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RE: =ED= Balance Discussions

 
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9/5/2011 21:04:34   
One Winged Angel1357
Member


A static FM would not affect me much becuase i use a low support build with a higher level FM so making it Static might profit me
AQ DF AQW Epic  Post #: 451
9/5/2011 22:03:31   
FrostHS
Banned


@ Xendran.. I know you posted the Re-vamp a while ago xD but i think it's a great idea might make cyber good, which i like.
AQW Epic  Post #: 452
9/5/2011 22:07:53   
ED BreadSeller
Banned

 

@FrostHS I don't think it would benifit CH's much :/
Post #: 453
9/5/2011 23:50:14   
Joe10112
Member

If Cybers got reroute instead of Shadow Arts, I believe we'd see alot more Cyber Hunters...
AQ DF MQ AQW Epic  Post #: 454
9/6/2011 0:20:01   
edwardvulture
Member

From my observations playing as a CH, they need some skill to help connect static charge, maybe instead of stun, the CH of shadow arts gets dded a 10% to connect.
On the other hand..

I know i'm fighting a lost cause as they were confimred never to be removed BUT nothing is final, there could always be change for the better. I'm not asking for a removal, im asking for an extreme decrease of the number of enhancements to be available. (to max 3 or 4)

Here's a list of all the bad stuff caused by it. (add to it)
1. The widening of "the gap"
2. Attitude of Superiority in immature varium players
3. More randomness (crits especially)
4. Spontaneous urge to quit the game

If ED didn't have such a pricey and consiquential feature, the 4 servers would have probably been full all summer and maybe just maybe artix would have hired even more staff for faster updates and maybe even powerful upgraded servers.


< Message edited by edwardvulture -- 9/6/2011 11:33:44 >
AQ DF MQ  Post #: 455
9/6/2011 13:19:36   
Sparticus
Member

I'm sorry but CH have a niche that they are not taking advantage of. Moderate STR-Malf-Mass builds are still useful and if even half of the changes that have been proposed end up happening, this type of build will do just fine.
AQ DF MQ AQW Epic  Post #: 456
9/6/2011 15:24:30   
TurkishIncubus
Member

More balance suggestion...

there is too much stat requirement on BH skill tree , Venom has tech requirement , Bloodlust have tech requirement , Shadow arts have supp requirement , Massacre have supp requirement

Venom or Massacre's requirement should completely removed.Bloodlust's tech requirement should also removed.

Next...

There is too much luck factor and other factors on support , Stun+Frist Strike+Crit+Deflect+Aux dmg +Improves most buff/debuff skills , my suggestion is take away deflection from supp and give it to tech , its also more logical to deflect bullets you need technological items thats why tech should increase and reduce deflect chance.

It also balance most things , in str builds to hit high dmg you need to have high str and to have more connect chance you need more dex , but in supp build all you need to do is giving all points to supp , supp can increase aux dmg and crit and tech can increse deflection

< Message edited by TurkishIncubus -- 9/6/2011 15:25:08 >


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Epic  Post #: 457
9/6/2011 15:28:45   
Dendavex
Member

I heard they are rearranging TLM skill tree so reroute wil take more points to get to that'll nerf Str builds cuz they have useless skills in their builds hehe
Epic  Post #: 458
9/6/2011 16:25:04   
Stabilis
Member

If any of you don't know me in-game I'm ExVoid. I switched from tactical mercenaries to cyber hunters because not being unique is LAME. Honestly I can say I'm jealous of non-cyber hunter players who get awesome passive skills and we just get one that does zip. I mean, the side effect too, who's gonna use a plasma grenade in their lv 30+ build anyways?! Blocking is unreliable, we would like something better please.

Also, you may have seen me in peak cyber hunter condition. I used a static charge with 4 focus 95 health build. I was second best to very few tactical mercenaries and tech mage exceptions; so I switched to a str and dex build just to gain faster wins and credits. Nobody knows me but it is VERY sad if you see me with a strength build because I despise primary spam.

Developer team please help with cyber hunter adaptability.

< Message edited by greenrain13 -- 9/6/2011 19:50:19 >
AQ Epic  Post #: 459
9/6/2011 17:10:39   
helloguy
Member

Above be pacient I have a feeling one will come soon
AQ DF AQW Epic  Post #: 460
9/9/2011 10:14:02   
theholyfighter
Member

The new classes are being tested......according to the DNs....and the result was "they're balanced"
How could it be?! If they CAN be, can the testers post a general standard build which works "balance"+ "ly"
just compare the function of each skill with Blood Mages' SKILL TREE....... An obvious disadvantage........

For more solid suggestions, I suggest simply replace Intimidate with Assimilation.

< Message edited by theholyfighter -- 9/9/2011 10:19:07 >
AQW Epic  Post #: 461
9/9/2011 10:16:52   
edwardvulture
Member

^o.o non-varium bm. I've beaten 3 full varium strength tact mercs with my own bm so far they were all higher than me, maybe you need a better build or an energy gun.
AQ DF MQ  Post #: 462
9/9/2011 10:22:23   
theholyfighter
Member

@above.. 3 out of how many LEVEL 30( and above ) TACTICAL MERCENARIES VARIUM-ed did u defeat?
and... THREE tactical mercs from the day the new classes are released to now isn't very addictive. I 've killed 5 and above lvl 30 above full variumed tactical mercs too....but how can you be satisfied with that?!
To tactical mercs: well you know that blood mages are easy right i agree, according to the situation now.
Well, if your build is really that effective, do u mind sharing it?!

Note: Everything above weren't meant to be offensive.

< Message edited by theholyfighter -- 9/9/2011 10:31:12 >
AQW Epic  Post #: 463
9/9/2011 13:26:55   
Dendavex
Member

@Theholyfighter if you find me in ED you can have my build since it did get buffed
Epic  Post #: 464
9/9/2011 13:39:50   
Calogero
Member

I've been suggesting since day 1 of when Assimilate got removed from BloodMage
to Replace Intimidate with Reflex Boost and Intimidate back at Tier 4.

If they made Assimilate a Non Staff skill, sweet, but it's not needed, we just want Assimilate back.


_____________________________

Having a Signature is too mainstream
AQ DF MQ AQW Epic  Post #: 465
9/9/2011 15:47:57   
One Winged Angel1357
Member


Andy you have a point CH has EMP Tier one it is always there TLM can put points into Atom Smasher if they want i mean it is linked to Frenzy a most have for all TLM builds, based off of what i see not what i beleive, and yet they removed BM's Assmilate and replaced it with the much less used SC
AQ DF AQW Epic  Post #: 466
9/9/2011 16:26:11   
Calogero
Member

even combined Assimilate and Reflex Boost Energy regain wouldn't be Overpowered.
15% damage to energy + I think now 6 energy regain max of assimilate...

If this is considered Op'd then I have no idea what I'm talking about.

I really don't get why they removed Assimilate in the first place...
Of all skills, Intimidate is the least used skill imo
AQ DF MQ AQW Epic  Post #: 467
9/9/2011 17:08:37   
edwardvulture
Member

If you think about it when you assilimate as a bloodmage, it gets you life back and steal a bit of energy, maybe the dev's thought that would be a bit overpowered.
AQ DF MQ  Post #: 468
9/9/2011 17:16:30   
PivotalDisorder
Member

Support is an unbalanced stat STILL.

how can rage, crit, first turn, chance to deflect, reduced chance to be deflected, aux , field medic, field commander, intimidate and artillery strike be considered balanced ?
then for tactical mercs they lose intimidate and field commander but gain reroute and smoke so now they can block more, increase aux/artillery damage and still have energy to heal etc.

the recent change to support was good, less damage from crits but more chance to crit if you stack support, which the majority of mercs are doing again.



now tactical mercs in general.

if you had said to the community "we got a new class coming, it will basically be a support/strength/tank merc with reroute and smoke" would anyone of agreed that was balanced ?

come on, its no time for delicate surgical procedures with a scalpel, we need blunt force trauma with a sledgehammer

< Message edited by psibertus -- 9/9/2011 17:20:12 >


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Post #: 469
9/9/2011 17:20:08   
Calogero
Member

The max Assimilate can ' destroy '
is 11 from enemy, 6 for the user.

using this with 23% health regain from BloodLust.
I don't remember the cooldown of Assimilate, It's been a while since I used
TechMage...

If you'd do 30 damage with a Maxed Assimilate with a Str build
that would only be 6 energy for you + 6.9 ( rounded up 7 ) health regain.

Seeing We have neather Good Debuff of defences nor Extra armor, I really
don't think this can be seen as OP'd
AQ DF MQ AQW Epic  Post #: 470
9/9/2011 17:25:09   
PivotalDisorder
Member

edit: yeah sorry, I made a post about support and got myself confused

< Message edited by psibertus -- 9/9/2011 18:11:24 >
Post #: 471
9/9/2011 17:35:31   
Calogero
Member

Intimidate; improves with support, not Str
Fireball: requires 33 energy... something BloodMages can't regain unless
relying on a skill that requires a hit to regain 15% which is funny due to it also buffing dodge chance...
Berserker: has been nerfed, I feel a lvl 6 = a lvl 1 in the old days
Deadly aim: is the only usefull STR skill but to max it you require 42 support

We might have ' plenty ' of skills that work with Str, We also have to train Other stats to Use those skills
AQ DF MQ AQW Epic  Post #: 472
9/9/2011 18:00:29   
Hun Kingq
Member


http://www.epicduelwiki.com/index.php/Tech_Mage

Assimilation: Deals 100% primary weapon damage. Steals energy from an enemy target; adds 50% to your energy pool. (rounded up) Energy Required: 0 (No Cost)
Energy Steal: Level 1: 1 (Adds 1 Energy to Energy Pool)
Level 2: 2 (Adds 1 Energy to Energy Pool)
Level 3: 3 (Adds 2 Energy to Energy Pool)
Level 4: 4 (Adds 2 Energy to Energy Pool)
Level 5: 5 (Adds 3 Energy to Energy Pool)
Level 6: 6 (Adds 3 Energy to Energy Pool)
Level 7: 7 (Adds 4 Energy to Energy Pool)
Level 8: 8 (Adds 4 Energy to Energy Pool)
Level 9: 9 (Adds 5 Energy to Energy Pool)
Level 10: 10 (Adds 5 Energy to Energy Pool)

Weapon Required: Staff
Stat Required: None
Level Required: 10
Improves With: None
Warm Up: 0
Cool Down: 3
Epic  Post #: 473
9/9/2011 18:24:57   
edwardvulture
Member

I don't think bloodmage is underpowered, I killled 3 full varium level cap strength tact mercs the other day with my level 31 blood mage. Intimidate was really a life saver but it should get a buff on it's progressions.
AQ DF MQ  Post #: 474
9/9/2011 19:02:10   
Xendran
Member

Strength builds got an all around nerf, which is also pretty crippling to blood mages since they have a lot of strength based skills.
AQ DF Epic  Post #: 475
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