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RE: The Balance Update, What should of happened

 
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7/15/2011 15:14:42   
Giras Wolfe
Member

@Sageofpeace

NO. That is absolutely NOT what I'm saying. I am NOT saying don't post if you disagree. I am just saying don't post useless vague accusations of Nexus being a stupid or biased person. I am not mini modding I am only BEGGING you to say something constructive rather than spamming completely unsupported claims that Nexus is wrong.

< Message edited by Giras Wolfe -- 7/15/2011 15:15:05 >
AQ AQW Epic  Post #: 126
7/15/2011 15:47:47   
endtime
Member

Static charge needs to be a passive--of course, the percentage must be dropped if this occurs.

TLMs' Frenzy and Poison Grenade should be restored, but they must lose Hybrid Armor in exchange for defense matrix.

Blood Mages should get back Assimilate. Firebolt should be made a multi skill, but after lvl 4 make the skill increase only by 2 and the name should be changed to Meteors or Eruption. Plasma Rain should be exchanged for Reflex Boost.

< Message edited by endtime -- 7/15/2011 15:49:26 >
AQW Epic  Post #: 127
7/15/2011 15:49:11   
goldslayer1
Member

omg again with hybrid
taking away hybrid wont solve the problem.
AQW Epic  Post #: 128
7/15/2011 15:55:09   
endtime
Member

@goldslayer1 And why not, you didn't even write a reason.

Hybrid armor was the reason Mercenaries used to be so overpowered. Now, Tactical Mercenaries have the same move in addition to Reroute.
AQW Epic  Post #: 129
7/15/2011 15:56:24   
Nexus...
Member

Gold, please explain to us why it won't fix the problem. This might help us understand your opinion further, and the reasoning behind not removing Hybrid Armor.

@Endtime
I like all of your ideas. I think that maybe poisen should stay the same as it is now, or maybe 1 point higher, but besides from that, I think I can agree.

Thank you.

< Message edited by Nexus... -- 7/15/2011 16:01:23 >
Epic  Post #: 130
7/15/2011 16:02:01   
goldslayer1
Member

@nexus and endtime
replacing it with matrix will just mean that they will spamm support.
then matrix will have like 30+ defense at lvl.
that also means that they will have 9 free points to put into anything else because hybrid worked best when maxxed out.
this gives them more variety aside from that fact that most use max hybryid reroute and artillery only leaving 1 point left.

this will force tac mercs to use 1 single type of build just like it did to tech mages.
but tac merc will have a more worsen siatuation because tech mages only used energy for heal, malf and matrix
tac merc will have to use heal, smoke, artillery, and matrix
and the energy requirement is insane. plus we do not have deadly aimbot to raise the damage of an unblockable skill which also costs no energy. sure they have frenzy but that now requires a maul and cant be used with swords.
and altho it costs little energy u need huge ammounts of str to make it usefull and worth the hit.
AQW Epic  Post #: 131
7/15/2011 16:13:30   
endtime
Member

@gold Two good builds for Tactical Mercenary if Hybrid is removed and Frenzy and Poison are restored:

1. High Support, Mid-Smoke Screen, Artillery Strike, Physical Aux, Mid-heal.
The synergy between Smoke Screen, a strong Artillery Strike (in the 70s), and a strong Physical Auxiliary with reroute to repeat the process and allow heal looping would allow TLMs stand their ground against other classes.

2. High Strength, High Smoke Screen, High Maul, Mid-Frenzy, Double Strike
The combo of smoke screen to increase accuracy and damage with a Maul and Double Strike with Frenzy to recover HP would preserve the TLM as a competitive class.

< Message edited by endtime -- 7/15/2011 16:16:18 >
AQW Epic  Post #: 132
7/15/2011 16:15:52   
Sageofpeace
Member

@above
how come you have such a huge "knowledge of the mercenary" why don't be one them
Post #: 133
7/15/2011 16:16:55   
TTG Sean
Member

Dude. With Tac Mercs You Could Remove Hybrid COMPLETELY And Not Put Any Skill in its Place(Not Saying They Would) And They Would Still be Top Competitors

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AQ DF MQ Epic  Post #: 134
7/15/2011 16:17:50   
endtime
Member

@Sageofpeace
Look up your facts: I have a level 33 Mercenary Account (Legend Pwner) with a 95%+ 1v1 win rate and a nearly 90% 2v2 Win rate--overall regular not daily. Also, my main account is currently a TLM.

I am knowledgeable about balance because I have a fully varium 33 Mage, 33 Bounty, and 33 Merc and have tried the new classes with my accounts with success against various odds.

< Message edited by endtime -- 7/15/2011 16:21:43 >
AQW Epic  Post #: 135
7/15/2011 16:21:13   
goldslayer1
Member

@endtime
1)the bad part about that is the best aux in the game is energy -.-
a strong artillery like that would require 135+ support
and unless they activate matrix their defense will be weak unless they use an energy armor.

2) thats basicaly a str BH except WITHOUT THE BLOODLUST AND MASSACRE.
frenzy can be blocked. and has a 3 turn cooldown.
if u wait for to use it on ur second turn ur probably not gonna be alive for the 5th.
AQW Epic  Post #: 136
7/15/2011 16:30:51   
endtime
Member

@gold
1) The Eggzooka and Charfade Launcher would work. Albeit, 6 less support when using the Eggzooka and 2 less when using the Charfade Launcher, I once had a 141 Support Mage build using the Energy Bunnyzooka. Taking away 6 or just 2, allows for 135 support.

Example Equipment:
Azrael's Bane or Frostbane
Plasma ACP, Stun Cannon/Blaster, or Imperial ACP
Eggzooka or Charfade Launcher
Bunnyborg Armor, Space Warrior, Desert Marine, or Banana Suit


2) Smoke Screen, Stun, Double Strike. Dead Opponent.
Frenzy Rage to recover enough HP for another 1 or 2 turns if the opponent survived.
OR
Stun, Smoke Screen, Double Strike Rage to circumvent opponents who would cover your smoke screen. Frenzy if necessary.

< Message edited by endtime -- 7/15/2011 16:36:12 >
AQW Epic  Post #: 137
7/15/2011 16:41:20   
goldslayer1
Member

@endtime
u make it sound more simpler than it actually is. when it isn't
u cant compared tech mages to tac merc because tech mages have more damage output than the tac mercs.
malf runs on support therefor makes a malf of -40 tech easily achieved bby lvl 4-5 when spamming 135 tech.
but u dont get anything for smoke from support.
malf auz gun combo is a much better combo than a smoke artiller and aux.
because that aux is most likely energy.
and if they used physical ones like eggzooka and charfade launcher is having less support.
so basically u get str from armor, eggzooka, and stun blaster. or u can go with an acp and lack 2-4 stats.
and if u use charfade launcher ur also missing more stats.

and i still think a str build will not work so well for tac mercs without hybrid.

better solutions would removing technician as it affects many of the combos. and tax merc should not be having a buff skill since they have hybrid.
AQW Epic  Post #: 138
7/15/2011 16:43:12   
voidance
Member

Ok so I'm using a smart phone so it's kinda hard to read all the post so can some one give me a short sweet answer explaining what happened to blood mage in this nerf update. Thanks
AQW Epic  Post #: 139
7/15/2011 16:46:35   
Dendavex
Member

@Voidance they got reflex boost and its ment to give Berserker a little connect chance
Epic  Post #: 140
7/15/2011 16:51:18   
voidance
Member

What skill did it replace?
AQW Epic  Post #: 141
7/15/2011 16:51:45   
TTG Sean
Member

It Replaced Assimilation
AQ DF MQ Epic  Post #: 142
7/15/2011 16:58:38   
voidance
Member

Ok thats stupid, 1 of the skills I use most. They could have done away with useless ones such as intimidate, overload, plasma rain, or super charge.
AQW Epic  Post #: 143
7/15/2011 17:00:05   
TTG Sean
Member

No Intimidate DEFINATELY Should Stay But, They NEED TO GET RID OF PLASMA RAIN It has NOTHING To do with a Blood mage
AQ DF MQ Epic  Post #: 144
7/15/2011 17:03:57   
Mr. Black OP
Member

@above
smoke or malf would benefit a bm better due to the fact that it is possible for intimidate to have no effect on a person because they could aux, then gamma bot, then gamma bots energy, while with smoke or malf even if they refrain from using bots their res is lower, and if they use smoke their def is lowered while raising your block chance and decreasing theirs
also for a sec i thought u were a bm and used it effectively then i saw ur char page
Epic  Post #: 145
7/15/2011 17:04:21   
king julian
Member

I feel like im repeating my self but blood's did get what they wanted hands down and they are still con-flaming about it the dev's rely made a good buff for the BloodMage class they got rid of a offense move that gave you energy and gave them a defense move that gives them energy(if they get hit) as well and now reflex boost increases technician that now 2 defense buffs in one and people are still con-flaming and they can not fully appreciate how great this was for the BloodMage class and how great of a step up it is for them.
AQ DF MQ AQW Epic  Post #: 146
7/15/2011 17:04:53   
TTG Sean
Member

I was a BM For a Few Days And I Did "Alright" But a Debuff Such as Smoke or Malf would Make BM Op. Julian From a Tac Merc Stand Point who has NEVER Played as a BM You Really Wouldnt know the Importance of Assimilation

< Message edited by TTG Sean -- 7/15/2011 17:06:05 >
AQ DF MQ Epic  Post #: 147
7/15/2011 17:10:22   
voidance
Member

it just seems useless to me because most blood mages don't intimidate other people because 1 they don't have the extra skill points to spare and 2 when you have high strength you don't have points to spare on energy and support. But I guess thats just my personal view on the matter.
AQW Epic  Post #: 148
7/15/2011 17:19:44   
Nexus...
Member

@Voidance

Also something else I pointed out is that BloodMage has been crafted into a strength class. Where Assimilation relies on strength for power, while taking/replenishing energy, reflex boost does not rely on strength, and is therefore not as useful as assimilation. In my opinion, Fireball should become a hybrid between Plasma rain/fireball, and assimilation should be restored, while reflex replaces what used to be plasma rain. Someone mentioned that on this topic before, and I liked the idea :) To clarify, Fireball would still rely on strength, would do a little less damage then it does now (just a little) and would also be able hit multiple enemies.

Just saying.

EpicE4

< Message edited by Nexus... -- 7/15/2011 17:25:59 >
Epic  Post #: 149
7/15/2011 17:23:21   
TTG Sean
Member

Yeah Nexus The idea of a Physical Multi that Relied on Strength Would be a Good Buff for Bm's Also Give them Back Assimilation
AQ DF MQ Epic  Post #: 150
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