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RE: =ED= Balance Discussions

 
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9/1/2011 2:51:43   
ansh0
Member

i like the blood magic idea but tell me one thing, will it become active at everyturn or when we dont have enough energy to use a skill.

tho this could be done, remove hybrid from TLM and give them defense matrix, the reason i did not suggest reflex is because of the presence of a skill named "reroute"
so the TLM(s) will have to use 1 turn to increase their defence.



~black spidey
Epic  Post #: 251
9/1/2011 3:04:54   
Xendran
Member

Its passive. Always active.
AQ DF Epic  Post #: 252
9/1/2011 4:11:19   
drinde
Member

I prefer replacing Reroute from TtMs and replacing with Assimilation (Requirements change to Staff or Club of course).
DF MQ Epic  Post #: 253
9/1/2011 19:40:37   
Stabilis
Member

1. You know when someone gets a malfunction or a smokescreen? They don't lose their bonus defenses even after the effects bring them well below 0-0. Bonuses should be altered in extreme reductions.

2. I wonder how gameplay would change if malfunction and smokescreen lowered defense and resistance instead of dexterity and technology. Yes the reductions would be higher numbers when compared to changes in defenses from stats.
AQ Epic  Post #: 254
9/1/2011 19:48:13   
edwardvulture
Member

Frenzy has to be modified or replaced.
AQ DF MQ  Post #: 255
9/2/2011 2:01:17   
Archlord Raistlin
Member
 


What is going on with all these critical hits, blocks and deflects?
We all know ED is streaky...the crits and block percentages really need to be reviewed and
perhaps altered by class. From my understanding, base crit chance is 20% plus 1% for every
7 support in excess of your opponent. Most high level tac mercs have support well over 100,
which increases their aux, artillary AND crit chances. Why should a merc with 130 support have
a 30% chance of critting when non-support based classes have just about no chance... Just
about every artillary strike results in someone getting critted, regardless of dex or shields.

I have seen the "luck" and the "no classes are favored" references and it is a pile. I have
played this for a long time and 90% of the time the merc class has been the way to go for
some unknown reason. How can testers not see these obvious class issues? Like most of
the players, maybe the testers are mercs too...

So what is the most effective way to combat this support build/crit/block discrepancy? Add ungodly
amounts of support, further reducing our defenses? I have 77 support and get critted once, twice,
even three times in ONE battle...then often get deflected or blocked on my attacks. Mages and
bounties have enough trouble trying to build up defenses to compete without this support issue.
How does 130 support contribute to any balance whatsoever if one class benefits greatly and all
others sufffer? Try basing artillary on dexterity and see what happens to all these builds.

Mercs are not inherently easier to play...you're MAKING them easier to play. They dont need any
strength, they just have higher defenses than anyone else can generate, wait it out, and hope for
a 50-60 aux or artillary crit, which they usually get. To add insult to injury, even their no str guns
will often hit for a 13-14 crit instead of the normal 1-2 damage.

At least nerf the critical strike on high support builds to bring it back to the "rest of us" level. A
10% crit chance for support abusers might actually promote some diversity...
Post #: 256
9/2/2011 2:06:56   
Lord Nub
Member

There's absolutely no skill to this at all anymore. They are getting closer and closer to making it so every match is a 50% chance of winning regardless of what you do.

Sorry but as a player that prefers strategy I believe my opponent should have about a .0001% chance of getting lucky somewhere, full varium or not. If you don't know how to play and make stupid choices, you shouldn't be able to get lucky and pull some crap out your backend.

Also Rasitlin lets not forget the turn skips. those have been very joyous as of late. Dunno bout you guys but I'm not touching this game til it's fixed. On top of everything else I have to worry about how many turns I'm going to skip and when. What kind of strategizing is that?
AQ AQW Epic  Post #: 257
9/2/2011 2:07:44   
edwardvulture
Member

^ No the max crit is 20%
AQ DF MQ  Post #: 258
9/2/2011 9:02:12   
Stabilis
Member

Here's a cool little feature called the 'defiant meter'.
quote:


The Defiant Meter is implemented for players who have to fight players that hit hard while defending attacks easily. A player's Defiant Meter increases each time they receive damage. When the Defiant Meter fills completely, the player will receive lower incoming damage for the next 2 turns.
A defender's Defiant Meter increases by 20% of the total damage received.
Defiant rate increased by energy advantage. 5% increase in defiant rate per 2 energy more than your opponent up to a maximum of 150% (minimum of 75% if at a energy disadvantage).
Filled Defiant Bar = 30 + (3 * Level)
To activate Defiancy, the player must attack when the meter is completely full. The player becomes resistant to 66% of incoming damage for the next 2 turns (the opponent's turn right after activation and the next turn).


I have noooooooooooo idea how beneficial or inconvenient this would be in battle.

< Message edited by greenrain13 -- 9/2/2011 9:07:20 >
AQ Epic  Post #: 259
9/2/2011 9:08:20   
drinde
Member

Why not shift Critical Chance to Tech, with a Maximum of 15% and Minimum of 5%. Even with Skill Bonus, the Maximum will only exceed to 30% Chance.
DF MQ Epic  Post #: 260
9/2/2011 21:42:51   
Stabilis
Member

I am NOT an Alpha founder, click my character page, I'm from beta.

To make them happy without affecting gameplay, create a cornerstone or hall off heroes in central station, close to Oz. This memorial will have the names of all founders who purchased Alpha packages in their honour.
AQ Epic  Post #: 261
9/3/2011 2:14:48   
Bunshichi
Member

quote:

I prefer replacing Reroute from TtMs and replacing with Assimilation (Requirements change to Staff or Club of course).


Ilm's already have atom smash.

_____________________________

MQ AQW Epic  Post #: 262
9/3/2011 2:45:40   
Remorse
Member

When are they goin to nerf dam TLMs!!!
We all have had enough (unless you a cheap TLM who obviolsy like being Oped because its easy.)

They are taking too DAM LONG!!
Balance should be first prority if they dont do soemthing soon or ever uma bloody quit I have had enough of this game if their gonna continue balance like its not bloody important
Epic  Post #: 263
9/3/2011 10:44:22   
Darkeroid
Member

The greatest way to balance TLMs would be:

1.Add Strength requirement to artillery strike.

2.Add Support requirement to smoke screen(For strength TLMs use smoke screen).

To make up for this great nerf,buff the damage of poison grenade and mke maul ignore more defense.
Epic  Post #: 264
9/3/2011 10:52:04   
Luna_moonraider
Member

Tlc merc skill tree should be changed to this clicky (i know it looks bad cause i just took like 5 mins to make it)

_____________________________


AQW Epic  Post #: 265
9/3/2011 10:56:23   
Lord Nub
Member

Ummm so allow the TaM galaxy to have two suns while the other 5 classes have one? Solution is pretty obvious and it's also pretty obvious there trying there darndest to make this either work or pass it as acceptable when it's not.

I've got no interest whatsoever in fighting the same class and build time and time again. Those of you that do, more power to you. Been about 4 months since I've played HeroSmash so plenty to do there. Come join me :)

AQ AQW Epic  Post #: 266
9/3/2011 11:01:13   
redxtra
Member

TLM

. remove hybrid armor and replace with defence matrix or take away technician

CH

Make static charge like bloodlust
AQ DF MQ AQW Epic  Post #: 267
9/3/2011 11:04:11   
DilZZZ
Member

They should remove Reroute from TLM and replace Static Charge to Reroute or change to Energy Stealer?(Passive skill that adds to your energy a percentage of all damage you inflict)
AQW Epic  Post #: 268
9/3/2011 11:35:21   
Remorse
Member

how about this. for balance changes to TLMs!

-Change maul with stun grenade (slightly nerf their str Build)
-Change frenzy to not increase with strength and rather have set at certain health gain detemed by primary damage.(slightly nerf str Build)
-Change techinican with blood shield (way toooped having technician and smoke and having energy sheild would also be too ped with hybrid.)


New radical idea:
Instead of removing defences what if agailty removed damage instead!! :O (works the same way as it removes defences but instead it removes all type of damage)
this means people can use high HP mixed with high damage build at the cost of some of the damage.
Reason: The oppenets defence at these levels arnt the main problem rather the fact they can still have powerful build combined at high HP.



< Message edited by Remorse -- 9/3/2011 11:36:05 >
Epic  Post #: 269
9/3/2011 11:35:45   
Dendavex
Member

Take away technician simple as that replace with nothing put blood shield in its place that way we TLM cant defend against energy attacks only with assault bot that would be a nerf to TLM and almost a buff to CH and TM
Epic  Post #: 270
9/3/2011 11:37:07   
Remorse
Member

^ thanks for pointing out what i just said!!!

Couldnt you just agree with my idea?
Epic  Post #: 271
9/3/2011 11:37:41   
Dendavex
Member

@Remorse Oh sorry woops didnt see it xD
Epic  Post #: 272
9/3/2011 11:42:32   
Remorse
Member

^ No problem :D

but even doing just that is not enough, alot of their oped build would not be affected if they only changed what you said eg. their support builds and their str builds.
Epic  Post #: 273
9/3/2011 11:45:34   
Dendavex
Member

ED runs by their own rules they should give Cyber Hunter Reroute BM hybrid armor and Tactical merc some new passive converts enemy energy into Health? and also give TLM static charge ^^
Epic  Post #: 274
9/3/2011 11:50:37   
Remorse
Member

^ i think it would be better if static simply became passive for CH,
after all if you gave em reroute the only new skill they gained is plasma grenade and thats pretty nooby.
Epic  Post #: 275
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