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8/5/2011 8:09:59   
T.600
Member

I just created this thread for everyone to discuss their opinions on health and energy boosters in Epicduel. Some people detest them, because they can be the difference between winning and losing although in my opinion they serve a great strategical purpose.

Do you think that there should be a third booster slot available?
If so, how should it be available? Through the purchase of varium, could it be a reward for current players (similar to the 30 buddy slot reward given to people who joined Epicduel at a certain point in time), should it just be given to everyone, should it be only for players who have reached the level cap, should it be for people who have attained a certain rank? There's so many possibilities of this. Would it disrupt balance? Would it improve strategy and create a miniature version of the old heal loop build? I'd love to hear your opinions ^_^.

The best versions of the boosters right now are currently only level 9 and they replenish 25 energy/health points. Do you think that there should be higher level boosters that replenish more points? How much should they cost? Would they disrupt balance or improve strategy?

The two things that I mentioned above are just two ways in which Epicduel's booster (potion) system could be enhanced. I thought that it would be interesting to find out everyone else's opinions about boosters. You can refer to the other boosters such as battle boost and XP boost, although I find that improvements to health boosters and energy boosters would be greatly appreciated since they should remain non-varium features.





< Message edited by T.600 -- 8/5/2011 8:18:26 >
AQ DF MQ AQW Epic  Post #: 1
8/5/2011 8:20:49   
altimatum
Member
 

Some builds I have to use boosters to win, and no, there should not be any higher boosters.
Post #: 2
8/5/2011 8:31:22   
Fay Beeee
Member

Well sounds good.

ATM the present HP boosters are sold at 2 levels so yes I think we could add more. This would cost more though and could not be over 'high' or it would disrupt.

It would be good to see more than 1 level of energy boosters (increase cost etc)

BOTH should remain credits or may be tokens for the higher ones (depends how much you want to win :) )

It would be nice to have one more slot (for either booster) than would only come into play when Boss fighting.

As with all the other boosters, they have been for all to use, so the new ones should be also. Non varium, but credit or tokens.

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Epic  Post #: 3
8/5/2011 8:39:19   
PivotalDisorder
Member

they wreck builds so I hate them. I hope one day they make them usable only in NPC fights
Post #: 4
8/5/2011 8:42:14   
SouL Prisoner
Member

supported..




"v need one more slot"
AQ DF MQ AQW Epic  Post #: 5
8/5/2011 8:55:56   
T.600
Member

quote:

they wreck builds so I hate them. I hope one day they make them usable only in NPC fights


How do they wreck builds? I believe that they help builds actually. You can use a booster to stall for a heal, you can gain energy at crucial points during the battle. There's many more uses for boosters, they're great and I believe that it's not 'nooby' to use boosters.

Boosters are probably more useful for higher health builds, this would encourage more diversity and people could steer away from focus. I know a lot of people believe that the upcoming nerf is going to 'destroy' 5 focus builds, but it won't. You can still use the robot to aid you in battle, although you would be utilising one main attack for the robot. A combo of malf+gamma bot's special attack followed up with an energy auxillary attack would still be great. You just need to be creative :). And know that some of the other unused skills are receiving buffs, you won't really need to solely rely on your bot.

< Message edited by T.600 -- 8/5/2011 8:56:41 >
AQ DF MQ AQW Epic  Post #: 6
8/5/2011 9:03:15   
AQWPlayer
Member

Supported. I like to see how full variums use boosters to minimise the chance to lose when they have an advantage. I love to waste their credits :D
AQW  Post #: 7
8/5/2011 9:05:05   
T.600
Member

I would prefer it if you didn't use the term 'supported' in this post because the stuff that I mentioned were not suggestions, they were just points to consider while discussing the possible improvements that could be made to boosters in Epicduel. Thanks for understanding.
AQ DF MQ AQW Epic  Post #: 8
8/5/2011 9:14:13   
Wiseman
Member

First I don't think increasing the number of boosters a player can carry per battle would work, it would as you stated "create a mini heal-loop" and heal loop is something we don't like to see (in any form). As for having more powerful boosters, that's possible in fact it's something that should be expected. As the level cap raises it's only natural to introduce more powerful consumables, perhaps even new types that do something other than heal health or energy.

This is just a few things to consider when it comes to the consumable system.
AQ DF MQ AQW Epic  Post #: 9
8/5/2011 9:25:58   
MrBones
Member

Well I am with Wiseman on this one. 2 booster slots is enough. I would like to see a highier level booster, maybe level 20, 40 hp cost: 100 battle tokens.

Here is some idea of new booster types:

~ Damage boosters

~ Rage boosters

~ Luck boosters

~ First strike boosters (you would boost before entering 1vs1 random)

~ Curse, crit, stun, deflect % boosters



EDIT: Ok Wiseman :).. At least one of my suggestion might get through.




< Message edited by MrBones -- 8/5/2011 9:41:36 >


_____________________________

I am kind of a big deal, so don't act like you're not impressed.
- Abraham Lincoln
Epic  Post #: 10
8/5/2011 9:36:10   
Wiseman
Member

^ Here's my thoughts on the suggested booster types you mentioned...

- Damage boosters would be too much like buffing/de-buffing skills which would lower the unique factor of those skills, sadly.

- Rage booster sounds interesting and could work, I like how this one could add more strategy to battles.

- Luck boosters would just be bad, the luck factor already effects things too much, no need to amplify that.

- Being able to use first strike boosters before battle means you wont need to equip them, it would be easy to abuse.

- The last one is basically the same as luck boosters so my thoughts are the same on it.

Of course this is just my opinion, thank you for the suggestions.

< Message edited by Wiseman -- 8/5/2011 9:38:17 >
AQ DF MQ AQW Epic  Post #: 11
8/5/2011 11:36:17   
Laces
Member

The only problem I have with boosters is that it helps TLM's heal loop. As in, I get them down to 50 hp for a rage after they have healed. They use a booster, +25 health. Okay I rage. 40 damage. They use another booster and have 60 health. They're tanks so its hard to take them down without a crit. They rage, Im at low hp. I attack, their at around 35 hp. I'm close to rage. They heal. End of battle.
AQW Epic  Post #: 12
8/5/2011 11:39:12   
comicalbike
Member

lets have a booster that gives health and energy a duel one

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Epic  Post #: 13
8/5/2011 13:04:00   
Sipping Cider
Member

How about a booster that takes away cooldown/warmup from skills temporarily?

And I think there should be NPC battles or tournaments were you can have more boosters, but for simple 1v1 and 2v2 there should still be only two.

I would like to see more booster slots for arcade battles though so you have better chance of getting prizes.
Epic  Post #: 14
8/5/2011 22:21:56   
endtime
Member

More boosters slots would be a great idea, whereas stronger boosters would be a terrible idea. If there are boosters that heal 30+ HP, then players who have low support--strength or extreme tanks--and aren't designed for healing can use boosters that heal decent HP despite their inability to heal such a large amount.
AQW Epic  Post #: 15
8/5/2011 22:24:29   
ajs777
Member

nuuu first we need consumable grenades.... not that you like actually consume... but like are a one time use :3
AQ DF MQ AQW Epic  Post #: 16
8/5/2011 23:38:24   
edwardvulture
Member

No I hate boosters, they take away from skill. I only boost in the face of luck or disadvantage.
AQ DF MQ  Post #: 17
8/6/2011 6:02:35   
heroquest
Member

hi guys
i think that booster should start in cooldown or when use a booster the other can be in cooldown for 3 turns
Post #: 18
8/6/2011 7:37:06   
Aegis Omega
Member
 

Additional booster slots could encourage people to do skill-spam or caster builds
Epic  Post #: 19
8/6/2011 8:25:00   
Silver Sky Magician
Member


I disagree with boosters being upgraded. 25 HP/EP is a reasonably amount of HP/EP for the majority of players, which have HP at 95 or below and EP around 60 and below. Moreover I don't see the level cap increasing as a reason for the booster upgrade, as players are able to have far greater defenses, which would cancel out other players' increase in offensive strength. With the increase in the level cap, tank builds are much more viable and upgraded boosters would make defeating them an even more challenging task.

However new boosters with special effects is an interesting concept that would certainly add a new dimension to strategy, especially since boosters have traditionally been (and presumably will be) inexpensive and credit-only, which would aid non-varium players as well.
Post #: 20
8/6/2011 8:27:05   
PivotalDisorder
Member

what about instead of boosters, a skill that does the opposite of field medic ? :P regen energy at the cost of health. could call it......I dunno.....maybe......Medic Field!

< Message edited by Jehannum -- 8/6/2011 8:29:30 >
Post #: 21
8/6/2011 9:24:56   
BadWitch
Member

First we must teach all pll who play Ed that healing is part of the game and you are not a noob if you use that skill,and maybe after that we can talk about introducing new health boosters.And if a true champion as Wiseman is against ''heal looping'' what more we can say...that healing is bad?And I don't want to mention TLM...tank build,change shield,debuff,use boosters twice and end of story for me but at least was a good fight lol

< Message edited by BadWitch -- 8/6/2011 9:26:39 >


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Epic  Post #: 22
8/6/2011 11:37:24   
Ice wolf X
Member

Well i don't think that there should be a 3rd booster available, that would give a chance for each class to kinda heal loop and would make some builds really op, and that's would make it annoying. And yes I think there should be a higher level boosters or *grenades* purchased for varium.

_____________________________


Post #: 23
8/6/2011 11:41:03   
ajs777
Member

its funny how worked up people get over these simply litle things, you dont wanna boost? fine no one says you have to, you want to? go ahead no one says you cant.
therefor argument invalid

and a third slot would be cool IF they start making new kinds of consumables, but for now, no the two slots are fine
AQ DF MQ AQW Epic  Post #: 24
8/6/2011 13:51:06   
PivotalDisorder
Member

I dont wanna boost and I dont want them to boost ^^

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Post #: 25
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