What if MoB/BC Affected Poison? (Full Version)

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Foulman -> What if MoB/BC Affected Poison? (11/19/2015 22:40:55)

Seeing as we have DoTs in this game, what about the addition of HoTs? Also, is Venom Strike supposed to be unblockable?




Silver Sky Magician -> RE: What if MoB/BC Affected Poison? (11/19/2015 22:43:55)

I don't fully understand what you mean. Do you want MoB and BC to provide a fixed heal over time rather than a heal dependent on damage dealt? How would that improve game balance? The skills seem fine to me as they are.

HoTs as a broader concept though could be an interesting idea for the skills revamp. There needs to be a way to break the HoT, though, just like Field Medic cures Poison, else there's the danger of a heal loop unbalancing the game.

I'm pretty sure I have blocked Venom Strike before, I don't think it's unblockable.




Foulman -> RE: What if MoB/BC Affected Poison? (11/20/2015 0:32:10)

Ok, you know how MoB and BC give a percentage of health back based on damage done? What if that applied to poison as well? There'd be more uses for it. And maybe to counter the HoT they could add in a new core or skill that removes one buff from your opponent, or an opposite version of the assault bot.

I raged my venom strike against an Ice Shield, so IDK what happened there...




Silver Sky Magician -> RE: What if MoB/BC Affected Poison? (11/20/2015 0:35:18)

^

The whole point of poison is to counter tank builds, not enhance damage. That's the role of Smokescreen, Malfunction, Necrosis and Armor Annihilator.

I'll check if there's a bug with Ice Shield or if Venom Strike's supposed to be unblockable. Ice Shield is very prone to bugs.




Exploding Penguin -> RE: What if MoB/BC Affected Poison? (11/20/2015 2:13:40)

@SSM: The problem is all poison skills actually just straight up cumulatively outdamage pretty much every other skill in the game, while being insanely energy cost-efficient at the same time. If the opponent uses field medic after turn 2 of a 3-turn poison most of the time the skill ends up being just about on-par with other skills as well. And even then other builds counter tank builds arguably better, mainly the ones that generate rage very quickly and use the rage ignore to shred through tanks who can't keep up with the consistent damage, IE strength builds. From my experience, I would more like say that poison skills basically force a field medic otherwise they reap incredible benefits for the person who applied it. Since they also scale off of strike damage they never really drop off in effectiveness against squishy builds either.

Overall, my point is poison skills don't really fit the purpose of tank-killing. They're effective no matter who you use it against in general, and are pretty much just "cleanse the poison or suffer a ton." IMO they need to get varied up a bit so that the duration is sometimes 2 turns, sometimes 5 turns, etc... It would also help if they don't scale off of strike damage since that ruins the whole purpose of them being more effective against tanks compared to squishy targets.




Silver Sky Magician -> RE: What if MoB/BC Affected Poison? (11/20/2015 6:34:24)

^

Perhaps Poison skills are clearly superior to many other damage-dealing skills, but in the context of the classes which have it they are not overpowered, and primary play a tank-busting role for those classes, since the opportunity cost of using Poison on STR or SUPP builds is usually too high. STR TLMs may find Toxic Grenade useful in any situation, which makes it critical for the build to function, but it doesn't make the build overpowered, so I think it's fine.

Overall, while Poison skills in themselves may be as you argue effective against any build, opportunity cost and the broader context of the classes which have them mean that they're best used as anti-tank skills.




Darkwing -> RE: What if MoB/BC Affected Poison? (11/23/2015 6:04:38)

I think it helps a lot that poison is locked on 2 out of 3 classes with claws. If it wasn't for this ''everyone uses swords'' thing, poison would be a much bigger problem. It's juts too good and ignores any kind of defense and it's bad for low hp tanks.




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