Idle Skills (Full Version)

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xzkamityx -> Idle Skills (6/25/2015 22:52:26)

so, we want build diversity right?Why not do so with idle talent. Almost every MMO i know has a class that does one thing that other classes can't. Some have the three basic, ranger, wizard, warrior. Rangers use bows and sneak, wizards use magic, and warriors are on the front lines. We could impliment this into each class so that none are the same and picking a class doesn't rely on what class is more "OP" at this time, but mainly what is you're playstyle. Bounty hunters could have an idle talent that gains them health on strike(small amounts), cybers can gain energy on strike(again small amounts), mercenaries can gain bonus defense as the rounds increase, tactical mercenaries can gain bonus resistance as the rounds go on, Tech mages have a higher energy pool , Blood mages start with a higher health stat than the others.

This could be balanced to where you some may increase with levels, rounds, or just be a base thing at the start(such as a 100 more energy pool for the tech mage).




Exploding Penguin -> RE: Idle Skills (6/26/2015 0:49:00)

This was a thing before passives were removed.

TMs used to have a passive which made their guns do boosted damage. It was around +100 damage at max level. They also used to have reroute, which was a passive that converted up to 30% of damage received into energy, making it pretty easy for the class to heal and last a while when other classes didn't really get enough energy to do that.

Bounty Hunters used to have passive lifesteal. Damage they dealt from any attack healed them for up to 21% damage dealt. No need to activate mark of blood or spend energy. It was passive and could be leveled, starting from 5% lifesteal to 21% lifesteal. They also used to have a passive boost to block chance and stun chance.

Mercenaries used to have passive defense and resistance, making them far tankier than the other classes. They also used to have passive extra rage gain, although barely anybody invested that many points into it.

To sum it up:

Back in earlier phases TM was pretty much the only class that could gain more energy than their base amount. They also did a ton of damage with their gun.
Bounty Hunters were extremely focused on blocking, with their smokescreen and passive block chance. They were also focused on just dealing damage since they healed off of any damage they dealt.
Mercenaries were super tanky, but like BH they suffered from no ability to regain energy. They could last a while like BHs even without energy though because of passive armor.

Then new classes came out in Delta.

Blood Mage used to be really well-noted for fireball since it did unblockable damage which scaled with strength, one of the few skills that actually did that. It got damage nerfed so hard though so people rarely use it. It had passive lifesteal and the passive gun damage boost. Because of this the class was really great at doing stuff even without energy because of the passive lifesteal + gun damage synergy.
Tactical Mercenary used to be super duper tanky. They could tank with their passive armor that mercs also had and they had reroute so they were given the power to heal more than others do as well. They also had atom smasher which cost barely any energy and drained a decent amount (about 30-40% more than a max rank assimilation at rank 1). This class was the epitome of tank in epicduel.
Cyber Hunters were really weird at first. They also had passive armor for tankiness, but also the block/stun chance passive. They were also the only class at the time which could generate energy when they wanted to since static charge was a 1-of-a-kind skill. Before the only way of gaining energy passively was through reroute which you couldn't control since it was based off of how much damage you deal. With static charge you decided when you get energy. The class itself was also a different form of tanky. You had very high block chance in general as well as passive resistance.

That all went away after skills got replaced into actives. But what I'm trying to say is that classes actually used to be worth changing to, because each class was really unique in its own special way. If passives came back and were implemented the right way then this could happen again.




xzkamityx -> RE: Idle Skills (6/26/2015 1:12:25)

yea i know, which is why im saying they shouldn't be an upgradeable skill. it should be called an idle talent, or a passive talent because if we say passive skill then they will automatically shoot it down.




Exploding Penguin -> RE: Idle Skills (6/26/2015 14:32:26)

First off, that's been suggested many times already by several different people over a course of like 3 years.

Second, if we really want passives back we shouldn't try and implement it under the groundwork that "passive on skill trees will never come back."
The devs really need to understand why there is pretty much no reason not to put it back in if they want the game to be more successful.




Oswald Cobblepot -> RE: Idle Skills (6/26/2015 15:07:59)

I agree with you kamity, but I think they won't do it because they don't make this kind of things, of course that it would be amazing. But ED developers have another idea to EpicDuel.




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