Skills that improve with Current/Max hitpoints/energy (Full Version)

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Stonehawk -> Skills that improve with Current/Max hitpoints/energy (8/8/2015 12:45:16)

How about skills that improves with stats other than strength, support, dexterity and technology? Those effects could be added for skills that are hard to balance, making them more interesting.

For example:
-a skill that does Primary Damage + x% of max EP or something. X depends on the skill lvl. For example, if x is 10, the skill does primary damage + 10% of max EP. If max EP is 640 energy, it does primary damage +64.
-a skill that does higher damage the lower the current health is. Something like "does X additional damage, and X is the % of health lost in the battle (berzerker could have this additional effect since it costs so high and it's blockable and predictable)





Dark Worshgiper -> RE: Skills that improve with Current/Max hitpoints/energy (8/8/2015 16:52:11)

quote:

How about skills that improves with stats other than strength, support, dexterity and technology?

skills that ''improve' not ''improves''




JeezusOfIdeas -> RE: Skills that improve with Current/Max hitpoints/energy (8/8/2015 16:53:11)

Reasons for:
Increases the strategy by a lot.

Makes more viable build options.

Could bring some new skills to the game and this could solve the overlapping skill issue.

Reasons against:
Complex to impliment/program.

Difficult for newer players to understand, overwhelming.

Hard to balance.

I do support this however I doubt that this will ever happen as ED team is working on bio beasts and that takes some coding, balancing and redesigning.
Cool fact
In alpha the TM supercharge improved with energy and it was extremely broken.




Dark Worshgiper -> RE: Skills that improve with Current/Max hitpoints/energy (8/8/2015 17:04:47)

And I think that berzerker skill should have an ability of being unblockable with x% . X depends on skill level . (lvl1 +2% -lvl2 +4 .... lvl10 + 20% chance to strike without being blocked )




Exploding Penguin -> RE: Skills that improve with Current/Max hitpoints/energy (8/9/2015 0:11:09)

This idea would have been so much more effective to implement before everybody got an energy-recovery skill.

But still supported I guess. There could be some unique applications with it.




.Lord Ginger. -> RE: Skills that improve with Current/Max hitpoints/energy (8/9/2015 9:56:31)

Stop talking about grammar Horsewhisperer, or you woulda said loses instead of losses to Nowras' thread.

TBH, devs don't care enough to make these changes




Dark Worshgiper -> RE: Skills that improve with Current/Max hitpoints/energy (8/9/2015 21:18:16)

No problem . I see his post is good . I help him only .




Exploding Penguin -> RE: Skills that improve with Current/Max hitpoints/energy (8/9/2015 23:16:59)

To go a bit off topic,

you shouldn't spend your time or effort trying to correct something that doesn't even matter. If it was something that could greatly change the interpretation of the post then it would be helpful but in this case no.

Also I am all for execute skills (IE skills that deal more damage the less health they have).




.Lord Ginger. -> RE: Skills that improve with Current/Max hitpoints/energy (8/10/2015 8:57:36)

Penguin, technically then, all the skills that scale with tech are execute skills




Silver Sky Magician -> RE: Skills that improve with Current/Max hitpoints/energy (8/10/2015 9:00:28)

@Exploding Penguin

We already have this, in a way - cores which can only be activated below 25% health, like Hawk Guardian and Yeti Fury, which are significantly stronger than similar cores without such restrictions and even skills.




Stonehawk -> RE: Skills that improve with Current/Max hitpoints/energy (8/15/2015 12:00:40)

@Dark Worshgiper


"I helped him only", not "I help him only", because you only did it once.
And you said "improve'. It should be "improve"
Joking, lol. I knew it was wrong, but I didn't think it was necessary to edit just because of 1 letter. And my english is not so good, but IMO making people understand what I say is enough.
(OFF-TOPIC, sorry about this)



ON TOPIC:

@Silver Sky Magician

We have skill cores that can only be used below 25% health, but we don't have a skill that increases damage depending on how low your health is. If berzerker worked that way, for example, it could be a deadly attack if you happened to survive with 1 health, which is pretty cool and fair for its high costs.


quote:

Reasons against:
Complex to impliment/program.

Difficult for newer players to understand, overwhelming.

Hard to balance.


They added a new effect to fireball. And there are skills that only works below 25%. So I think it's not hard to make a skill that goes stronger when below 25, 20, 10% health.... and as Jeezus said, Supercharge improved with energy in alpha, so it might not be that hard to add some damage depending on your health or energy. But you're right, it is hard to balance and they could give up after testing and failing.


quote:

Reasons for:
Increases the strategy by a lot.

Makes more viable build options.

Could bring some new skills to the game and this could solve the overlapping skill issue.


This is EPICDUEL, this is what people want, EPIC DUELS... not only new cheevos or missions that can be completed in 2 days. Bringing a more dinamic dynamic *sigh* battle will bring lots of players back into the game, and trust me, making overload improve with support and nerfing effects into battle, like poison, and specially stun does the opposite.




Exploding Penguin -> RE: Skills that improve with Current/Max hitpoints/energy (8/15/2015 13:37:38)

quote:

@Exploding Penguin

We already have this, in a way - cores which can only be activated below 25% health, like Hawk Guardian and Yeti Fury, which are significantly stronger than similar cores without such restrictions and even skills.


I was talking more about the enemies' health, not the users'.

quote:

Penguin, technically then, all the skills that scale with tech are execute skills


I'm not actually sure which skills you're referring to or why.




Foulman -> RE: Skills that improve with Current/Max hitpoints/energy (8/16/2015 1:43:12)

How about a new stat called Precision, gives crit chance and armour piercing, but everyone starts off at 0 Precision. Maybe make it 1 point of Precision=1 point of armour ignored permanently.




Stonehawk -> RE: Skills that improve with Current/Max hitpoints/energy (8/16/2015 6:59:55)

@Foulman

Game is already hard to balance, a new stat will have to bring room for skills that improves with those stats and stuff, otherwise this stat will be useless. If you spend stats in precision (defense ignoring), you will have less stats on the stat of your build, for example strength. Why would I spend stats in precision to decrease my strength, if precision only decreases the opponent's armor while strength increases not only damage but also some skills?




Exploding Penguin -> RE: Skills that improve with Current/Max hitpoints/energy (8/16/2015 14:47:13)

They should just fix the way defense/resistance works anyways. There is no %-reduction in the game aside from shadow arts and it should be implemented into the stats themselves.




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