Energy control (Full Version)

All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel Suggestions



Message


AQWorldsFarmer -> Energy control (6/10/2015 11:08:52)

As it is right now, energy control means the different between winning and losing- which is why mercs are a very rare breed right now.
Instead of buffing static smash, which will ad to the problem, what about nerfing/buffing other energy draining skills?

Static Grenade:
This skill is extremely useful in a free EP drain on your opponent, with a bit of energy back to the caster.
My suggestion-
Lower EP drain by 50%
Increase gain to 150% (which is a buff of +10% to the energy gained after calculations)
The result? Drain less, Gain more.

EP Grenade:
This skill: Decrease drain by 25%, decrease energy by 30%

Atomic Smash:
This still: Decrease drain by 10%, decrease energy consumed by 30%
Result: Cost less, but drains a bit less.

Static Smash:
Just fine like it is.

Assimilation:
Just fine, since strength got nerfed.

Energy parasite:
this still: Decrease energy drained to a max of 15%, increase gain to x1.75

Now, before you start "If we keep nerfing skills this game will be dead"
these skills are receiving a NERF in energy DRAIN, but a BUFF in GAIN/CONSUMED.
Also, by 'nerfing' these skills, your allowing more energy to be used in your build.

Another thing that could be done is giving health/energy their own seperate stats
Maybe you could get 2 point/level. This way you can put points into your energy without
straining your build.
Also, the stats for health/energy could increase by 8, instead of 12.5 (if they get their own stat points).




Exploding Penguin -> RE: Energy control (6/10/2015 15:16:42)

Static Grenade:

"Let's normalize skills more because then switching classes will be notably more different."
No.
Sorry, class diversity > anything else. Static grenade is unique because it is trashy at recovering energy but good at draining it. Normalizing it to be very average would just make BH not worth changing to cause it will be barely any different from other classes. Energy flow skills are pretty much what define classes now; almost nothing else does.

EMP Grenade:
No.
Same reason as before. CH uses EMP grenade as a crutch. It is singlehandedly one of the only reasons to play CH because of its ability to completely empty someone's energy pool in a single turn.





Darkwing -> RE: Energy control (6/10/2015 15:20:17)

I think you ignore something here.


The reason why BM or BH have good energy control is because they can't get energy if the enemy doesn't have it. TLM or TM, CH can get as much energy as they want with battery. So need to consider that too.




The berserker killer -> RE: Energy control (6/10/2015 15:22:51)

Why not just buff static smash by lowering the CD by a turn? Nerfing gets us nowhere




AQWorldsFarmer -> RE: Energy control (6/10/2015 15:47:47)

Buffing energy-draining skills takes away from the actual game-play.
The game has went from actually using a combo of skills to just using 1 or 2 skills and constantly draining each others Energy.

Now, for those of you who think this wont do any good for the game, i listed a second option.
quote:

Another thing that could be done is giving health/energy their own seperate stats
Maybe you could get 2 point/level. This way you can put points into your energy without
straining your build.
Also, the stats for health/energy could increase by 8, instead of 12.5 (if they get their own stat points)




.Lord Ginger. -> RE: Energy control (6/10/2015 17:06:53)

Or, you can just remove energy regenerating skills, because they require no skill to loop. Or add passives.




Kd -> RE: Energy control (6/10/2015 17:07:43)

quote:

you can just remove energy regenerating skills, because they require no skill to loop. Or add passives.


Remove them + add passives. Agreed




Mother1 -> RE: Energy control (6/10/2015 17:59:08)

Unless the staff changes there minds about passives coming back those skills are never coming back sadly. Would love to see them back myself though.




.Lord Ginger. -> RE: Energy control (6/12/2015 12:14:25)

They have changed their minds about other things... Tank promo turned into rare...




Mother1 -> RE: Energy control (6/12/2015 12:18:13)

^

True but that promo wasn't anything that affected balance unlike this.




.Lord Ginger. -> RE: Energy control (6/12/2015 12:29:06)

There was something else they said they'd never do, but they did eventually. I forgot what it was though.




Mother1 -> RE: Energy control (6/12/2015 12:32:08)

@ Lord Ginger

Let me guess bring back old rares that were promised that were supposed to be rare?

Cause that is what jumps out at me the most.




.Lord Ginger. -> RE: Energy control (6/12/2015 12:38:48)

Yea, Eggzooka. There's one. Random "bug." Was gone for a year, then returned the next, how is that an accident? Might as well accidentally bring back Alpha weps.


Pertaining to the topic, If the skills wouldn't stack, couldn't use MOB and Bloodlust for the same class...

@aqwfarmer People would spam Ultimates...




AQWorldsFarmer -> RE: Energy control (6/12/2015 13:11:38)

@ lord ginger
Now that i think about it, that is 80 points that can be invested into hp/mp

instead, offer 1 point. and increase health scaling to 18(max hp with minimum mp would be ~1450) , decrease mp scaling to 9(max mp with minimum hp would be ~1000)

added to this, you have more point to invest into actual stats (that would have normally been used to invest in health)




.Lord Ginger. -> RE: Energy control (6/12/2015 13:14:49)

No way, unless you want to see a lot of BM'S spamming parasite




Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition
5.078125E-02