Some skills and cores that need to be reworked (Full Version)

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Thylek Shran -> Some skills and cores that need to be reworked (10/18/2015 19:21:20)

Malfunction / Smoke Screen
- Decrease duration from 3 to 2 turns and buff impact by 50%
- Increase debuff from 2 to 3 skill points per level to compensate the shorter duration

Skill level 1:
Instead of -30 Tech/Dex for 3 turns which is 90
it would be -45 Tech/Dex for 2 turns which is 90

Skill level 2:
Instead of -32 Tech Dex for 3 turns which is 96
it would be -48 Tech Dex for 2 turns which is 96

Why ?
- They hardly can take effect for 3 turns. Mostly its only 1 or 2 turns
- They can be countered easily by shields
- They could be used more tactical


Technician / Reflex Boost
Increase duration from 4 to 5 turns like Blood Shield.
Increase energy cost by 25%.

Why ?
- The increase and duration of Resistance/Defense is to small to counter strenght builds
- The skills are underpowered generally and require alot skill points to be usefull for all but Tech/Dex builds
- It would buff Azraelīs Borg + Azrael's Annihilator which are underpowered because of the short defensive buffs duration


Defense Matrix / Energy Shield
- Increase duration from 3 to 4 turns
- Decrease impact by 33.33%

Instead of 200 Defense/Resistance for 3 turns which is 600
it would be 150 Defense/Resistance for 4 turns which is 600

Why ?
- The short duration can be countered easily by using attacks of the opposite element
- They can be countered easily by using defensive moves and energy attacks
- It would buff Azraelīs Borg + Azrael's Annihilator which are underpowered because of the short defensive buffs duration
- The buffs mostly are to strong to be effective per turn if the opponent does decide to build Rage or cannot use counter moves


Blood Shield
Higher skill level should cost more Health Points.

Why ?
- Bonus and cost should be linear in relation
- Every buff does cost more Energy Points for higher tiers


Artillery Strike
Increase cooldown from 2 to 3 turns

Why ?
This skill can do way to much damage in a short time with a high Critical Hit chance which is hardly
counterable by defensive buffs, heals, health and energy attacks. (TLM support build problem)


Azraelīs Borg - Heart Attack + Azrael's Annihilator - Azraelīs Torment
Should affect Hybrid/Mineral/Plasma Armor as there is no conclusive argument
why these skills do get excluded.

Why ?
- Azraelīs Borg and Azrael's Annihilator are 50%-100% useless against Merc/TLM/CH
- Merc/TLM/CH do have an unfair advantage




Lord Machaar -> RE: Some skills and cores that need to be reworked (10/18/2015 20:02:26)

Although these changes seem to directly an indirectly buff support TM build but anyways.
For Bloodshield, it should the same way at is it, for 2 reasons:
- so the skill can be used with all builds with different HP.
- so the skill stay competitive with technician, especially when being used at low HP. Having 300 HP for example would make you think twice before using blood shield, it is not the case for technician.
Plus the technician buff would make high dex Tms unbeatabme. Best example: lobo demolidor.




Thylek Shran -> RE: Some skills and cores that need to be reworked (10/18/2015 20:32:01)

quote:

Plus the technician buff would make high dex Tms unbeatabme. Best example: lobo demolidor.

Lobo does play BH now and I think since years. It looks like the stat progression of Technician has to get
changed from +1 every 4 Dexterity to +1 every 6 Dexterity to counter the abuse by extreme dex builds.

Currently at lvl 40 and 150 Dexterity a level 1 Technician does grant 46 points to Technology for the cost of 80 EP.

Now:
46 Technology - 80 EP x 4 turns = 184 Technology = 2.3 Technology / 1 EP
With Suggestion:
46 Technology - 100 EP x 5 turns = 230 Technology = 2.3 Technology / 1 EP

The energy cost increase of 25% should affect all skill levels of course. Instead of +10 EP per level
it would be +12.5 (+12/+13) per level.

EP cost:
Now - With Suggestion
80 - 100
90 - 113
100 - 125
110 - 138
120 - 150
130 - 163
140 - 175
150 - 188
160 - 200
170 - 213





Exploding Penguin -> RE: Some skills and cores that need to be reworked (10/18/2015 21:52:27)

Blood shield is unique due to it not only costing HP but also lasting super duper long. I'd hate to see it lose this due to another skill becoming similar.

Also regarding blood shield, the changes have fairly poor reasoning. Bonus and cost don't have to be linear in relation. I don't know where you derived this concept from but I don't think it is a rule that skills have to follow. In relationship to other skills I personally think blood shield is really strong but it can be nerfed other ways that still keep it fairly interesting. Right now it's a skill that is okay at low skill points but gains benefit at no extra loss with more skill points. This is exactly the case for energy drain/gain skills so I don't see the problem with it.




santonik -> RE: Some skills and cores that need to be reworked (10/19/2015 8:48:37)

quote:

Azraelīs Borg - Heart Attack + Azrael's Annihilator - Azraelīs Torment
Should affect Hybrid/Mineral/Plasma Armor as there is no conclusive argument
why these skills do get excluded.

Why ?
- Azraelīs Borg and Azrael's Annihilator are 50%-100% useless against Merc/TLM/CH
- Merc/TLM/CH do have an unfair advantage


Azraelīs Borg - Heart Attack + Azrael's Annihilator - Azraelīs Torment
These is merc killing cores already. i can say that. Of coure Hybrid armor is immune. But dont forgot others skills. Like blood commander. if opponent nerf that blood commander mercenary is losing (most of time).

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quote:

Artillery Strike
Increase cooldown from 2 to 3 turns

Why ?
This skill can do way to much damage in a short time with a high Critical Hit chance which is hardly
counterable by defensive buffs, heals, health and energy attacks. (TLM support build problem)

If you want to play against HIGH SUPPORT TCLMERC. You have to pretty high HP POOL. Good heal and something damage lower skill/s. Surcical,shields,even energy controll,armor energy controll etcc... HIGH SUPPORT TCLMERC is pretty easy to counter all classes.
Ofcourse builds tell most of time can you beat HIGH SUPPORT TCLMERC. Tanks is strugling against heavy damagers sometime. Most players playing focus/tank/STR. I can tell this try something odd builds sometimes. Odd builds can give something nice suprising. [sm=cow03.gif]

ARTILLERY STRIKE: I think it dosent need nerf.
If that nerf. regular merc lost too much. (i think separate skills can fix much balance broblem)

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