Some NPCs in jugg need to be nerfed (Full Version)

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CactusChan -> Some NPCs in jugg need to be nerfed (8/24/2019 19:07:22)

I've talked about this before with a couple of AE staff in Discord before, but I think this issue deserves to be discussed here. The NPCs I'm talking about are, of course, Frost Demon, Yeti Hulk, and Valestra. From personal experience, I can tell you that when facing two NPCs in juggernaut, about 95% of the losses I receive -- and there aren't many -- have at least one of those three in the duo. Considering that juggernauts have to have very high defense/resistance to stand a chance against many NPC pairs, the fact that these three punch through that defense without effort should say something.

Now, I'm not saying that you won't receive an occasional loss due to bad luck, but I think those instances should be far rarer than they currently are. If you're facing Yeti Hulk and Valestra, you can easily die before you even reach your second turn. If Yeti Hulk uses Berzerker or Cheap Shot on round 1, that's likely to take out nearly half of your HP, necessitating a heal on round 1. But then if Valestra uses Berzerker or crits with Bunker Buster (an infuriatingly frequent occurrence), it doesn't really matter that you healed, since Yeti Hulk is likely to make up the difference and more on his second turn.

As for other matchups, good luck winning if you get Valestra as the top NPC. Even with weak bottom NPCs, she's able to use two stuns to allow the other NPC to bring you to your knees before she finishes you off. In many cases, it doesn't matter how much you shield and/or heal -- you'll die, and there's absolutely nothing you can do about it. Against real players, this makes sense, since they are capable of strategizing and coming up with effective ways to beat you. But against NPCs, skill use is entirely random, which means that when you lose being unable to prevent it, it was simply because the computer decided you shouldn't win, completely arbitrarily.

I know I'm ranting a bit about juggernaut in general, but at the core of that is the Big Three. They need a nerf, and we all know it. Losses in juggernaut should be due to your own mistakes, not because you got the wrong computer opponent.

Edit: This all applies to Electro Hazard as well, but to a slightly lesser degree.





.Lord Ginger. -> RE: Some NPCs in jugg need to be nerfed (8/25/2019 0:30:23)

Just get a better build that can handle RNG if you care THAT much.

Before you say that you want quick wins, think about how that works in a PvP setting as well, which jugg should primarily be.

Sometimes, there’s literally 0% chance to win, and although unfortunate, it happens. Sometimes builds/people/NPCs just counter you.




CactusChan -> RE: Some NPCs in jugg need to be nerfed (8/25/2019 13:38:32)

quote:

Sometimes builds/people/NPCs just counter you.


I don't think 'counter' is the right word for NPCs. Their builds are static and they can't strategize. It's essentially like fighting another player who has buffed stats and extra skills, but uses them randomly. The only way that they really 'counter' is their damage type compared to your defense/resistance, and what skills they are able to use. Even so, an NPC you can defeat 95% of the time can hardly be said to have a build counter to yours. A counter generally denotes two players with an even chance to create a build, with one exploiting the weaknesses of the other.




.Lord Ginger. -> RE: Some NPCs in jugg need to be nerfed (8/25/2019 14:54:02)

Okay, the NPCs counter you regardless because of the moves that they have in their arsenal, it’s whether or not RNG lets you beat them.




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