Make poison be able to kill (Full Version)

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The berserker killer -> Make poison be able to kill (8/28/2014 11:51:43)

It'll be another interesting feature to the game which, I believe, should be there iin the first place. Any objections?




Mother1 -> RE: Make poison be able to kill (8/28/2014 11:55:45)

I remember this suggestion being made before and it was vetoed due to this making poison and classes who have poison overpowered.

TLM CH and BH would get a massive buff due to this and double poison builds would resurface once again due to field medic being the only counter to poison itself.




dfo99 -> RE: Make poison be able to kill (8/28/2014 12:35:33)

this suggest is like ask to lifesteals effects exceed the maximum hp or even heal at first turn exceed the max hp limit. probably never will be implemented, idk




Remorse -> RE: Make poison be able to kill (8/28/2014 12:55:16)

Could be a good idea for a passive.

In-fact I really like the idea of it being a passive I will add it to my thread for BHs.




I Underlord I -> RE: Make poison be able to kill (8/29/2014 11:47:31)

Passive damage is just that: passive. Killing someone with it is both imbalanced and nonsensical.

For instance, if I had 160 HP left and would surely have won regardless of what my opponent did (even if they had an attack that dealt additional damage such as Bludgeon and hit a critical), and they poisoned me for 30 damage with the poison itself doing 130, I would die because the enemy just so happened to have poison. In addition, I would die on my own turn in such a hypothetical scenario; even if the game engine can now handle such an event, poison moves would be unique in doing so, and would indirectly receive a certain type of advantage. As a result, so too would glass cannons for the classes possessing poison, with all tanks taking an indirect nerf due to lethal poison potentially bypassing their defenses.




The berserker killer -> RE: Make poison be able to kill (8/29/2014 12:06:34)

then what about a core that allows your poison to kill?




I Underlord I -> RE: Make poison be able to kill (8/29/2014 12:19:02)

The core would have to be passive, and would likely apply to the primary, yes?
It is a good idea, but a class with poison shouldn't be able to overpower themselves (with potential lethality that would not have otherwise existed) at the cost of 6,000 Credits, 10,000 Credits, their corresponding Varium costs, or even any amount of Credits or Varium. This is especially true as the current primary passive cores that can be purchased are largely ineffective at best.

Besides, cores should be prospectively be viable for all classes if not builds, not certain builds of a limited number of classes.

EDIT: Passives cost 6K Credits, not 7K. My apologies.




dfo99 -> RE: Make poison be able to kill (8/29/2014 13:28:31)

quote:

then what about a core that allows your poison to kill?


still looks non sense and imbalanced imo.




santonik -> RE: Make poison be able to kill (8/29/2014 14:25:17)

quote:

then what about a core that allows your poison to kill?

Although poison would kill. the three classes has its own poison skill. all classes have their own poison robot skill. The idea behind this is an intriguing mind. Will this passive skill primary weapon stick? Or armor core?

What about the poison robot?

Should the passive skills also affect this robot special, too? Or should put your own killing poison passive in to armor. robot need own killing poison passive(armor). Primary weapon's need own killing poison passive. This would take care of grenade / blade poison.





In fact, I accept this poison to kill. If this would use the core space.






off topic.
In fact, although the three character classes allowed in this other more advantages / disadvantages.
Need to remember this. The game can always plan more goodies. Even if they would apply like all the classes. For example, the mage classes to each other to share a few of your core, your own cores could also be hunters classes. Let's not forget merc classes.

This would bring to the game variation.

I made this translator. if there is something a bit silly. (assume so) then ask again what this should mean. I am not always 100% sure of these words.
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game needs creative people. These are always ideas. good and less good. These give more ideas. etc..........................




The berserker killer -> RE: Make poison be able to kill (8/29/2014 19:42:39)

@ Underlord: I question that statement. Why? There are armors that are only available to certain classes, weapons only available to certain classes, hairstyles only available to certain classes so why not cores?

And thank you Santonik for bringing that up. This should be an armor core in order to allow the poison bot availability to kill with its poison.




I Underlord I -> RE: Make poison be able to kill (8/29/2014 20:59:31)

Hairstyles as well as most weapons and armors are purely cosmetic, and those weapons and armors with locked cores mutate, or are classless (armors) or swords (weapons). Cores are and should be available to all classes, and this means that each class should hypothetically be able to utilize them in a variety of builds.




santonik -> RE: Make poison be able to kill (8/29/2014 23:13:45)


The concern is the low / mid lvl players and poison. poison can be really effective. shock and 3x130 damage. This should probably make some sort of scaling.
That I've played 32lvl Tclmerc and I noticed how effective is poison. It is really strong. closer to 40lvl its effect will fade gradually. (my alt character is now 33lvl)



This would prevent the poison spamming. Now medic_heal will be able to resist a little poison. This is not enough small / medium lvl alone. I guess it would be good to do some sort of scaling. reduce small / medium lvl max poison damage. Or add an anti poison core of the game. reduce the poison damage about 25-50%. Rough idea only.

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It would be good to remember to add the opportunity to the counter.




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