My New balance suggestions, with more details (Full Version)

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raissycownzz -> My New balance suggestions, with more details (2/14/2022 18:28:32)

I made a post with some of my suggestions of balance changes, based on my 500 1v1 and 200 2v2 matches ive played recently.

In this post im gonna to explain my suggestions better, and some new suggestions. I also deleted some suggestions, which are not that important

1- Black Abyss bot special reduce 20% of healing power for 4 turns. Blood hawk is much better than abyss bot. We need to balance them.
2- Assault bot is useless, adding 15% defense ignore would be cool.
3- Add 10% primary dmg to Kernel Panic (skill of CH), to make CH str an option.
4- DNA augment reduce chance of be Blocked by 15% at level 10. (2% at level 1, same proportion as stats augment) (the opposite of Shadow Arts, because CH is the opposite of BH, so makes sense. CH str could use good melee cores to compensate the lack of Dmg skills, with no fear of being blocked)
5- Hammer Grenade reduction from 3 to 2 turns. That thing is OP
6- Minor Curse should last for 2 turns, to make Dark Omen good again.
7- Mini Rex 1 turn warmup. 2 turns is too much
8- new rule of who start first doesnt make sense.I f someone starts, they probably have more support than the opponent, so it's not unfair.Players with medium support (focus), cant do nothing in the first turn.
9- 2v2 start first rule should be related to individual support, instead of team support. supp teams are very powerful
10- Ally link for 2v2 should last for 1 week, like an event. This will destroy the 2v2 if it lasts longer. How can a 5 Rank + 20 rank beat a 300 rank + 500 rank team?
11- Reactive armor is very efficient at hands of Supp builds/str which can force the opponent on their armor, dealing guaranted damage. I suggest the following change. Level 1%, 5% damage back, +2% per level, up to 23% at level 10. And to each Tech point, the percentage is increased by 0,2%. So a 1000 HP, Tech 80+80+4+3+4, will have 23% + 34,2% = 57,2%, while a Supp 34 tech (23% + 6,8% = 29,8%, instead of 50%).
12- Berzerk nerf. Level 1 30%, +5% per level, up to 75% at level 10. (ive seen a double Str Team, with 35 wins at 2v2, 100% winrate, because of Berzerk and Reactive Armor's crazy percentage.
13- Shadow arts buff, reduce chance to be crited in 15%. To make shadow arts less useless, and to add some durability to this defenseless class.
14- People are making 93% winrate in 100 wins at 1v1 with Tlm. They can heal without having mana stolen. The only way to kill them is by doing a lot of dmg, breaking their cycle. But Anhilation Heal them, and takes opponent's rage, regenerating the cycle. So, this skill not heal, but only take rage. When they take a hard hit, they can always use this skill, take opponent rage, and still heal. Very OP for such class.
15- BM focus is very bad in 2v2, because it takes a lot of damage. As it is a sacrifice thematic class, Deadly Aim passive should allow user to choose to play defensively, or offensively. Deadly Aim:

Level 1: 10% more sidearm damage;
Level 2: 13%;
Level 3: 16%;
Level 4: 19%;
Level 5: 21%;

now, each level will be different, sacrificing atk power for defense.

Level 6: 7% damage, direct 4% of incoming damage to energy;
Level 7: 4% damage, direct 8% of incoming damage to energy;
Level 8: 1% damage, direct 12% of incoming damage to energy;
Level 9: -2% damage, direct 16% of incoming damage to energy;
Level 10: -5% damage, direct 20% of incoming damage to energy;

This way, a BM could play 2v2, with a good durability. For example: 500 damage, -20% = 400. BM energy reduced by 100. When no energy, no damage reduction of course. I thought a lot before inventing this idea, hope coders can put this mechanic in game.

(Fix Hardned Skin bug, it cant reduce Multi damage (aux multi, and Tech mage multi). Idk if the same happens with Titan's Shroud, Nanotech shield.)

Hope these changes can be applied in few weeks.




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