High HP Counter Ideas (Full Version)

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Remorse -> High HP Counter Ideas (7/19/2014 15:21:36)

To deal with high hp builds rather then nerfing them, perhaps they just need to add more counters for it, here are some ideas.


Robot:
The Equalizer: Special core: Deal 50% of your robot damage but also receives damage equal to 25% of the opponents maximum HP.

For example, lets say you deal 500 robot damage, and your opponent has 1000 hp, 50% of 500 is 250, then add 25% of 1000 which is 250+250=500, you will deal the same damage as your normal robot attack for someone with 1000 hp, any HP higher then that and you will deal more damage and lower and you will deal less.

Lets say their HP is 1500, 25% of 1500 is 375, plus the 250 from the robot damage = 625 robot damage which is a lot for a robot but the person does have a lot of hp, this should give a very nice strong attack for players to use against high HP builds but at the same time not be overpowered or even weak against people with average to lower HP.

Note that all these calculations are before defenses, your not going to actually deal 625 damage, that's just the damage before defense amount against someone with 1500 hp if you had 500 robot damage to start with.



I will come up with some more Cores/robot ideas to counter high HP soon and will edit it in.


Feel free to suggest your own ideas for counters to high HP guys, plus discus any mentioned.








Xamurai -> RE: High HP Counter Ideas (7/19/2014 15:51:52)

I won't lie i like the concept but your way of doing it. Here comes mine - I think that it should basically be like a reverse Agility system. That if players have over a certain amount of HP the robot ignores a specified amount of defense. For example, 1500 hp build. Robot would ignore 5% of def/res per 100 hp over 1000. That would give focus a good fighting chance once again. And i think it should be implemented for ALL robots. So to clarify. If fighting someone with 1500 HP who has 350 defense. The robot would ignore 5%x5, So it would ignore a full 25% of the opponents defense, Seems it is 500 points of HP over 1000. Sorry for elaborating so drastically. I know some of you find it hard to grasp a concept. So i will make this as easy to understand as possible. Seems the robot will now ignore 25% of the opponents defense. The bot will now hit damage as if the opponent had 262.5 defense instead of a full 350.




Remorse -> RE: High HP Counter Ideas (7/19/2014 16:01:28)

Interesting concept,

Definitely different from mine and I don't think I like the idea of making all bots have this advanatge but hey thats your suggestion.


Also it becomes overly complex when you consider we don't even have agility making it even harder to explain, that's why it might be better to base it of percentage maximum hp.



Many other games such as league of legends use percentage maximum hp counter-options to deal with high hp users so I know the concept works.






Mother1 -> RE: High HP Counter Ideas (7/19/2014 16:03:02)

@ Xamurai

But in the process would that overpower focus builds to an extent with high HP builds? Especially with robots like the infernal android which mostly everyone uses. Image this I have a max out infernal android blast with focus 5. I go and use rage which means not only am I going to ignore 45% of their defenses but I will also be ignoring more defenses due to the extra bonus robot damage would be giving and to top it off getting an extra 30% damage due to this robot's effect to boot?

That will cause huge problems with balance.





The berserker killer -> RE: High HP Counter Ideas (7/21/2014 10:17:54)

How about we add a new feature called "Fatigue". The more you swing your primary the weaker you get however the more support you have= the longer you can swing your primary without your str decreasing as fast.

I am against nerfing but I am all for adding new features




Drianx -> RE: High HP Counter Ideas (7/21/2014 10:45:38)

The only viable solution is to scale dex and tech slightly faster with stat points, so that they balance better with HP.

Any other concept is just Agility under a different implementation. They only make the game mechanics more complicated, and cannot balance with high HP in all situations.




Remorse -> RE: High HP Counter Ideas (7/21/2014 10:56:54)

^ Those are good ideas but I don't see how they are, "the only viable options".

I think giving players the tools to counter these builds will also be a simple and easy first step to at least try.

And the very worst they add another bot/core for people to play around with.


where as messing up with stats can cause unexpected disasters.




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