Buff Reflex and Technician (Full Version)

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.Lord Ginger. -> Buff Reflex and Technician (9/16/2018 11:49:34)

These skills are super weak in comparison to how good debuffs are right now which isn't really good.

Yes, Azrael's Torment or Heart attack can take it away, but it'll do less damage when taking away the buff, and the buff will be a *tad* stronger, but mainly it's the fact that I can put a smoke on 4 and it be -60 with 93+35 tech and a guy with reflex on 10 with normal support gets reflex on like 59 support or something like that.

I'd like the shield to outdo the debuff by atleast like 10 on max.

Like max should be like 70 or something...

Also, I find it weird how technician is the only buff that scales with dex.

Reflex, Energy Shield, Defense Matrix, Blood shield, all with support... I think this should change... Like make some of these shields scale with something else besides support as well.

(I don't count the armors)
And the armors are really bad if you have no defense (obviously), but back when we had passives it was a hard +12, not some weird % thing...




Mother1 -> RE: Buff Reflex and Technician (9/16/2018 12:47:14)

This happened due to people complaining about how debuffs were worthless due to shields overpowering them. But at the same time this also indirectly made the assault bot (arguely the weakest robot) more useful but sadly with all the other robots (like back in the older days where there was less) most still don't bat an eyelash at them.

Personally if anything debuffs were overpowered due to lack of testing to be honest, and rather than shields getting buffed, debuffs need to be nerfed to where shields are indirectly buffed. especially with Smoke and Malfuction seeing as these unlike intimidate are the offensive debuffs.




.Lord Ginger. -> RE: Buff Reflex and Technician (9/16/2018 13:23:13)

Thing is debuffs need to be useful. And they weren’t really before, they were kinda garbage. And I don’t want them to be garbage.

I do think they’re a bit strong right now to where you basically HAVE to shield them anyway, but a small buff would still be nice to shields because I want debuffs to still be strong.

Thing about intimidate is that if you want a balanced strength build with 60+35, intimidate with 4 turns murders that. However with stat spam strength, not so much.




Goony -> RE: Buff Reflex and Technician (9/16/2018 21:28:59)

Buffing reflex and technician is fine if you are going to only play with 4 classes... TM, BM, CH and BH

Mercs/TLM have absolutely no counter to these skills other than to have the right aux equipped. Blood and field commander don't modify melee skill damages directly (they are based on weapon damage) whereas improving tech/dex improves luck factors, directly improves def or res, also improves skill damages based on dexterity or technology and reflex can now improve gun damage.

The same goes for debuffs, TLM has no debuff and intimidate only reduces strength. This means that when you use intimidate it doesn't effect the improvement to melee skills, doesn't change luck factors, doesn't change defence or resistance and only reduces your opponents strength stat which can be as little as a few % points reduction in the actual damage. Now smoke and malfunction on the other hand have multiple bonuses that includes the opposite to what the buffs do.

After you buff these, play as a merc and try to beat a caster mage... Malf and technician, I can't beat them now!




.Lord Ginger. -> RE: Buff Reflex and Technician (9/16/2018 22:27:35)

Weird, my friend made a video and he beat a lot of caster TMs with his merc
Also strength merc beats caster TM

Hybrid, Plasma, and Mineral probably do need a buff with how good these debuffs are right now.

But if the debuffs get nerfed a bit (which I think they should because you HAVE to shield them or you're dead), think about the fact that the armors last for 4 turns and can't be azraels' tormented or heart attacked, a big disadvantage other shields have.

EDIT: You also don't randomly shield unless you're debuffed, so buffing the buffs doesn't really affect merc that well because a lot of these are used if debuffed, and merc and TLM don't really have those.

So buffing these skills doesn't really affect mercenary or tactical at all... maybe the tech mage and the technician, but they're defeatable as a merc. Just have to know how to play right/have the right robot(s)/core(s) (and ranks can help too).




Goony -> RE: Buff Reflex and Technician (9/16/2018 23:15:16)

I really can't understand anything you said, other than my observations and reasoning are wrong and I'm just a bad player based on your friends video and your statements. What I think you are trying to say is go and spend more money on robots and cores and that these buffs really have no impact on the game play when you play as a merc. ROFL...

I see that even thou I was told to post on the forums by the lead balance person there is no discussion to be had between players and staff. Same old same old... I'm with 8x cyas...




Satafou -> RE: Buff Reflex and Technician (9/17/2018 7:00:51)

The issue this game has is the focus to make every class equal in every way. Each class should have it's obvious strengths and weaknesses, e.g. some classes could be more energy drain based with a lack of regen where as others can be more regen based without having a drainer. Having a game where every class can do pretty much the same thing is just quite frankly boring.




.Lord Ginger. -> RE: Buff Reflex and Technician (9/17/2018 9:33:24)

Right but that’s not at all what I’m talking about.




Satafou -> RE: Buff Reflex and Technician (9/17/2018 10:31:26)

I didn't think i'd have to write it clearly word by word for you, but the point of what I wrote is that debuffs being strong right now isn't the issue. The issue is rather that players expect every class in this game to be able to counter everything, where if you were to play any other game is there always direct counters towards each class, that this game also use to have. Instead of looking at short term fixes like everyone in this community has done since the game has began, a rework of balance more so towards skill trees has to be made, as quite frankly the passive to active change was not made equal. Reroute was changed to give an energy steroid, where passive shields were not only weak but also cost a lot of energy and a turn to activate, even mark of blood is a big nerf to bloodlust as it previously didn't cost any energy and 0 turns to activate.




.Lord Ginger. -> RE: Buff Reflex and Technician (9/17/2018 11:59:21)

And this relates to buffing shields how?




Satafou -> RE: Buff Reflex and Technician (9/17/2018 15:29:12)

Sigh.. Read the post.




.Lord Ginger. -> RE: Buff Reflex and Technician (9/17/2018 15:59:19)

You literally said that the problem doesn't come from shields and didn't provide relevant information.

If you look, you can't really counter a smoke screen with ANY class at all. What are you gonna do, get a level 10 Mineral Armor as a tactical?
Let me just go tech mage and nerf you by 71 tech points and have an azrael aux so if you shield it's gone. Level 10 technician or energy shield? -> Azrael Aux
What a joke.

Obviously the passive-> active change was not made equal (which is unfortunate but that's what happens when you rush things)

But if you really want to sit here watching a smoke screen be -50 dex on 1 and how reflex boost a can only dream of +50 with a lot of supp (on 1) or investing like 7 points into it with 45+14 support when shields should be able to negate these numbers without having to absurdly put points into something to where it isn't worth it , then you do you man...

This is about buffing the buffs (yeah we also need to change debuffs to be a bit weaker but still).




Satafou -> RE: Buff Reflex and Technician (9/17/2018 16:35:25)

You didn't properly read my post, and you've just perfectly demonstrated my point exactly. You along with the majority of this community think that there should be a counter to everything, when in actual fact there should be distinct strengths and weaknesses of every class to provide an uniqueness element.

Instead of there being a certain skill to counter X skill, players should be encouraged to use actual strategy to work around being debuffed for example. At this moment in time due to every class having very similar skills, yes this is very difficult to pull off, however if a much needed rework skill trees was undertaken this could be resolved. Classes are not designed to be able to counter absolutely everything. If you buff the likes of technican and reflex who's to say that debuffs won't go unused for 3 years like previously due to the fact they're so easily countered?




.Lord Ginger. -> RE: Buff Reflex and Technician (9/17/2018 17:59:34)

I see your point, but I want a balance in between. Right now you kind of have to shield a debuff which I think isn’t the greatest. If you don’t shield a debuff and go second, you’re dead unless you get lucky.




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