 i lose to 33 and 34 every time.
i know 1st 10ranks for fact need to reduce by 1 or maybe 2 levels 30-32 at least




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