Stacking (Full Version)

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



Message


The berserker killer -> Stacking (11/17/2015 16:24:22)

WHat the games really missing is fun and excitement. Everything is so bland right now and a feature that would really contribute to fun and excitement is stacking.

What I mean by this is allowing 2 skills to be casted on top of eachother such as blood commander, technician, etc, allowing hp regain to be stacked (such as using a multi on two enemies that are marked and getting the accumulated hp), marking the same enemy twice, using the growth core on the same person in succession, and so on so forth.

I am fully confident that this will make the game more entertaining and will leave players excited.




Mother1 -> RE: Stacking (11/17/2015 20:14:51)

Off topic

Been a while since I have seen you TBK

On topic

Only field commander and blood commander can't stack together. Every other skill within the game of every other combination can be piled on one another. Also with the current meta of the game buffs are rarely used anymore unless you are debuffed.




Exploding Penguin -> RE: Stacking (11/17/2015 23:31:11)

It would contribute slightly.

I think that if the skills stopped being two-dimensional "this skill serves this very specific purpose on very specific builds and has no other role" then it would lead to more build variety. For example you will never ever use artillery strike on anything other than a support build because it just doesn't do that much damage but since ED's defense system is poorly designed and the scaling rate with support is quite strong the skill becomes very clearly a must-have on support builds. It is OK to have some caster builds just be designed for raw damage, such as plasma bolt which has always been the main representative of this idea but it would be nice if not every caster skill was like this. I like the way the dev team was going with the secondary effect added onto fireball but if it would get buffed and similar types of concepts applied to other caster skills I would be very pleased with the game and would definitely spend more time build crafting.

A huge problem I see is that for some unknown reason the staff feels obliged to make skills on different class trees simply parallels to each other. A great example of this are multi skills. Plasma Rain and Multi Shot are basically the same skill with just slightly different number changes. I honestly don't see why one of the two can't have some special secondary embellishment to make the skill far more interesting and to add unique flavor to the class. The same goes for stun skills. I don't see the reason why EVERY class needs to have a skill of some sort that can stun. Changing classes would be far more prospective if only some offered stuns and others offered another unique mechanic.




Remorse -> RE: Stacking (11/18/2015 0:48:53)

^Agreed. Same goes with energy regain/drain. Clases where far more interesting if they laked in energy gain for other advatages. I guess this will only change if the bring back passives.

Essentialy classes completely lost identity with passive removal and subsequent energy skill changes.

In my opinion the game will never be as fun as it once was if it doesn't bring back class identity preferably with pasives. Whether they ever do or don't is irrelevant, this is just my opinion on the position.




Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition
9.472656E-02