Ranking Legendary Ranks (Full Version)

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sippingcider -> Ranking Legendary Ranks (5/11/2019 11:36:25)

What categories do you think are the most important to put points into first? (for PVP)

Here is how I would rank them:

1, 2.) Resistance and Defense No matter your build, taking less damage every single attack from your opponent is useful.

3.) Primary Damage One way or another, you will use your primary during a battle. Malfunction, Smoke Screen, Static Charge, Static Smash, Energy Parasite, and of course strength builds.

4.) Medical Mastery Not as common as using your primary, but definitely the most used skill in all of ED since all classes have it. Plus, this gets better with medical mastery and reroute builds.

5.) Sidearm Damage You might not always use your sidearm, but it has lower cooldown than aux or robot, so the +4 damage per point gets more mileage than those two.

6, 7.) Robot Damage and Auxiliary Damage Fill out the one you use more often first.

8.) Energy Efficiency This seems pretty bad. Nowadays most builds have 0-2 cores that cost energy. Even at the far end, with 2 cores that cost energy, you are only saving 20 energy at max points in this category.

9, 10.) NPC Crusher and NPC Armor Not useful for PVP

So, there you have it. Do you agree? If not, how would you rank them?




NDB -> RE: Ranking Legendary Ranks (5/11/2019 12:42:44)

It's completely build dependent. For Focus, I would rank Robot right after Defense and Resistance, possibly even before. If you're a shield class, definitely prioritize defenses though. For Strength build, I would prioritize Primary over Defense and Resistance. For Tech build, back in the day I would have prioritized Defense since there was a big disparity between your Defense and Resistance with Resistance being a lot higher, but after the tank nerf, that disparity might not exist anymore. For Support build, it's hard to say since Support CH relies on Primary more than Aux.

Medical Mastery is not that great, in my opinion. It was even worse when Health Booster and Lifeline didn't exist, so maybe they already realize this. I wish it affected all healing affects like Generator though since it seems weird that they leave that one out, making it objectively worse of a core for high rank people compared to Health Booster. I still think Medical Mastery should be buffed to 30, but that would be an overall buff to high ranks.

Energy Shot is and has always been very useless. I don't know how they don't understand that people, at most, only use one or two energy costing cores per game, even back when the health costing cores didn't exist. I feel like it ought to affect energy regeneration cores too like Generator or Energy Booster where it makes them return more energy. And then buff it to at least 20 points.

The fact that there will always be a priority makes it so that being higher rank inherently comes with a diminishing return. Rank 1's complain about fighting Rank 80's all day but the reality of it is that being max rank arguably puts you at a disadvantage against high but not max rank people due to Underdog. I made sort of an angry post back in November about it ( https://forums2.battleon.com/f/tm.asp?m=22345894). It does help that they eventually did nerf Underdog, but the system still feels odd. Now it really does feels like high ranks really are nearly impossible to beat as a low rank, yet we still have cases like a Rank 80 fighting a Rank 50 where the Rank 50 is only missing things like Energy Efficiency and other categories they don't really need for their build yet they get Underdog buffs.

This is even worse in 2v2 because they will always pair the highest rank player with the lowest rank, regardless if more than one player in the matchup is max rank. For example, if there are two Rank 80s, a Rank 500, and a Rank 1, the Rank 500 will automatically be paired with the Rank 1 which sucks. That Rank 500 was me back when I tried doing 2v2 back in November and I've been terrified to try ever since. This is truly statistical disadvantage. Normally, you'd expect that, on average, exactly 50% of the time you're on the team with the higher total rank and 50% of the time you're not, but if you're one of the highest rank players playing at a particular time (or simply one of the highest rank players in the game), essentially 100% of the time you're on the lower total rank team. The best case scenario is if all four players are max rank, but even then that only makes it even. It would be impossible for you to get on the higher total rank team.

Maybe it would help if we added a lot more Legendary Rank categories but kept the max at 100 or even lower it. Then high rank people would actually have a choice in what they want to get and we wouldn't have this weird problem, plus it would add another layer to the build making process that would be fun. And if we lowered the max that would also help with the case of low ranks fighting max ranks.




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