EpicDuel/ EpicDuel 2.0 Suggestions (If it is made) (Full Version)

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Cyber Dream -> EpicDuel/ EpicDuel 2.0 Suggestions (If it is made) (2/29/2016 19:04:15)

Arcade

  • I suggest changing the arcade to a package like system. For example, lets say the arcade was a system where you could pay 1 token to receive a package of 3 random items all ranging for the lowest rarity level to the highest. These tokens should be able to be earned from battle and missions.
  • I also want to suggest adding in tokens that can be only obtainable through varium. These tokens will give you a higher chance to receive higher rarity items.

    Cosmetics/Balance

  • I would suggest adding in a whole new armor/class system. With this new system, we will be able to play as certain roles(tank,healer,damage,etc). To do this, we will need role specific items. For example, lets say that I wanted to play as a tank. I would have to go buy the role specific items which would give me unique attributes that would contribute to me being a tank. I also want to have variations of each role (healing tank, damage tank, regular tank). So with this, we could mix/match variations and items creating a unique build. I also want to add in that you shouldn't be able to mix/match varitaions of different classes. It has to be the same class.

  • A big problem with balance is that when a class with a recycled skill gets nerfed, all other class with the same skills gets nerfed as well. I would suggest making each class unique. Everyclass should have the ability to control enegry, every class shouldn't have to ability to able defensive buffs, every class should have skills that would give them extra healing. That's the wrong kind of "balance" for ED. The kind of balance that ED needs is the kind where each class is different/unique without having a big advantage over another class. We also need ALOT more skills, it may seem easier to balance less skills, but im pretty sure if we had a higher number of skills then it would be easier.



  • Now with the cosmectics, I would suggest adding variations of items that can be obtained from the arcade. For example, lets say I have the frost bane and a variation of the frost bane is the arcade called the fire bane that has a 1% chance to get. Players would flock over something like this. Of course these items would not effect battle. They're just variations. They should be able to be applied to each of their role specific items for free.

  • Change ranks/leveling sytem and put in a combat rating. Your level and each weapon/armor in game will be leveled 1-40 and will be subject to increase in the future. Now, let's say im level 40(rank-1) and my items has a combat rating of level 10, then I will only be able to face opponents in that combat range(level 40 rank 1-5 with a combat rating of 10). Now with this system, I would suggest adding in mod slots of the weapons/armors which will boost my stats and increase my item's Combat Rating. Lets say i'm level 40 and all my items have a combat rating of 10 with a mod in them. The mod would boost my items to level 14. The type of mods available should range from each variation. So there would be mods that would correlate with tanking, damage, healing, etc. Mods should not be limited to any class. Any class can use each type of mod. The mods should also be leveled within your level range. So if im level 5 then level 5-10 mods will be available for me to purchase for my weapons with the highest mod giving me the highest boost to my items. To obtain the maximum boost to your Combat Rating, you would have to have a full set of mods on your items. So If my items had a combat rating of 10, I would need to have all 4 pieces of my gear modded with the highest tier mod in my level range. To get through each level, you will have to pass a total of 10 ranks.

  • I know we all want better faction features, so how about adding in decorations for faction bases/different bases/skins for artillery strikes/etc.

    War
  • I really don't have a solution to even out the wars, idk what happened recently, but I read that rewards were given to the exiles before the war was over? Even if that wasn't the case, the devs know that the war is uneven and should refrain from doing Exile vs Legion until we can come up with a solution. I would suggest having both sides fight one common enemy while keeping the same reward system. This way, both sides can get the same rewards without having to worry about which side has the bigger advantage. Now keep this in mind when reading the other suggestions.

  • Tokens/flags should be brought back, we can put in a whole new system for them. How about this, we cover the upcoming war zones with flags. To control these flags, we have to contribute tokens. These flags will only be active during war cool downs. Which ever faction holds these flags when the war is active will receive a cred boost, higher bomb drop rate, double tokens or something. Im sure that we can come up with an idea. Now I know alot of you would have a problem with this since some factions are better than other, but you have to understand......this is a pvp game. There has to be competition, what would a pvp game be without people/factions that are more dominant that others?

  • Artillery Strikes should be brought back as well (I think that was the name of it). These should only be available during war cool downs as well and limited to factions only. I would suggest making it so you can damage the enemy defenses before the war starts causing your bomb or whatever we have to deal more damage. If it's possible, make it so where each faction's damage buff is determined by how much damage they caused to enemy defenses prior to the war starting. These artilliery strike should be place at your faction's base.

    An idea I left out was skill variations. This would bring in more variety/strategies/easier balance. The concept of this idea to give the player the ablity to gain access to different version of a skill. For example, lets use cheap shot. Cheap shot costs 90 at level 1 and ignores around 13% def I think. What if players had an option to choose a different variation of the skill that costs 500 and ignores 50% of def.(these are just examples/explanations.) Allow players to choose only one variation of each skill to take into battle, IMO, this would better balance and open up more unique builds/strategies.









  • Daph Duck -> RE: EpicDuel/ EpicDuel 2.0 Suggestions (If it is made) (3/1/2016 1:34:29)

    goot idea Syber Dream much ideas apreciated. suphort.




    shadow.bane -> RE: EpicDuel/ EpicDuel 2.0 Suggestions (If it is made) (3/1/2016 6:10:36)

    So u basically said nothing , but bring back old stuffs and add new cosmetic stuffs! People would never understand that the game only needs good balance that will bring back all oldies to PVP including myself. And wake up developers won't never bring back something they took away from the game and that has been said millions of times. But appreciate the effort u made to write this post to help out EpicDuel a bit. ^^




    goldslayer1 -> RE: EpicDuel/ EpicDuel 2.0 Suggestions (If it is made) (3/1/2016 7:06:43)

    quote:

    There has to be competition, what would a pvp game be without people/factions that are more dominant that others?

    What we have now.

    Combat Ratings: I'd recommend assigning higher values to the combat ratings for more accurate match making.

    Tokens/Flags:
    They wont bring it back.
    When an active faction grinds out tokens for 6 months straight and dumps 240K tokens into 1st flag and 90K and 60K into a 2nd and 3rd flag in the most tax punitive flag system, they dont see that as competitive. They view that as "unfair" because another faction cant come up with 240K tokens in a week or two to recapture.

    Its sad that they took this stance on flags, because it actually required strategy and planning when trying to capture flags, especially when the game was more active.
    You didn't just compete in your own mode, you also competed with 2v2 factions.

    @Shadow
    People suggest bringing back old stuff (i.e. previous phases and balance) because the game was better back then than it is now.
    Most players would agree with this, if they hadn't quit long ago.

    And solely balance wouldn't fix the game at this point.
    Even in the old phases balance wasn't perfect, but people still enjoyed the game and played it competitively.
    Players eagerly waited for the clock to hit 12:00 AM EST so they could start battling and get on LBs early.
    That aspect of it is gone.

    And its hilarious seeing people suggest putting in ridiculous incentives in order to drive up competition again. In the old phases there really wasn't incentives (atleast not like the ones people try to suggest now) and factions were very competitive.




    shadow.bane -> RE: EpicDuel/ EpicDuel 2.0 Suggestions (If it is made) (3/1/2016 7:14:32)

    ^ ik i played ed since gamma and i do agree that old phases would bring back life to EpicDuel but developers clearly said that old things will never be brought back to ED unless they said so :/




    Cyber Dream -> RE: EpicDuel/ EpicDuel 2.0 Suggestions (If it is made) (3/1/2016 16:10:11)

    @shadow

    I would suggest taking the time to read the suggestion then ask questions to better understand it. I didn't even suggest any old stuff? I suggested different versions. I also suggested a whole new system that would give a new look on balance.I also named the suggestion Epicduel/Epicduel 2.0 suggestions. Meaning that these suggestions aren't just for ED, these are also suggestions to help make the next ED a better game if it's ever made.

    @gold
    Those numbers were just for examples.
    quote:

    When an active faction grinds out tokens for 6 months straight and dumps 240K tokens into 1st flag and 90K and 60K into a 2nd and 3rd flag in the most tax punitive flag system, they dont see that as competitive. They view that as "unfair" because another faction cant come up with 240K tokens in a week or two to recapture.


    This isn't unfair at all. Other factions can do the same thing, it's all about leadership.




    goldslayer1 -> RE: EpicDuel/ EpicDuel 2.0 Suggestions (If it is made) (3/1/2016 17:13:16)

    quote:

    This isn't unfair at all. Other factions can do the same thing, it's all about leadership.

    Ohh I know, but that's pretty much how they made it sound when a mod told me it was unfair that no faction in the game had anywhere near close to that amount for a recapture on the 240K flag.
    Which kind of confirmed that they counted. We took some criticism from a few (mostly from the faction we took flag from) here in the forums for it.
    Mainly the "unfairness" that this was even doable and they had no way of recapturing.

    I honestly believe capturing that flag at 240K tokens played a role (whether small or big) in removal of flags from the game.
    I dont recall anyone ever suggesting or asking for flag removal, but it happened. I guess decisions were made based on feelings of that event rather than reason.




    Cyber Dream -> RE: EpicDuel/ EpicDuel 2.0 Suggestions (If it is made) (3/1/2016 18:53:28)

    I know, but with the idea I suggested, there shouldn't have any reason for them to say it's unfair. Let's say we do have a war where both sides fight a common enemy and the flag system is put in place. What would be the downside to it? A faction is getting a certain boost while the other is not? The boost can vary from creds, tokens, exp or whatever. Im pretty sure that we have/had boosts for these features available for purchase in ED. So either way, the boost will be available to everyone.




    Cyber Dream -> RE: EpicDuel/ EpicDuel 2.0 Suggestions (If it is made) (3/2/2016 4:29:18)

    Post was updated, I added in an Idea I left out. It's written in red, please feel free to give feedback.




    The Shadow II -> RE: EpicDuel/ EpicDuel 2.0 Suggestions (If it is made) (3/14/2016 19:57:56)

    So if I understood you correctly I think you were talking about every class having a role. So I could be a BH healer, A TechM Tank or a BM(damage dealer). If there were only these 3 you would have 18 different skill trees which would result in many different strategies.
    Then if every skill had 2 additional skills that you could choose from you could have almost infinite different builds.
    I also think that the classes need to be very thought out. A BH(damage dealer) should be able to defeat a BM healer very easily whilst struggling agains a CH Tank. The classes should have one or 2 classes that they could easily dominate. The same applies to them. Just something that I think would be cool.
    It's never guaranteed that you win every battle even though you have a very OP build. And even though you dominate over a certain class the weaker class could still kill you if they played it correctly. It'd add different strategies and change the game so much.

    Bh>Tm>BM>TM>CH>M>Bh or something like that. 1 class wouldn't be dominating at a time. Maybe 2 or 3 at a time until we get a new update that buffs (nerfing shouldn't be used so much) the weaker classes. They could put something in that shows them the dominating classes at each time and the ones that are in the trash. If the dominating classes were to always be nerfed we'd get a stale game like ED is currently.

    Then they should add something like agility back.
    Classes shouldn't cost as much but still be expensive enough.

    The classes and skills should be very thought out so that imbalance doesn't occur. a skill should counter another skill easily and vice versa (just like the classes)


    The wars shouldn't be so frequent. They should be rare and something should lead up to them, they shouldn't just start out of nowhere or in a wall of text on the DN's. maybe a 3rd faction side should be released to make things more interesting?
    The players should be racing against each other. Like the infernal war. You shouldn't be able to buy your side victory using varium, but they should be able to help a bit.

    This is a bunch of random text, hopefully you understood some of it.





    Cyber Dream -> RE: EpicDuel/ EpicDuel 2.0 Suggestions (If it is made) (3/16/2016 7:59:45)

    Each class will have their base role. Merc can tank, Hunter can be for damage, and mages can be for healing. Each class will be the best at doing their own role, for example. No other class will be able to tank better than a merc and no other class will be able to do more damage as a hunter.

    Each skill will variations. So lets say I had a regular heal that heal 400 for 150 mana. I could go retrain and pick another variation that healing me for 100 health over 4 turns for 150 mana. It doesn't have to be limited to 2 additional variations. If classes were forced to recycle skills then this would open room to created different variations for each class with a recycled skill.

    quote:

    I also think that the classes need to be very thought out. A BH(damage dealer) should be able to defeat a BM healer very easily whilst struggling agains a CH Tank. The classes should have one or 2 classes that they could easily dominate. The same applies to them. Just something that I think would be cool.
    This is true, but each class should always have a chance against each other. If we're smart enough to come up with some complex skills then a BM healer would actually put up a fight with a bh damage dealer while giving each side their own advantages. I do agree that one class should hold an advantage over another class while at the same time have an disadvantage against the next class. If we can somehow balance this out to where no class has more disadvantages or advantages than another class then this idea will be perfect. And by that I mean this.(Class 1 has and advantage over class a,b and c. Class 2 only has an advantage over class c. We want class 1 and 2 to both have advantages over class a,b and c vice versa.

    quote:

    The wars shouldn't be so frequent. They should be rare and something should lead up to them, they shouldn't just start out of nowhere or in a wall of text on the DN's. maybe a 3rd faction side should be released to make things more interesting?
    The players should be racing against each other. Like the infernal war. You shouldn't be able to buy your side victory using varium, but they should be able to help a bit

    I agree, p2w was a feature they were looking to take out with Omega. It's only gotten worse. In delta, wars were fun, even if we did only have on side winning all the time. But like I said before, things get old quick. Only little was changed to wars since omega, and with so many complaints about the p2w feature, it was never removed. Which tells me that they are milking as much as they can before the game dies. Hence to all the wars happening now to keep us busy while they work on bio beasts. I read somewhere on the forums where a dev said that they don't wont to jump to another project before the current they're working on is finished or something like that. IMO they contradicted their selves since there is so much room to improve ed and so much left to do but yet they go and start a new project while giving ed countless recycled updates. I understand why their doing it but hey, at least give us some fresh content. We don't need anything big, just some small updates that can fix the p2w feature in the war, or bring back influence, etc. I think a way to start over from all this is to introduce a new main story line.






    The Shadow II -> RE: EpicDuel/ EpicDuel 2.0 Suggestions (If it is made) (3/16/2016 15:33:57)

    Don't know how to quote stuff on this.

    The skills don't have to be restricted to 2 additional variations. That's just something I said. Sometimes there could be 0,1,3 or more. Depends on the skill. And if the skill is really bad they could remove it or add another, better skill. Gw2 is the only large mmorpg type game that I've played and there you had 5 "locked" skills depending on what weapon you had. Then you had 5 additional skills that you could change. You could choose from 3 or some healing skills, a lot of skills that buffed you, some summoning skills and a lot more. I think that's a great system.

    I also feel that they shouldn't use these high numbers. What I liked about the game in the past was that it was so very clean. Small numbers, not crazy big. I and a lot of people don't like these crazy high numbers when fighting. The colors also shouldn't be dark. You should feel happy playing the game, not depressed.

    And if the classes could be balanced so that some classes are more likely to win against others and vice versa it could create a very balanced and good system.

    Everyone should be able to regenerate energy and health. And they should either all be deflectable and blockable or none deflectable or blockable. Then they should bring passives back. Reroute and bloodlust were great.

    The game currently is very stale. Everything is the same and if something is OP it's nerfed until it's useless.


    One more thing is like you mentioned, a new story. And with that we need a larger map, and more NPC's. But they should be release slowly. Maybe a new place every month for the first year or so and then every couple of months. They should maybe tease it like I think aqw has done and release where you spawn in first and then release it slowly throughout the month. NPC's should also come in slowly and there should be more and better missions, and not only pvp missions. They've just got to figure out how to keep the game fresh.
    You should always spawn in the same place when "warping" to it, this current system is lazy, and we don't want to be lazy. Maybe when the place has been fully release you can take a shortcut to get to the end.

    The last thing I'm going to say is that all weapons shouldn't be the same. They should have their unique traits and points and they should be locked to levels. I also think that the cores in the game currently shouldn't be in the next (if there is a next). And levels shouldn't go too high, maybe start at around 20-30 and go slowly up.





    Xendran -> RE: EpicDuel/ EpicDuel 2.0 Suggestions (If it is made) (3/17/2016 4:15:10)

    quote:

    developers won't never bring back something they took away from the game and that has been said millions of times.


    Yep, and it's one of the most egregious shows of arrogance I've ever seem from a developer, and directly contributed to the failure of epicduel.
    I've only ever seen this rule broken once, and that was with agility being removed. Thank god, because agility was probably the hackiest and most illogical balance tweak i've ever seen in a pvp game.

    If they follow this "point of no return" mindset with ED 2.0, then they are going to destroy the game again regardless.
    Like honestly, how does one get to a point where one decides that every decision they have made in the past on a project inherently cannot be wrong and therefore will not be removed?
    There's a term for this. Starts with an N.




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