Blood commander (cap?) (Full Version)

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santonik -> Blood commander (cap?) (1/4/2017 0:55:33)



What i noticed in this skill. this is pretty much broken skill in now.


High support vs high support. (specially agains low defences)


blood commander + multi is very powerful. not alone damage but healing is something what idont believing first. it can heal over 400 in turn. dont forgot it is 3 turn more.

that healing power need cap something ways.





crownthedeadman -> RE: Blood commander (cap?) (1/4/2017 0:59:36)

i never actually lost a match against them. but i give it to the azarael aux dont know how other people tackle it.




Mother1 -> RE: Blood commander (cap?) (1/4/2017 1:05:39)

I have the Azreal borg so I have no problem with these guys. They blood commander, I used heart attack, and their HP gain is nerfed by 75%. If you are having a problem with this use either the bot, the aux, or buy the Azreal torment core. It is in game and it works wonders.




Exploding Penguin -> RE: Blood commander (cap?) (1/4/2017 5:35:21)

The skill itself grants way too much value in a single skill with a fairly small energy cost. Yes, you can definitely counter it with hatchling rush/buff reduction core, but the skill itself has just been very problematic since its release in the sense that people are using the skill not even for the strength, but just for the massive lifesteal at this point. Someone a couple years back noted that the skill will eventually be broken but it wasn't the right meta at the time, however it's probably nearing that point.

I'd want to push the skill to have a more tame support scaling ratio, but to have more strength from each skill point to compensate. Either that or an increase in energy cost at all levels.




Satafou -> RE: Blood commander (cap?) (1/4/2017 6:09:50)

I have no idea why the devs choose to buff blood commander in order to try to balance merc out. It was already a very strong skill prior the buff, they should probably get some people to give them feedback on classes who actually play the game. As anyone who has played merc will tell you there's several skills that do not get used due to their stupidly high energy cost for what you're getting in return.

The two most notable skills being hybrid armour as even as a 5 focus tank i.e. the scaling should be very good as it's % of total defence/resistance gives a mere 150-160ish def/res for 5 rounds. Yes it is a lot of rounds, however the real cost of this skill is +230 energy, a offence turn wasted i.e. sacrificing some damage and rain gain, as well as allowing your opponent to easily stack rage.

The other skill in a even worse position than hybrid armour is adrenaline rush. This skill is beyond useless and there's a reason that absolutely no one uses it. Even the few people who invest skill points into it never actually use it in battle as they realise how awful a skill it is. You are using +200 energy, an offence turn and rage % gain wasted (which is what you get from using this skill but the offence turn is at half to one third of the rate). Not to mention it scales with support that gives you good rage gain anyways. If you wanted this skill to be non-useless i'd suggest a 0 or an extremely low energy cost, although this may sound 'overpowered' on paper i can assure you in PVP it wouldn't be, rage is gained in 4-5 rounds regardless of an rage gained move. This skill can enable you to gain it in 2 or 3. However you have to waste an offensive attack i.e. minus 20-25% rage gain on average.

I know writing this is pointless as no one with any real say listens but I have free time at the moment so I don't really have anything better to do.




Immortalization -> RE: Blood commander (cap?) (1/4/2017 6:28:12)

Totally supported,
I believe Blood Commander shouldn't be improved by Support but I believe it should be improved with Dexterity because it balance out the class much more, Artillery strike is already improved with Support but no skills are improved by Dex in the Merc skill tree which is why I believe this would be a great idea.




dfo99 -> RE: Blood commander (cap?) (1/4/2017 18:22:50)

can you guys stop of ask nerfs just because don't find a way to beat a build? what about buff others skills?




Stonehawk -> RE: Blood commander (cap?) (1/4/2017 22:38:32)

I agree with dfo99, nerfing what's strong is leasing US to a battle full of 30 damage everywhere. Lol.




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