Omega Wolf Weapons (Full Version)

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sippingcider -> Omega Wolf Weapons (5/12/2019 17:11:38)

Okay wow, I just learned about this items in a 2v2 battle today. These things are BONKERS!!!

For 0 energy, you get 100% hit chance, 25% crit, 25% STUN, 100% energy, and attack 25% enemy energy. Thats like 4 cores in 1!!!

I think it should be unblockable and -25% enemy energy. None of this 25% crit, 25% stun, nor 100% energy regen.




.Lord Ginger. -> RE: Omega Wolf Weapons (5/12/2019 18:44:09)

It’s fine how it is.

Did you forget about the, “only usable below 25% health” thing?




sippingcider -> RE: Omega Wolf Weapons (5/12/2019 19:13:46)

being at 25% health or less is not much of a cost, just look at how good lifeline is now.

But okay, it should get something extra for having that requirement. So if we compare it to Energy Storm, I think it is more than fair to tack on an unblockable strike to the 25% energy attack. So, once again, it needs to lose the 25% crit, 25% stun, and 100% energy regen.




NDB -> RE: Omega Wolf Weapons (5/12/2019 19:30:22)

25% health is a big cost if the core doesn't do anything to defend yourself or act as a finishing blow. If you take a look at the other below 25% cores, Yeti Fury and Lifeline both do something to regenerate health (although the former is a bit outdated now and should be buffed...), while Hawk Guardian does more damage than normal to try to win the battle on the spot (that's pretty outdated now too, though...). If Wolf's Fury was only useable below 25% but all it did was drain energy, it would be pointless since in too many situations you'll just die the next turn. Hence, the chance to crit/stun and energy steal.

Now don't get me wrong: I thought the core was an abomination when it first came out because it acts as such a cheap way to steal a win that's based solely on luck. I hate it, but it doesn't seem overly useful still, kind of like Pyro Fly, so I wouldn't necessarily nerf it. I would be up for modifying the effect to be slightly less egregiously luck based though, though that'd be hard seeing as that's literally what the core is inherently about.




Foulman -> RE: Omega Wolf Weapons (5/12/2019 19:44:11)

I think the main issue is that all those other below 25% active cores require energy, while Omega Wolf is free




NDB -> RE: Omega Wolf Weapons (5/12/2019 19:54:54)

That's true. Adding a small energy cost would seem like a pretty good way to make it more balanced. It would slightly reduce the chance that you'll be able to get the cheap win if it does stun and crit without making the core too much worse since it's already about luck anyway. Right now I do think it's abusable in that people will use it no matter what when they know they're about to lose, even when they have zero energy, since there's no downside at all.




sippingcider -> RE: Omega Wolf Weapons (5/12/2019 20:16:11)

okay good point that -25% energy not so good when ur at 25% hp, but STILL...

How about this: 100% energy gain AND 100% hit chance. Get rid of 25% crit, 25% stun, and 25% energy attack.

At 100% energy, assuming most primaries do about 455 on average, thats 455 energy gain. Thats already way better than an ARMOR core, plus you get an unblockable attack. Sure, energy is not so great when you are at low HP, but if you don't die the next turn you basically won. 455 energy, from a primary core!!




.Lord Ginger. -> RE: Omega Wolf Weapons (5/12/2019 21:45:35)

445? Is that a joke? It's no where going to do that much damage.

Leave the core how it is. It is fine. It is a promotional core, it should be good. Most promos only have 1 viable core lol




sippingcider -> RE: Omega Wolf Weapons (5/12/2019 23:29:02)

Wait, is it based off final damage dealt like Frenzy, or like un-defended primary weapon damage like static charge? I have been assuming it is like static charge.

If its just on damage dealt its not as bad as I thought.




Foulman -> RE: Omega Wolf Weapons (5/13/2019 5:38:06)

It's based on final damage dealt. When a high rank rages with their 45 strength and 500 damage primary, they tend to get about 250 energy back. If they have bloodlust, they essentially heal out of finishing range and use that energy for a nice heal/plasma cannon/smoke.




sippingcider -> RE: Omega Wolf Weapons (5/13/2019 13:37:09)

Ok well this changes everything.

I still think its a tad bit OP, but not as bad as I thought.

Maybe just get rid of stun chance, because it feels soo bad to lose to that.




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