remove block to next skills (Full Version)

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Front45 -> remove block to next skills (4/4/2016 14:10:23)

hey. my suggestions are next

1. make assimilation required use staff instead of none (i mean it must not be usable with sword) (for nerf str tech mages !)

2. make assimilation unblockable. doing only 85% damage

3. make static charge unblockable. because it is only doing 85% damage

4. make energy parasite unblockable. same 85% damage

example, if you are attacking on rage with energy parasite or with static charge or with assimilation, your attack must not be blocked. it is already nerfed 85% damage

5. make static smash 3 cool down instead of 4

6. make static smash improve with technology instead of strength

for wake up mercenary class




Exploding Penguin -> RE: remove block to next skills (4/4/2016 20:13:54)

I'm so tired of explaining why every one of these ideas is awful that I'm not even going to do it anymore.

Epicduel is a strategy game and giving players moves that are direct upgrades to their basic strike isn't what strategy is about. Therefore they have drawbacks such as damage reduction.




The berserker killer -> RE: remove block to next skills (4/5/2016 2:56:32)

1) Supported. Due to their flexibility to switch between P & E, they really don't need to have the extra buff of strength/primary damage that comes with using a sword. Everyones so hell bent on making all classes equal with the amount of "Weapon required" skills that theyre not focusing on each class individually.

2,3, and 4) Supported. Unblockables were a huge part of the game that allowed each class to have some variety and some insanely fun combinations and builds. You did not include this but IMO Static Smash should definitely deal damage too, especially since it's the only thing that seems to be affected by Kartherax and Shadow Arts hence making mercenarys more susceptible to a lack of energy.

5) Once again, supported. Given the fact that Mercenaries nearly live and breathe off of energy because of their overpriced skills, static smash's cooldown should definitely be reduced. To be quite honest I would love for testers to even try a 2 turn cooldown for static smash and see how that goes in their tester server or whatever it is. But Supported nonetheless.

6) This is the only idea I can't support, Front45. I understand that your idea is to give mercs a bit of a buff but what this will do is only buff focus mercenaries. The reason I love Static Smashs' strength scaling is because Mercs have a move that can increase their strength, blood commander. So my constructive criticism for this suggestion is to simply decrease the cost of blood commander so mercenaries can use it in succession with static smash.

Great ideas




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