The problem with jugg (Full Version)

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AQWorldsFarmer -> The problem with jugg (6/14/2015 22:19:34)

After multiple suggestions to even out the jugg mode, I've finally realized the MAIN reason that it is almost impossible to win. And no, its not that enhancements are gone.
What is this reason? Passives are gone, the most notable one in this case? Reroute/Battery.
Let me explain...

You're in a juggernaut battle with players that use their energy for burst damage and while you wait for their energy to run out, you're using nothing but defensive skills (shields, heals, ect.) In the past, once they rain out of mana they either had to wait for you to strike them or steal yours but now they can continue to spam their skills while you helplessly try to hold on to your HP.

What are some of the other major reasons you think jugg mode is broken?




Uchiha Sarada -> RE: The problem with jugg (6/15/2015 0:21:28)

Yes That was one of the discussed reasons months ago and I agree, passives had the game much more balanced and it was easier to control a support user.
Also For jugg I remember When I used to set one of my oponents to certain amount of hp, where my rage is in range to kill and then just strike the other oppnent for low amount of dmg so he doesnt gain 2much EP from reroute to heal his partner and by striking for low dmg I manage to earn the rage and kill the one that was in range for my rage.

Removing Passives Ruined alot of Strategy and adding Energy gain and drain to all of the classes also lowered the variety and made the game even more unbalanced for the other modes like juggernaut, its a shame that they are not coming back, they Might but remastered, Hopefully.

I understand that some passives were broken like the Deadly aim For BM but removing them was a complete waste and decreased variety and made the game even more unbalanced.

Another Point is that they said that they removed the Passives because they were a must have for all builds but Arent the new active skills that replaced passives a must have for all the builds too? I dont get it dattebayo.




King Bling -> RE: The problem with jugg (6/15/2015 5:41:29)

The sole reason is the removal of str, which was a way to win, this made people use dex/supp build in 2vs2, and even at level 30, so when I try playing jugg, I either fight a supp/dex opponent or both dex or both support or visa versa, they keep dealing high amount of damage with crits, stuns, making it very not possible, apart from that, facing 2 opponent who have good control over energy will make you lose too, since they take over 300 per person i.e 600+ , if they are both bh, or respective ways as well. I dont think underdog mode will help unless they give like +10 each stats literally.




kelvin48997 -> RE: The problem with jugg (6/15/2015 5:56:53)

I see what your saying, howower i like how jugg is balanced now, cause it wa supposed to be hard, i don't really wnat a change to make it easyer, cause i myself think that legendary points helps alllot in jugg battle's, yea i would like someway of higher energy regain or soemthinge like that but it should not change to much in jugg battles, cause i don't want the players that face the jugg to become the underdogs




Cloaked_Shadow -> RE: The problem with jugg (6/15/2015 8:22:18)

It's not just str, @Bling, 5 Focus jugg builds used to exist, lol. 5 focus support mercenary/tactical mercenary... It is passives+Enhancements.
Passive with infinite energy, enhancements because capped players who jugged, we're usually more varium than their enemies, and usually enhanced a lot to get insane defense.

EDITO:
@Kelvin, not even ConQrR will jugg... it's so imbalanced. >.>




AQWorldsFarmer -> RE: The problem with jugg (6/15/2015 14:55:15)

quote:

I see what your saying, howower i like how jugg is balanced now, cause it wa supposed to be hard

There's a difference between hard and near impossible.




Cloaked_Shadow -> RE: The problem with jugg (6/15/2015 16:30:52)

Right, I don't see high levels on leaderboards where they used to be. Something's amiss.




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