Strike Cooldown! (Full Version)

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Stonehawk -> Strike Cooldown! (7/20/2014 21:27:17)

Hey, guys! I was thinking of something interesting to prevent strength-based builds everywhere.
How about 1 turn cooldown for striking? The Strike button is replaced with the Rest button for 1 turn everytime you use it, allowing you to skip after a normal strike if you don't have any other move. This would prevent auto-players (botting) and Strength + dex builds would need to use a gun or aux, so they would have to improve other stats if they don't want to be deflected! I think it would make ED an interesting and more strategic game!




DeathGuard -> RE: Strike Cooldown! (7/20/2014 21:41:47)

Against this. If your gun and aux are in cooldown, and you can't use energy to use a skill, you're losing a turn in which your foe can kill you because you could have strike but the strike has cooldown which would make this too unfair. It had be more like another reason to rant about balance and some people rely on strike not because they are strength build users, but because strike makes you rage faster and gives you more chances of blocking if done continuosly.




Mother1 -> RE: Strike Cooldown! (7/20/2014 21:54:50)

Instead of giving strike a cool down make it so it doesn't work favor any build at all. That was what my thread's original purpose was when I made it.




Stonehawk -> RE: Strike Cooldown! (7/20/2014 22:06:25)

What if strike and gun was 1 turn cooldown? Then you'd have to use one then the other, not only primary...
(I would get tired of hitting with a club all the time, and sometimes firing a gun would make me breath a little before striking again lol)




Stonehawk -> RE: Strike Cooldown! (7/20/2014 22:13:05)

@DeathGuard

If your gun and aux are in cooldown, it's because you didn't use them strategically, I still think it would make it more interesting. There are tons of skills and cores to be used when you are unable to strike, only if the battle is too long there might be a chance for you to skip a turn for having no available moves, which means your character is "tired", so it kinda makes sense to me!




DeathGuard -> RE: Strike Cooldown! (7/20/2014 22:29:11)

@StoneHawk: Not necessarily because you didn't use them strategically.
If you are out of energy you need to Gun first, then Aux, and then Strike and in the next turn, you can use Gun again but you would have to skip a turn to use Aux and that's a problem. Skipping turns would not only make the battles longer but also it could be a retaliation if you have some sort of debuff on your foe and you can't attack when the debuff is still active. This suggestion has many cases in which you would be able to point flaws and that they wouldn't make this game better.

My suggestion:
What we could do is to actually create a formula on how the Strike damage is based, since you need a balance(in your body) if you want to keep striking. We could base it of btw the highest stat and lowest stat.
e.g. Strength is your highest but support is your lowest, lets say if there is a +50 stat breach on them, your strike would deal less damage (-13% damage).
  • If the breach is +40 stats , your strike would deal less damage(-9%).
  • If the breach is +30 stats , your strike would deal less damage(-7%).
    If the breach is 30 or lower, you would deal a correct damage %.

    This could control people from spamming strength and leaving their defenses too weak and if they take the risk, they would have a setback for abusing strength.




  • Stonehawk -> RE: Strike Cooldown! (7/20/2014 23:11:37)

    @DeathGuard

    If you're out of energy:
    strike - gun - strike - aux - strike - gun - strike - aux

    Not a single skip if you use it that way, unless your opponent got a bot making you unable to use other weapons (it would make people go back to retired yeti bots lol) ... and still there are cores and stuff. And gun could be 1 turn cooldown too, I don't see any reason for it to be 2 turns. It used to be stronger when there was Deadly Aim for mages, now there isn't.
    Well it was just an opinion, and it made sense to me.

    I see your suggestion, it seems too complex :/




    DeathGuard -> RE: Strike Cooldown! (7/20/2014 23:15:47)

    The gun cooldown won't change just for the sake of a strike cooldown.
    While you may keep running from not losing turns that way, some builds don't really either rely in gun or auxes due to low damage or due to their opponent's defenses to their gun and auxes's damage types. ED would turn in a play of who ever deals damage faster with limited turns. People would probably go full strength because that would be the wisest choice if this was done.




    Stonehawk -> RE: Strike Cooldown! (7/20/2014 23:21:24)

    Full Strength? How about blocks and deflections? strength alone wouldn't work, people would have to try something else and I know there are many builds that rarely uses a normal strike.
    Look, I just made for the first time a build without support, low tech and high health. I keep hitting and I won with 1000 health left. How is this fair?




    DeathGuard -> RE: Strike Cooldown! (7/20/2014 23:28:00)

    It works sadly, I'm a tank BH and strength abusers hit in a range of 180-270 depending on their legendary ranks and the stats dumped to strength. I may be able to steal their energy, shield and keep heal looping but sometimes their strike damage is enough to beat my strategy and worse when they rage. Striking makes you rage faster, and if you block their attacks, their rage gauge fulls rapidly so they normally tend to rage faster than you.
    It isn't fair but it works, and still people use it. I want some sort of solution to this but a strike cooldown won't make things better in my opinion but that's the wonder of this world, we are able to think different from others and that's why there's a variety of how people think.




    Mother1 -> RE: Strike Cooldown! (7/20/2014 23:38:59)

    @ Deathguard

    As I mentioned before remove the bonus damage strike gives when used alone and only have it do weapon damage. As long as strike the only move without cost or cooldown is powered by strength this will keep happening.

    If you remove that power from strike and make it not favor any build that would indirectly buff none strength builds.




    DeathGuard -> RE: Strike Cooldown! (7/20/2014 23:44:33)

    It could work but then the strike damage done would vary on the opponent's defense/resistance. We would have to get data on this if we could prove if it would be useful.




    Noobatron x3000 -> RE: Strike Cooldown! (7/21/2014 0:41:38)

    I don't entirely disagree with mother1 , however max weapon damage at 40 is 350-360

    what happens when I get my def to 350-420 and my res to 350 + you now cant hit me above 30 without mana. and it aint hard to get your defence so high.




    The berserker killer -> RE: Strike Cooldown! (7/21/2014 10:16:35)

    I mean its already blockable with a result of minimum dmg, I don't see a reason to place it on Cooldown. 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




    AQWorldsFarmer -> RE: Strike Cooldown! (7/21/2014 12:14:40)

    i love that idea berserker, support helping fatigue will also help with bounty hunter's abusing strength way too much (most have minimum support).





    The berserker killer -> RE: Strike Cooldown! (7/21/2014 12:45:57)

    ty. I understand what stonehawk means by giving strike a cd but removing features/nerfing features in the game just ruins things. It's best to just add more features




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