=ED= December 5th, 2014 - Patch Notes 1.6.33 (Balance) (Full Version)

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Battle Elf -> =ED= December 5th, 2014 - Patch Notes 1.6.33 (Balance) (12/5/2014 16:22:06)

quote:

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

December 05, 2014
Patch Notes - 1.6.33
BALANCE CHANGES:
  • General
    • Deflection now blocks 65% of damage, up from 50%
    • Defense ignore from Rage attacks now decreases by 1% every 2 levels, and increases by 1% every 3 Support. Defense ignore is capped to 55%.

  • Atom Smasher
    • Energy drain increased by 3% at all levels

  • Backup Battery
    • Cooldown reduced to 4, down from 5
    • Energy gain reduced by 25 at all levels

  • Frenzy
    • Cooldown increased to 4, up from 3
    • Now grants Energy at a rate of 2x the Health gained
    • Now costs 0 Energy
    • Health gain lowered to 13-22%, down from 30-57%

  • EMP Grenade
    • Stat scaling slowed to 4.5, up from 4

  • Static Grenade
    • Energy gain increased to 55%, up from 50%

  • Shadow Arts
    • Duration increased to 4 turns, up from 3

  • Cores
    • Reduced numerous active skill core energy costs. Specific changes listed below.
    • Armored Roots: 100 to 85
    • Azrael’s Torment: 140 to 125
    • Azrael’s Will: 175 to 160
    • Bacon Breath: 100 to 90
    • Bacon Rain: 100 to 90
    • Chairman’s Fury: 120 to 110
    • Concussive Shot: 120 to 110
    • Curse: 130 to 115
    • Deep Plague: 100 to 90
    • Energy Shot: 70 to 60
    • Energy Storm: 90/120 to 80/110
    • Exile Strike: 80 to 70
    • FrostBite: 70 to 60
    • Frost Shards: 90 to 80
    • Growth Serum: 130 to 115
    • Hatchling Rush: 140 to 130
    • Hawk Guardian: 100 to 90
    • Improbability Gate: 100 to 90
    • Jack-O-Fire: 100 to 90
    • Legion Strike: 80 to 70
    • Meteor Shower: 100 to 90
    • Omega Override: 120 to 110
    • Plasma Meteor: 100 to 90
    • Thorn Assault: 100 to 90

  • Titan Chomp: 100 to 90


    Tags: Patch Notes RabbleFroth


The other section of the patch notes will be posted in the ED GD ~Battle Elf




Ranloth -> RE: =ED= December 5th, 2014 - Patch Notes 1.6.33 (Balance) (12/5/2014 16:26:31)

With the balance changes, there will be some questions. I'll give a brief explanation to some bigger changes - namely: Rage and Deflections.

  • Deflections are similar to blocks. For many, they'd rather risk getting their attack deflected than blocked, especially on rage, so this deals with that. There is also the issue of deflectable and blockable Bots - this puts them much closer. Whilst the issue may not be gone completely, it's definitely less significant.

  • Rage is a feature that was meant to be used against tanks, but we know Strength builds had a ball at it. Offense is significantly better than defense at lower level, but at higher level, the two are closer together. The issue is, it devalued defense a bit too much, therefore, Strength took over. Support gets a nice buff too. Long story short, it will mean a small buff to Rage ignore for some players, nice buff to Support, and a nerf in offensive power of Strength, indirectly.

  • Also, no more Legion vs. Exile filter! Hope you guys are happy with this one!

  • Cores getting lowered cost should be alright. The whole Energy stress thing, and more cores getting released, it somewhat makes sense. Some other skills got a minor but much needed buff - Shadow Arts' duration, Static Grenade's return %, and tweaking EMP (and Atom) a little. Frenzy should be quite interesting, whilst Battery Backup shouldn't be as bad as it was before, when it regenerated even more EP and had 4 turn cooldown.




  • Frost Moglin -> RE: =ED= December 5th, 2014 - Patch Notes 1.6.33 (Balance) (12/5/2014 16:56:59)

    The new Frenzy is very powerful now. HP and Energy drain, 10% defence ignore and no cost. Not sure if too powerful, haven't tried it a lot




    doomkiller98 -> RE: =ED= December 5th, 2014 - Patch Notes 1.6.33 (Balance) (12/5/2014 18:16:29)

    Over 2 months for this? Are you kidding?
    SMH




    Mother1 -> RE: =ED= December 5th, 2014 - Patch Notes 1.6.33 (Balance) (12/5/2014 18:35:01)

    I have to ask why in the world did they decide to power up deflections? Is it another way to nerf strength builds?




    The Jop -> RE: =ED= December 5th, 2014 - Patch Notes 1.6.33 (Balance) (12/5/2014 18:46:54)

    Probably, and also because of the recent issues people have talked about with ranged bots.




    dfo99 -> RE: =ED= December 5th, 2014 - Patch Notes 1.6.33 (Balance) (12/5/2014 19:21:04)

    now with deflections at 65% is more hard avoid the luck factors, should be this good?




    Ranloth -> RE: =ED= December 5th, 2014 - Patch Notes 1.6.33 (Balance) (12/5/2014 19:28:45)

    I don't see how it's more difficult to avoid luck factors - the reduction in damage went from 50% to 65%. They occur just as often as they did before.




    beaststyles -> RE: =ED= December 5th, 2014 - Patch Notes 1.6.33 (Balance) (12/5/2014 19:38:30)

    Some interesting changes.

    Is it possible to work on the balance between a sword and class specific weapons? It affects a TLM the worst currently.




    doomkiller98 -> RE: =ED= December 5th, 2014 - Patch Notes 1.6.33 (Balance) (12/5/2014 20:41:11)

    I think I am aloud to have an opinion when I say we need a new Balancer, Its nothing against rabble, but his balancing style is just not fit for this game. In My Opinion

    ~Doom




    kittycat -> RE: =ED= December 5th, 2014 - Patch Notes 1.6.33 (Balance) (12/5/2014 21:24:50)

    It would be better for Deflections to go from 40% + (Strength/3), capping at 65%.




    Exploding Penguin -> RE: =ED= December 5th, 2014 - Patch Notes 1.6.33 (Balance) (12/5/2014 22:06:19)

    I like the rage changes, and the battery backup fix was nice. Reduced costs on cores were great as well. The frenzy mechanic is more of a new idea rather than a balance change, but it'll nonetheless make TLM one of the most interesting classes now.

    I think in general they need to reduce the amount of energy skills drain. EMP grenade drains a ton only because it requires a lot of skill points to be really effective and it costs energy itself, but static smash, static grenade, and energy parasite all drain ridiculous amounts given they're free and even recover energy to the user. All it does is set a tempo to the battle revolving around draining someone's energy as soon as they get it back. Disrupting peoples' builds is nice, but making it so easy is honestly just crazy. Also the strength of drains just makes frostbite and frost shards near obsolete because those cost energy as well.

    And thank god for the shadow arts buff. It was well overdue. Still might not be on-par as other skills though. Hoping for a +3-5% extra effect by max skill points on it.




    Kokujoe -> RE: =ED= December 5th, 2014 - Patch Notes 1.6.33 (Balance) (12/6/2014 4:58:12)

    Some really interesting changes, especially with the tweaking of rage. I'm not too sure about the increase in deflections, what I'm trying to convey here is, even though it has saved me in more than a couple of occasions in the past but it can work equally against one in similarly dire situations. Reduced costs on cores is a good decision, and will be happily accepted by most including me.

    Regarding EMP and Static grenades, both deserved those changes and I'm glad they got implemented. But for now, only time will tell whether the changes made to Frenzy were for the better or worse.

    Now coming back to what actually caught my eye, Shadow Arts; sadly it still remains to be pretty inefficient even when its duration got increased. Being a hunter myself, I assume most will agree that spending skill points in it is pretty much in vain (atleast now in Omega). It needs to improve in its effectiveness [perhaps starting with 13% while being capped at 35% max] and its energy cost needs to be slightly reduced [maybe 100 Energy with (+20 per skill level increase)] in order to be even considered in a build. And to be honest, the other defensive moves still manage to do a better job than the afore-mentioned skill. But that's just my personal opinion on the matter, hence its upto the devs to consider this proposal, so I'll just leave it at that.

    Anyways its good to see that the pros outweigh the cons with this balance update overall. Thus, its definitely a job well done!


    ~Kokujoe ^_____^b




    Mother1 -> RE: =ED= December 5th, 2014 - Patch Notes 1.6.33 (Balance) (12/6/2014 12:29:56)

    @ Dfo99

    I think you mean people perfer to use this not because it is less avoidable but it hurts less than a block would seeing as you would still get 50% of the damage if you deflect, rather 15% percent damage if you got blocked.

    However now you only get 35% damage.

    But still even with this change you still get 20% more damage than you would with a block though at the same time this change did buff tech spam builds seeing as they thrive on deflections.




    dfo99 -> RE: =ED= December 5th, 2014 - Patch Notes 1.6.33 (Balance) (12/6/2014 12:52:50)

    quote:

    I don't see how it's more difficult to avoid luck factors - the reduction in damage went from 50% to 65%. They occur just as often as they did before.


    many players prefer use deflectable atacks to avoid a possible block




    dfo99 -> RE: =ED= December 5th, 2014 - Patch Notes 1.6.33 (Balance) (12/6/2014 13:20:19)

    mother1

    the blockable atacks that the players avoid, usually is more stronger than the deflectable, what made the 35% and 15% of damage still inflicted near same. also the players that use powefull blockable atacks (like, bludgeon, beserker, or even the primary atack) usually have more dexterity than technology. i could explain more, but believe that you will understand.




    veneeria -> RE: =ED= December 5th, 2014 - Patch Notes 1.6.33 (Balance) (12/7/2014 22:04:32)

    Tactical Mercs just got a boost! My energy build on them must do wonders now, if i ever get the chance, i might swap in to it.

    Although, i am not sure it was a good idea to leave frenzy as it is.
    I mean, yes! The Tactical mercenaries got their very deserved buff! But it should have been handled differently, what point is to invest on the atom smasher now? Why couldn't it be something new and different instead?

    I always felt that frenzy was one of those pretty alright skills, but now it is just overkill.




    dfo99 -> RE: =ED= December 5th, 2014 - Patch Notes 1.6.33 (Balance) (12/7/2014 23:05:58)

    after the parasite blockable, i thought that was impossible happens a new update even worst, then now the deflections is almost same as a block, lol. if this progression continues, in 2020-2030 epic duel will be a 100% luck based game like roll dices for example?




    Exploding Penguin -> RE: =ED= December 5th, 2014 - Patch Notes 1.6.33 (Balance) (12/7/2014 23:12:37)

    My current evaluation of TLM after switching to it and playing it is:

    Unless you're running a poison build, support build, or a strange build with like max stun grenade you have WAY too much energy; more than you would ever need. I've played matches where I've burnt through like 3 level 1 surgicals and 2 max field medics.

    New frenzy is kind of interesting. It's a 1-point wonder since the scaling with stat point investment is just abysmal, but using rage with it at max level can give almost as much energy as static charge, as well as heal a decent bit.




    Gepard Acht -> RE: =ED= December 5th, 2014 - Patch Notes 1.6.33 (Balance) (12/8/2014 7:02:11)

    The energy steal skill changes are alright, not sure if atom smasher will be used more frequently though, it's still pretty bad. I wasnt around for the time they changed re-route to battery so I feel that this is an overall buff for the skill.

    Frenzy has gotten more interesting, I doubt TLM needs more energy though, they have as much energy as non-caster TM. I wouldnt say that it's a buff, the previous raged Frenzy could turn battles around. But this change will make the skill a sure investment with it's free cost and more energy and all, so it might not be that bad

    Shadow arts is still a bad skill unfortunately, giving it more duration isn't going to make it a better skill. I feel that they should just remake this skill entirely.




    Squrwogrona -> RE: =ED= December 5th, 2014 - Patch Notes 1.6.33 (Balance) (12/11/2014 10:50:13)

    Just out of curiosity. How could the devs push out 4 cd battery+assimilate? Constant 0 energy for me and full energy for tech mages. How no one saw this when they were testing? Granted, it matters only against dex stun tm, but thats nearly everyone...

    For illustration: whatever I gain thanks to static charge, I immediately lose thanks to assimilate. That leaves me spamming strikes. Blocks galore follow. Suppose I'll go back to bm tomorrow then.

    Either lower emp cd or static charge cd. Energy control for cybers sucks most right now. Guess I'm just stupid to go cyber when I coud've joined herd of tm's...




    SouL Prisoner -> RE: =ED= December 5th, 2014 - Patch Notes 1.6.33 (Balance) (12/12/2014 13:17:29)

    lol. Was playing 2v2. What perfect pairing i must say :D http://prntscr.com/5g1xwu

    And here i thought Jugg was the hopeless mode, huh...




    dfo99 -> RE: =ED= December 5th, 2014 - Patch Notes 1.6.33 (Balance) (12/19/2014 5:14:34)

    the rage was not overnerfed for who not use high suport builds? my build for example uses 42 of suport, which is an medium suport overhall and now the rage ignore less damage than a critical.




    Thylek Shran -> RE: =ED= December 5th, 2014 - Patch Notes 1.6.33 (Balance) (1/4/2015 12:45:29)

    quote:

    I have to ask why in the world did they decide to power up deflections? Is it another way to nerf strength builds?

    Its was a buff to the defensive part of Technology but a nerf to the offensive part.
    This made strenght/dex builds even stronger versus focus builds because focus builds
    use alot deflectable attacks (robot/aux/gun) while strenght/dex builds only rarely do
    use their gun and nearly never their aux or robot for attacks. So focus builds got nerfed.

    I hope that this change will get undone as it brought big unbalance between dex and
    tech which was fine before. In sum deflections are now way more powerfull than blocks.

    Another things that got empowered by this change are poison and posion robot.
    Combined with the frenzy buff TaM have been empowered to much.




    suboto -> RE: =ED= December 5th, 2014 - Patch Notes 1.6.33 (Balance) (1/4/2015 21:17:45)

    quote:

    Il list class in order along with balance improvements

    Tactial merc:

    Mineral armor- Changed to cost 130energy at all levels and %s nerfed to 15%-50% (makes skill overall more meaningful to use, nerfes %'s and reduces overall cost)

    Artilerry strike- level 6 does 10dmg more makeing level1-6 20dmg+ (so its on par with other multi's) each level instead of 1-5 being 20dmg+ or each rank on aux raises artilerry strike dmg (20dmg buff)

    Field commander- changed into % numbers and buffs str and support (makes the move more meaningful while reduceing overall gain)

    Frenzy- changed the base %'s do energy return and grants 2x hp returned (makes it more of a hp based move rather then a energy recovery)

    Stun grenade- 30% chance nerfed to 25% and lvl1-4 grants 30dmg+ and level5-8 grants 20dmg+ (80dmg buff and 5% stun nerf)

    Bounty hunter:

    Shadow arts- %'s slightly nerfed but overall cost remaining 110energy at all levels

    Stun grenade- 30% chance nerfed to 25% and lvl1-4 grants 30dmg+ and level5-8 grants 20dmg+ (80dmg buff and 5% stun nerf)

    smoke screen- level1-2 4dex removed and level3-5 3dex removed and level6-8 2dex removed (about 5-6dex removed buff)

    Tech mage:

    Malfunction- level1-2 4tech removed and level3-5 3tech removed and level6-8 2tech removed (about 5-6tech removed buff)

    Fire scythe- Energy cost 130 at all levels and %'s slightly nerfed

    Mercenary:

    hybrid armor- %'s nerfed and overall cost 110 energy all levels (13%-50% for example)

    bunker- level1-2 20dmg level8-10 10dmg and crit chance nerfed to 20% and ignores 15% of targets dmg (overall reduces dmg by 30 crit chance reduces by 5% ignores 5% less armor)

    Cyber hunter:

    Stun grenade- 30% chance nerfed to 25% and lvl1-4 grants 30dmg+ and level5-8 grants 20dmg+ (80dmg buff and 5% stun nerf)

    plasma armor- Changed to cost 130energy at all levels and %s nerfed to 15%-50% (makes skill overall more meaningful to use, nerfes %'s and reduces overall cost)

    emp grenade- level1-5 20energy level6-10 10energy (overall nerfs it taking energy by 50)

    Shadow arts- %'s slightly nerfed but overall cost remaining 110energy at all levels

    Blood mage:

    Plasma cannon- level1-2 20dmg level8-10 10dmg and crit chance nerfed to 20% and ignores 15% of targets dmg (overall reduces dmg by 30 crit chance reduces by 5% ignores 5% less armor)

    all levels get buffed by +1stats each level to increase possible build variety

    Hp scaleing 13/12 each point nerfed into +10/9 per point (overall balances out hp more)


    I think this is needed
    next




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