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RE: =ED= Patch Notes - 1.6.68 - December 12th, 2016 - Balance

 
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12/15/2016 11:46:51   
Xendran
Member

The developers do not know their game well enough to be aware about possible issues like this.
Same reason that the rate of credits gain wasn't adjusted with the EXP gain, and the EXP gain was increased by an amount that doesn't fix the problem with the levelling curve.
Something as fundamental as unknowingly messing up your entire progression economy is a pretty massive and obvious oversight.
It seems they don't really understand why they are making the change or how it's going to impact the game, they are just doing it because we told them to.

< Message edited by Xendran -- 12/15/2016 11:49:13 >
AQ DF Epic  Post #: 26
12/15/2016 13:55:49   
Mother1
Member

@ Xendran

While I have to agree with you on that unlike most of the problems they made this one is surprisingly easy to fix. Just make it so credit gains also gain the x3 boost and boom it will be just as if the problem wasn't there.
Epic  Post #: 27
12/15/2016 14:13:16   
Noobatron x3000
Member

2v2 is now unplayable from l7 - 33....
Post #: 28
12/15/2016 19:30:46   
Alphaeus
Member
 

@Noobatron

Yeah, I noticed this too. I main a lvl 29 char and literally every single battle I played 2v2 was vs Jugg...PLUS being paired with an NPC. So, Me + NPC vs Jugg. Oh, and I can't/won't play as a Jugg myself because that's been turned into a variant of NPC battles.

So, yeah...you're stuck with 1v1.


@Mother1

I've noticed this too. I've got everything I "need" but I still use consumable cores regularly, as well as trying to buy a few more rare Items I'd like to have. Playing Jugg now is the only way to rapidly gain creds (albeit it's now boring as hell), but even then your economy is going to be ruined.

I agree, the creds should be x3. That would solve the eco problem.
Post #: 29
12/15/2016 20:18:25   
edwardvulture
Member

I am sad that they choose to remove passives instead of fixing it. Even though I initially supported the active to passive change, I realize now that taking the passives took the depth that characterized each class. The argument that passives were always maxed out and that they provided invisible power could be countered if they made each skill and its increments scale with level or not having mana increase every time something scales up. That would have been very hard to do but in the long run, but probably would have retained more of the player base.
AQ DF MQ  Post #: 30
12/16/2016 4:42:54   
Stonehawk
Member

All their changes kill diversity.
Passive to active change makes everyone dependent on energy manipulation.
Underdog makes (or tries to make) all levels be the same. Then what's the point of leveling up?
Mana increasing for each skill point makes people have to choose to either max out the stat that improves their best skill to make it op or use it at lvl 1 to make it cheap. I mean, the level of the skill doesn't really make it better because it might be too high cost to be used effectively.
Active cores only usable once and usually for energy costs makes it hard to use strategically because either you don't have the energy because the opponent stole or you already used previously and the opponent healed.
After the opponent and you healed enough and all skill cores are used, battle is all about waiting for the opponent to recover energy so you can steal or hit forever without any skills.

I don't know, I just think the game should change like 90% to bring back diversity and attract players again.
AQ DF MQ AQW Epic  Post #: 31
12/16/2016 5:32:43   
Satafou
Member

Although it would be wise to revert some changes, it simply isn't in the interest of the devs. The devs will or at least i hope they do, have a vision of what they want their game to be like in the long term. They've stated multiple times that they are only interested in suggestions that move the game forwards and not backwards, and although I do not agree with this for several obvious reasons, it doesn't mean crap whether i do or not nor whether any other non-staff player does or not.

The devs also don't like big suggestions which would require a lot of work, hence why I haven't made any suggestions on my own thread as despite how good the idea I've had for years is, it would simply be a waste of time writing it in detail as firstly players wouldn't read it due to being a long post resulting in it just getting forgotten about and secondly it would just seem like way too much work for the devs.

If you guys want to implement your own ideas into this game, make sure it is only a minor change, even if it is several minor changes in different time periods to achieve your ideal change. You also have to make your idea seem like it's something the devs would come up with themselves. I.e. you can have an idea but just change the context of the suggestion in a manner that the devs like. Anything mission related the devs love, as ED is now just an alternative AQW. You could twist a cosmetic idea into a mission reward etc.
Post #: 32
12/17/2016 3:41:07   
Stonehawk
Member

But the game is (still) called EPICDUEL, that's why I think duels should be epic. I like the idea to make skills cost a fixed price. Since skill points are limited, you choose your skills by your preference and not by the amount of energy its cost increase for each point. If you want do be a defender, max out your shields and healing. But if your opponent max out defense ignoring and faster raging stuff you're dead. In the way things works, shields already have its drawbacks (opponents rage a lot faster) and ALSO the costs make it impossible to be used twice, thanks to energy manipulations and too high costs. I like skills with a fixed cost. Healing should always cost 250 for example, because if you choose to Max it you will have less points to make offensive skills stronger and will not be able to do as much damage as someone that maxes blood commander and berzerker for example. There is already cooldown to prevent repetitive use of some skills, so I think it's about time to think of a fixed cost for all skills. If there's a problem with this idea, let me know! I know it's hard to find perfect ideas because abusers will always exist but I wanna think of something to bring diversity to the game, and not make us fight like robots and against robots. Oh, and I still think retraining shouldn't be so expensive. And don't tell me it's easy to get credits because we only get lots of credits in the end of the year.
AQ DF MQ AQW Epic  Post #: 33
12/18/2016 19:01:18   
dfo99
Member
 

the 2v2 underdog buff privilege more the lower ranks guys than my partner lv 38 just because i am rank 80+, the guys lv 40 get underdog lv 3 and the 38 lv 2

< Message edited by dfo99 -- 12/18/2016 19:04:20 >
Post #: 34
12/19/2016 9:42:55   
nowras
Member

@DFO99 I know. The problem is they refuse to admit that 1 level is much much much stronger than 10 ranks. You don't understand how they are so desperately biased for low ranked players.
AQW Epic  Post #: 35
12/20/2016 4:31:07   
c1729
Member

Some basic calculation into how much a move drains/regains is pretty necessary in my opinion, changing static grenade from 0.5 to 1.5 is extremely absurd and seems to have no mathematical backing whatsoever. Calculating the rough amount drained + the amount regained, and balancing that would do a good job of making the energy meta playable.

As Xendran has mentioned Legendary Ranks give an unfair buff to focus builds, as mentioned before restricting battle to 30 to 50 ranks should do well on solving this.

Finally, first turn chance has gotten even more screwed up than before, making support builds hardly playable at higher ranks. Diversity and the ability to play with a wide range of builds was a hallmark of this game, giving better underdog buffs that could be adjusted by the player before battles (Like extra damage/stats) and removing the effect of 1st turn chance would do well in resolving this.
AQW Epic  Post #: 36
12/20/2016 22:04:23   
.Lord Ginger.
Member

Yea, right.

We need people who actually have brains to help the game.
AQW Epic  Post #: 37
12/21/2016 2:29:58   
Stonehawk
Member

How much do you pay for the mighty underdog core? I paid 15k credits for each unlocked slot that currently doesn't even help in battle. I trade my legendary cores with your underdog buff, if every low level says ranks are better I give it to them.
AQ DF MQ AQW Epic  Post #: 38
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