=ED= April 3rd, 2015 - Patch Notes - 1.6.43 (Balance) (Full Version)

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Battle Elf -> =ED= April 3rd, 2015 - Patch Notes - 1.6.43 (Balance) (4/3/2015 12:42:36)

quote:

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

April 03, 2015
Patch Notes - 1.6.43

BALANCE CHANGES:
  • Huge list of changes this patch, most of them are related to Energy cost reductions and flattening skill progressions, making each skill point provide the same increase in power. The starting and ending points of these skills were kept as close to their old values as possible. We also changed how Adrenaline Rush works: you can no longer cast the skill on an ally, but it now deals 85% damage to an enemy in addition to the Rage gain. Spore Bombardment also now deals 85% damage to two targets instead of the standard 90% to compensate for the skill being free to cast.

  • Adrenaline Rush
    • No longer castable on allies
    • Now attacks a target enemy for 85% damage
    • Energy cost lowered by 10
    • Change skill scaling from 25%-60% to 24%-60% (+4% per point)

  • Atom Smasher
    • Change skill scaling from 50%-80% to 52%-79% (+3% per point)

  • Assimilation
    • Increase per energy point scaling from 0.9 Strength to 1 Strength
    • Change skill scaling from 60-140 to 60-150 (+10 per point)

  • Blood Commander
    • Change skill scaling from 11-32 t to 13-31 (+2 per point)

  • Blood Shield
    • Change skill scaling from 50-150 to 60-150 (+10 per point)
    • Decrease stat scaling from 4 to 3.5 Support

  • Bludgeon
    • Energy cost increased by 20

  • Bunker Buster
    • Reduce 20% defense ignore to 10%
    • Change skill scaling from 220-350 to 215-350 (+15 per point)

  • Cheap Shot
    • Change skill scaling from 10%-34% to 9%-36% (+3% per point)

  • Defense Matrix
    • Decrease the level scaling needed to get +1 Defense above 20 from 0.55 to 0.5
    • Change skill scaling from 20-190 to 20-200 (+20 per point)

  • Energy Parasite
    • Reduce duration of skill from 3 to 2 turns
    • Change from 5%-15% to 11%-20%
    • Max Energy from NPCs increased to 2000 from 1500

  • Energy Shield
    • Decrease the level scaling needed to get +1 Resistance above 20 from 0.55 to 0.5
    • Change skill scaling from 10-180 to 10-190 (+20 per point)

  • Field Commander
    • Energy cost lowered by 10
    • Change skill scaling from 14-35 to 17-35 (+2 per point)

  • Field Medic
    • Energy cost lowered by 10
    • Change skill scaling from 260-500 to 275-500 (+25 per point)

  • Fire Scythe
    • Energy cost lowered by 10
    • Change skill scaling from 15%-40% to 15%-42% (+3% per point)

  • Hybrid Armor
    • Energy cost lowered by 10
    • Change skill scaling from 25%-60% to 24%-60% (+4% per point)

  • Intimidate
    • Change skill scaling from 7-25 to 8-26 (+2 per point)

  • Overload
    • Change skill scaling from 140-350 to 170-350 (+20 per point)

  • Plasma Armor
    • Energy cost lowered by 10
    • Change skill scaling from 30%-100% to 28%-100% (+8% per point)

  • Plasma Bolt
    • Energy cost lowered by 10

  • Plasma Cannon
    • Reduce 20% defense ignore to 10%
    • Decrease the level scaling needed to get +1 Energy Damage above 20 from 0.4 to 0.3

  • Plasma Grenade
    • Change skill scaling from 160-310 to 160-340 (+20 per point)

  • Malfunction
    • Change skill scaling from 4-22 to 6-24 (+2 per point)

  • Mark of Blood
    • Change skill scaling from 15%-32% to 15%-33% (+2% per point)

  • Massacre
    • Change skill scaling from 31%-120% to 39%-120% (+9% per point)

  • Maul
    • Reduce 20% defense ignore to 10%
    • Energy cost lowered by 10
    • Change skill scaling from 22-40% to 16-43% (+3% per point)

  • Mineral Armor
    • Energy cost lowered by 10
    • Change skill scaling from 30%-100% to 28%-100% (+8% per point)

  • Multi-Shot
    • Change skill scaling from 200-390 to 194-410 (+24 per point)

  • Shadow Arts
    • Energy cost lowered by 5
    • Change skill scaling from 15%-33% to 15%-33% (+2% per point instead)

  • Smoke Screen
    • Change skill scaling from 4-22 to 6-24 (+2 per point)

  • Static Charge
    • Reduce cooldown from 4 turns back to 3
    • Reduce stat scaling from 7 down to 6 Support
    • Change skill scaling from 28%-58% to 30%-57% (+3% per point)

  • Static Grenade
    • Increase Energy gain from 55 to 65%
    • Change skill scaling from 75-200 to 75-210 (+15 per point)

  • Static Smash
    • Change skill scaling from 35%-65% to 37%-64% (+3% per point)

  • Stun Grenade
    • Change from 160-310 to 185-320 (+15 per point)

  • Technician
    • Change skill scaling from 7-28 to 10-28 (+2 per point)


    Tags: RabbleFroth


The other section of the patch notes have been posted in the ED GD. ~Battle Elf




Lord Machaar -> RE: =ED= April 3rd, 2015 - Patch Notes - 1.6.43 (Balance) (4/3/2015 13:01:22)

Everything but ranks.
After testing with 3 builds.
Adding 1% to some skills is by the way useless when a player has +40 primary damage, reducing 1% of bludgeon or increasing it, does nothing, absolutely nothing.




Ranloth -> RE: =ED= April 3rd, 2015 - Patch Notes - 1.6.43 (Balance) (4/3/2015 13:06:06)

quote:

Once again, we are aware that the Legendary Mode is like new enhancements, and there are changes planned for it. Quote it.
https://twitter.com/RanlothAE/status/582214834864930816
quote:

Remember guys, only because some things aren't mentioned (balance) doesn't mean we're not aware / not planning a fix. Example: Juggernaut.
https://twitter.com/RanlothAE/status/584025986678808576




Lord Machaar -> RE: =ED= April 3rd, 2015 - Patch Notes - 1.6.43 (Balance) (4/3/2015 13:19:05)

Well since ED team is working "Constantly" on balance as you have stated many times, I hope it's more than some numbers changed using calculator.

Why I said a calculator, because beside numbers, there is tesintg. Clear example, if you ever played simcity, or even driven a car, laying out roads in simecity, sims tend to find cut throughs and usually those cut throughs are small roads leading to traffic. According to your speculations, everything is fine, once you start simulation, you find the problem, you cut the shortcut that sims are using making such roads have loads of traffic (balance) and directing traffic to bigger avenues.

Balance requires observing and testing. And watching endless simulations of the thing you wish to balance.

Rabblefroth never saw a pvp battle, never saw a simulation of epicduel. Maybe testers are testing these changes, but one tester can't test all possibilities.
Many said that there is an overflow of energy, Rabble decides to decrease energy needed to use skills. Saying that he doesn't even know what ED is about is something I'm sure of. He is dealing with numbers like any programmer do, and not like a developper that treats numbers within the game.

The reason why there is an overflow in energy, unlike before (before multplying by 10), usually players who wish to use strenght builds are obliged to use some stat points on energy.
We don't see this now. A strenght player now, e.g: merc, has enough energy to usually max blood commander and max berzerker, which was impossible before, the fix that rabble is suggesting, let's decrease the energy needed, and make str mercs use max blood commander, max berzerker, max maul (example), and instead of increasing the energy needed to use these skills, in order to make them invest stat points in energy, he does the opposite, saving stats for them to abuse more and more strenght and dexterity, given the fact that ranks cover up their back in the stat points they save up by having low technology and support, a two composants you don't really need if you count just on striking, striking and striking with your high dex. Strenght builds in a nutshell. Basically this is applies to all strenght builds now.




The berserker killer -> RE: =ED= April 3rd, 2015 - Patch Notes - 1.6.43 (Balance) (4/3/2015 13:30:01)

Thank god the game is story line based instead of duel based. And thank god you guys attempted to balance the game first rather than give players an incentive to play. This will definitely keep players caught up for the next few weeks/month we go without a update since they can experiment with the new balance changes and test out different builds. Interesting concept, energy manipulation should be better with some skills.




Lord Machaar -> RE: =ED= April 3rd, 2015 - Patch Notes - 1.6.43 (Balance) (4/3/2015 14:04:11)

Saying many times strenght BMs are OP, after nerfing strenght TLMs with nerfing poison, both classes were equal before the nerf, mister rabblefroth choses to make BMs more OP.

quote:

Bludgeon
Energy cost increased by 20

Sure now a str BM can use: Heal, use max blood mark, and bludgeon, and maybe a core or two, without wasting stat points on energy.


quote:

Energy Parasite
Reduce duration of skill from 3 to 2 turns
Change from 5%-15% to 11%-20%
Max Energy from NPCs increased to 2000 from 1500


Don't let this trick you, this is not a nerf, this a buff, after testing, you see that now BMs have energy in their disposal faster. Instead of draining energy slowly, you know what, let's give them energy instantly with higher draining % and in 2 turns. A skill that has no warm up, 3 turns cooldown, which is perfect, because after draining energy after using blood mark, will take you 2 turns, heal in third, use again.

Anything that used to be a strenght build's weakness in the past is now covered up:
- Enough energy to use all of your maxed out skills with no need to spend 1 stat point in energy = More stats to abuse
- High resistance and defense = Covered up by ranks.
- 90% Sure melee strikes = abusing strike button. Because of high dex, high dex is because of all level stat points are used iin dex and strenght, supp and tech are covered.
Well not enough, let's buff them more.
Atleast if everyone has access to these builds, I would have no problem, but they OP at ranks 20 + to 50. You can't use them below rank 20.
Let's give them 600 PVP (a small group, not all, because not all can use strenght builds to get fast wins) wins to give them rewards for coming up with a promoted strenght build.





Ranloth -> RE: =ED= April 3rd, 2015 - Patch Notes - 1.6.43 (Balance) (4/3/2015 14:13:41)

Parasite wasn't supposed to be nerfed with this change, so the buff was intended.




Squrwogrona -> RE: =ED= April 3rd, 2015 - Patch Notes - 1.6.43 (Balance) (4/3/2015 14:19:42)

Well, now I got another cycle of retraining, bcs % in all skills give the same bonus. What was the reason for this? Now it forces me to either max a skill or skip it altogether.

Profanity removed. Censored or not, please refrain from using inappropriate language. If you're going to post please keep it civil and constructive.
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Lord Machaar -> RE: =ED= April 3rd, 2015 - Patch Notes - 1.6.43 (Balance) (4/3/2015 14:21:38)

quote:

Parasite wasn't supposed to be nerfed with this change, so the buff was intended.


Sure because that's what Mister Rabble do, doing the opposite of logic. Because yeah; number don't lie. Reality does.




Mother1 -> RE: =ED= April 3rd, 2015 - Patch Notes - 1.6.43 (Balance) (4/3/2015 14:25:15)

It got a buff and a nerf. The energy gain was increased for it's duration, but the amount of turns it last was nerfed in exchange.

But overall it was more of a nerf than a buff for the so purpose not that it can't be looped like before, and it is a lot easier to counter.

For NPC it was buffed but for normal player it was otherwise.




Lord Machaar -> RE: =ED= April 3rd, 2015 - Patch Notes - 1.6.43 (Balance) (4/3/2015 14:32:47)

I see it was buffed more than nerfed.
For example, instead of waiting 3 turns to have 200 energy back. You can have 190 energy back in 2 turns, giving you the chance to heal 1 turn before, or rage bludgeon 1 turn before.
Before, maximum percent you drain with parasite is 15% each turn for 3 turns = 45%
Now, you can drain 20% each turn for 2 turns = 40%

Sure you drain 40% but you get 1.5x the amount you drained. Which is 60%.
E.G: Opponent has 100 energy.
Following old system.
1st turn: 15 energy drained, Energy gained: 22.5 (22 or 23 not sure)
Energy left: 85.
2nd turn: 12.75 energy drained (13). Energy gained: 19.125 energy (19)
Energy left: 72.
3rd turn: 10.8 energy drained (11). Energy gained: 16.2 (16)
Final result: Energy left= 61. Energy drained =39. Energy gained= 58.

Following new system.
1st turn: 20 energy drained. Energy gained: 30.
Energy left: 80.
2nd Turn: 16 energy drained. Energy gained: 24.
Final result: Energy left: 64. Energy drained= 36. Energy gained= 54.

Exchanging 4 energy gained and 3 energy drained for 1 turn is a buff not a nerf. Since you can utilize energy faster. And drain energy faster.

quote:


Calculations concerning a higher amount of energy. If anyone says that the total opposite happens if the amount of energy increases.
400 energy.

Old System:
400
1ED: 60. 1EG: 90.
340
2ED: 51. 2EG: 76.5.
289
3ED: 43.35. 3EG: 65.
246.
Energy left= 246. FED= 154. FEG= 231.

New system:
400
1ED: 80. 1EG: 120.
320
2ED: 64. 2EG: 96.
254.
Energy left= 254. FED= 144. FEG= 216.


ED: Energy drained. EG: Energy gained. 1.2.3: Turns. F= Final



Exchanging 4 energy gained and 3 energy drained for 1 turn is a buff not a nerf. Since you can utilize energy faster. And drain energy faster.

Samething applies when draining energy of your opponent, since this is a double effect skill, you drain energy faster (2 turns) instead of (3 turns) forbidding the opponent to use any high energy requiring skill.




.Lord Ginger. -> RE: =ED= April 3rd, 2015 - Patch Notes - 1.6.43 (Balance) (4/3/2015 14:33:24)

I believe for PVP, it is definitely a nerf for the reason of 2 turns amd 3 cooldown which results in 2 turns without parasite instead of 1
Yes Machaar, I believe that it is easier to loop a heal, it may have been set in to balance out the static charge loop




dfo99 -> RE: =ED= April 3rd, 2015 - Patch Notes - 1.6.43 (Balance) (4/3/2015 15:18:53)

my actually underpowered tlm build (due the club requirement) created to try fight against the players with katherax still using str take a nerf on atom smash of -1%, i thought that was impossible the devs do anything even more worse on balanced.




.Lord Ginger. -> RE: =ED= April 3rd, 2015 - Patch Notes - 1.6.43 (Balance) (4/3/2015 15:34:25)

@dfo99 That's just tough luck bro




romanu -> RE: =ED= April 3rd, 2015 - Patch Notes - 1.6.43 (Balance) (4/3/2015 16:02:38)

I said it before and will say it again: You would of saved yourselfs much trouble,time and the balance would be better if classes would not share skills. For example: the nerf of bludgeon was ok on BM but no reason for TM. BM can combine it with mark of blood.




overdead -> RE: =ED= April 3rd, 2015 - Patch Notes - 1.6.43 (Balance) (4/3/2015 16:32:09)

damn. bludgeon and plasma cannon were nerfed. :/ There goes my smooth BM combo. I suppose energy cannon had it coming. It rekt so many dreams at such low mana cost. Same with bunker buster.




Darkwing -> RE: =ED= April 3rd, 2015 - Patch Notes - 1.6.43 (Balance) (4/3/2015 16:43:53)

Luck factors need a balance look too. Luck is way too often in my battles, It's like I play a lottery.




overdead -> RE: =ED= April 3rd, 2015 - Patch Notes - 1.6.43 (Balance) (4/3/2015 17:04:19)

I've been reported many times for "cheating" because of a rare consecutive string of blocks or deflections and crits. And they keep on harassing me saying that I'll be banned because of my luck.

Anyway, the nerf on plasma cannon is quite crippling. What used to be a fast win is now, well, a little slower. The bludgeon increase in mana is also a little inconvenient. BUT the parasite's buff more than makes up for it. I didn't like the trade though because damage is why I got BM in the first place (which was just this week). bummer. I'm halfway done with the 600 kills and I can feel this slowing me down.




Lord Machaar -> RE: =ED= April 3rd, 2015 - Patch Notes - 1.6.43 (Balance) (4/3/2015 17:32:38)

Overdead, just wait until you reach level 38 ;)




Squrwogrona -> RE: =ED= April 3rd, 2015 - Patch Notes - 1.6.43 (Balance) (4/3/2015 17:56:39)

Cmon Machaar, don't scare off those few players that still play;)




overdead -> RE: =ED= April 3rd, 2015 - Patch Notes - 1.6.43 (Balance) (4/3/2015 17:58:28)

Everyone keeps on saying that. :< i feel like this is my last level up before another year-long hiatus.




Mother1 -> RE: =ED= April 3rd, 2015 - Patch Notes - 1.6.43 (Balance) (4/3/2015 18:16:49)

@ overdead

At least you got through the majority of the hardcore missions without this unlike some people who had to go through it from the start.




Lord Machaar -> RE: =ED= April 3rd, 2015 - Patch Notes - 1.6.43 (Balance) (4/3/2015 18:19:07)

Just a sad truth, no one told me about before I reach level 38, after I did, I faced level 40s with different ranks from 1 to 150. Felt sad afterwards because I wasn't mentally prepared for it. Atleast our friend here knows what 's coming up next, and he might be looking into plan Bs, NPCs or 2vs2 or quitting.




overdead -> RE: =ED= April 3rd, 2015 - Patch Notes - 1.6.43 (Balance) (4/3/2015 19:12:03)

I think the only reason not many people are saying bm is too good is because almost every other player (at least at my level rage) is a bm.

I was expecting the cannon to be nerfed though. It was really a killer. I just wish they just increased the mana cost rather than decrease the defense ignored.

I actually stopped playing june last year and started again a week ago and I levelled up from 30 to 37. I'd probably go with 2v2s at 38.




Lord Machaar -> RE: =ED= April 3rd, 2015 - Patch Notes - 1.6.43 (Balance) (4/3/2015 19:24:55)

Just keep one thing in mind, true players who only complete till a good rank.

2vs2 is much worse than 1vs1, level differences, 2 forties against a 36 and a 38, partner leaving, etc..., but atleast you know it's not as imbalanced as 1vs1. Otherwise NPCs is your way.

Anyways, wish you good luck, just remember, don't hate the player, hate the game.

Only some players who will tell you what's really going on, I'm not like one of those hypocrites that are searching for a spot in the team, and I won't lie to you and tell you, the game is full of butterflies and unicorns farting rainbows, sure it is, before level 38, because the game is following level up system which is very balanced, but once you reach level 38, you start playing a similiar imbalance level up system = ranking system.

A system, like leveling up system, the difference is:
- In leveling up system, if a player has more levels than you, you have a chance to start first, in ranking up system no.
- You only can face players 5 levels higher than you, in ranking system you do not, starting from level 38, you face level 40s rank 120.
- in leveling up system, you get more rewards if you defeat a player that has more levels than you, in ranking system no.
...

In a nutshell, ranking system is the opposite of leveling up system.




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