Tactical Mercenary energy/Reroute problem (Full Version)

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Drakeh -> Tactical Mercenary energy/Reroute problem (7/28/2019 16:43:18)

I see a lot of people talking about stuff like how energy regen is not needed or how to change BM parasite, but I have never seen the problem of Tactical Mercenary regen mentioned.
When you reach Max level, the endgame content mostly consist of raising legendary levels and collecting achievements/fighting bosses. Many people talk about how X is to OPed/weak in 1vs1 or 2vs2 but never talk about bosses. However, different players like different things, so they shouldn't be ignored. And here exists a problem. Personally, I believe that theoretically, every opponent should be beatable with enough preparations however that is not exactly the case. The problem appears when playing tactical mercenary. The thing is that Reroute makes it nearly impossible to win no matter what you legendary level is.

The core of any boss fight is tanking and tanking means healing>damage taken. Healing requires energy. When playing any other class, it is possible to tank when you have high enough damage ressistance. On average, one can regen 200-300 (lets take 250 as an average) energy every time you use regen skill (Static Charge, Static Smash etc.). Heal costs 150-330 energy depending on you skill rank. In combination with other skills, it makes possible to survive long time.

However, Reroute makes it impossible. In order to get 150 energy through it (enough for the lowest lvl heal) you need to take 500 damage (if you have Reroute lvl 10). No matter how much of damage reduction you have, it is unchangable fact. Here is where the problem exists. With lvl 1 Heal + Medical Mastery (Max) you can heal about 395-410. Even if you add Critical Heal, you berely reach 500. Frenzy, which should act as a quick heal+ a way to add fuel for Reroute againts boss type enemies with maxed out ranks berely heal 50-75 HP. That means, that if you want to tank out, you have to win without using any other skill (such as Blood Shield) while timing perfectly with Critical Heal. That is practically impossible. In addition, there are times when you take damage when your energy if full. To compare Reroute with other skills (except for Parasite because it is completely broken), in order to gain those 250 energy an average class gains with each use of their regen skills, you need to take roughly 830 damage which is more than base HP.

Meanwhile, Tech Mages do not have this problem because Assimilation. When you compare lvl 10 Assimilation and Frenzy aka heal loop support skills, a single use of assimilation pretty much is worth 500 hp while Frenzy is worth less than 1/3 that much at best while facing bosses 1/10 that much.

Additional problem are group/ally fights. I have fought in enough of them to have noticed, that there are times when bosses focus on one player (I myself have once tanked over 100 turns in row with boss attacking only me). In those cases Reroute becomes completely useless.


I know that it might cause inbalance in 1vs1, however I believe that players should be able to enjoy all of endgame content without having to switch to other class, but can't really think of any way to fix this problem, but to give Frenzy energy regen ability as well.




NDB -> RE: Tactical Mercenary energy/Reroute problem (7/28/2019 17:59:01)

I wish more classes had a chance with bosses, too. TLM and TM used to be solid. But at the end of the day you just have to face the fact that not all classes will be created equal when it comes to boss fights no matter what kind of changes they make. If they were to make a boss that was beatable by all classes, it'd probably be extremely easy. The leaders of the game will always prioritize PvP balance and that's how it should be. With that said, the issue of having to change class to complete missions has been brought up before and since then, they have made sure that the mission rewards you with the needed credits.




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