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RE: =ED= Balance Discussions

 
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9/13/2011 21:11:43   
frosty123
Member
 

what will you give them instead? I doubt this will be implanted but give them a skill that enlarges them selfs. Increases damage by 5-10
Post #: 601
9/13/2011 21:18:44   
PivotalDisorder
Member

I did explain what I felt would be an adequate replacement :) ^^

I will add though, that their skill tree would need some tweaking so that dexterity effected at least one skill they have
so that its not the most hated stat. they already have tech, support and str covered.

< Message edited by psibertus -- 9/13/2011 21:21:43 >
Post #: 602
9/13/2011 21:26:45   
frosty123
Member
 

^Srry I did not see your post to be exact i was gonna reply to green rain so when i was typing my message you put your post then i put mine. SO srry
Post #: 603
9/13/2011 21:45:04   
PivotalDisorder
Member

I understand, its been very active here tonight :)
Post #: 604
9/13/2011 22:10:07   
Stabilis
Member

@frosty

A skill that boosts their max health (and may or may not affect their agility).
AQ Epic  Post #: 605
9/13/2011 23:09:56   
edwardvulture
Member

Crits need to be completely redone so that it actually helps the underdog instead of overkilling them in a close fight.
AQ DF MQ  Post #: 606
9/14/2011 6:59:51   
redxtra
Member

yea crits needs to be done like the closer to 0 your HP is the larger the chance to crit like if you have less then 20 HP ten you should be able to crit like half of or attacks
AQ DF MQ AQW Epic  Post #: 607
9/14/2011 7:31:50   
drinde
Member

Hmmmph.

To follow up on my last idea (let Support decrease opponent's Crit Chance):

STR: How about we nerf STR all stats like this?

For each stat point more than 100, we reduce that number from HP?

E.G: A Mage has 123 Support and 110 HP. 23 HP is reduced from his pool immediately before the battle starts.

No more super abusers....
DF MQ Epic  Post #: 608
9/14/2011 8:58:39   
Silver Sky Magician
Member


@drinde

Perhaps the penalty shouldn't be so drastic, though the concept itself is good. Do you plan for the stat to include stat enhancements or just the base stat?

@psibertus

Thanks :) BTW I don't think a new debuff is necessary for tactical mercs because they already have smokescreen. In my opinion deciding the replacement skill would be quite simple; without hybrid armour, TLMs have no way of boosting their defense; hence they could be given Defense Matrix or Reflex Boost. Personally I would favour TLMs getting Defense Matrix in place of Hybrid Armour.

What do you guys think?

< Message edited by Silver Sky Magician -- 9/15/2011 6:28:16 >
Post #: 609
9/14/2011 9:02:46   
comicalbike
Member

no one is a super abuser we just find the faults that's all
Epic  Post #: 610
9/14/2011 9:26:48   
drinde
Member

@SilverSky
Yep, including Stat Bonuses.

Well, it does seems a bit drastic...

Maybe halve the HP reduction with rounding up the odd numbers? Or for each 5 points higher then 100, decrease their Rage Increase, Critical and Deflection % by 1%.

Changed my mine. Maybe reduction at 100 for Support and Strength, and 115 for Dexterity and Technology.

This would not affect buffs made in-battle. E.G Technician, Field Commander etc.

< Message edited by drinde -- 9/15/2011 5:22:04 >
DF MQ Epic  Post #: 611
9/14/2011 18:33:07   
PivotalDisorder
Member

@Silver Sky: the debuff would be for regular mercs, tactical mercs have smoke. I also suggested blood mages getting the opposite debuff.
Post #: 612
9/14/2011 18:42:18   
frosty123
Member
 

^ not understanding but debuff should be for all classes. If they get smoked... should it still effect?
Post #: 613
9/14/2011 19:14:20   
Wootz
Member

Not a bad idea Drinde, certanly an excellent concept ( +1 ).
But it has a bit of a drastic measure.
quote:

Maybe halve the HP reduction with rounding up the odd numbers? Or for each 5 points higher then 100, decrease their Rage Increase, Critical and Deflection % by 1%.

That'd work. So, for that 23 HP reduction it would be 10. Which would be enough to tackle with the build.
I wouldn't mind having that In-Game :)
Great job :D
AQW Epic  Post #: 614
9/15/2011 23:16:55   
Shao Kahn
Member

Anyone think it would be a good idea if cyber hunter was given bunker blaster? Thoughts on this?
Post #: 615
9/15/2011 23:42:43   
Joe10112
Member

@^: Bunker Blaster has nothing to do with Energy. No.
AQ DF MQ AQW Epic  Post #: 616
9/15/2011 23:46:34   
Shao Kahn
Member

It would beef the class up, allow it a little more balance. What about the energy version the bloodmage gets, forgot the name exactly...
Post #: 617
9/16/2011 0:41:14   
drinde
Member

Plasma Cannon? No way, CyberHunters would be the Ultimate Tech-Buser.
DF MQ Epic  Post #: 618
9/16/2011 3:22:46   
PivotalDisorder
Member

My only issue with cyber hunter is we got plasma grenade as a new skill, but they didn't really review the fact that the skill it was based on, stun grenade, sucked to start with.
in its defence, it IS unblockable but now scales with technology, not dexterity [stun grenade scales with dex] so a plasma grenade build would presumably be EMP based.
Post #: 619
9/16/2011 3:36:22   
zion
Member

New balanced skill tree - well thought out - no repeating skills - everyone has a debuff and def/res boosters - what do u think?
http://i1214.photobucket.com/albums/cc484/Noiz_Battleon/SkillTree.jpg

Oh.. and SC for BM needs to be adjusted - either stack the health regen or change it altogether.

< Message edited by gk365 -- 9/16/2011 3:43:34 >
AQ DF MQ AQW Epic  Post #: 620
9/16/2011 3:44:53   
drinde
Member

Double the beginning cost of Frenzy. It's way too cheap to use. Also change TtMs reroute to Assimilation. If so, leave Frenzy as it is. Swap Atom Smasher with Bludgeon.

Give Atom Smasher and BloodShield to BloodMage, replace Technician and SuperCharge.

NOTE: This does NOT refer to the post above, it refers to the current in-game Skill Trees.

< Message edited by drinde -- 9/16/2011 3:47:06 >
DF MQ Epic  Post #: 621
9/16/2011 3:46:39   
PivotalDisorder
Member

@GK365: as a Cyber Hunter I don't want reroute. you gave away static charge, the skill that makes cyber hunter so much fun.
you took berzerker from blood mages. I am not even sure why but you did. also moving skills around isn't necessarily the answer

< Message edited by psibertus -- 9/16/2011 3:48:12 >
Post #: 622
9/16/2011 4:02:19   
Xendran
Member

I am dissapointed in this thread

Also, i personally believe strength damage should not have a range, weapons should.
Give weapons a balance stat that determines their range.
80 balance = 80% - 120% Damage
60 Balance = 60% to 140% damage
100 balance = 100% damage


< Message edited by Xendran -- 9/16/2011 4:11:45 >
AQ DF Epic  Post #: 623
9/16/2011 7:06:20   
Wootz
Member

quote:

New balanced skill tree - well thought out - no repeating skills - everyone has a debuff and def/res boosters - what do u think?
http://i1214.photobucket.com/albums/cc484/Noiz_Battleon/SkillTree.jpg

Oh.. and SC for BM needs to be adjusted - either stack the health regen or change it altogether.


Oki.
TLM's first:
Everything' good, the only bad thing is Static Charge. Reroute can regenerate lower ammount of EP and that would make TLM a bigger EP attack abusers.
Put Reroute back in and it shall be perfect :D
Cyber Hunters:
Switch Reroute with Static Charge and put it in 2nd tier and Malfuncion in 3rd and It's good to go.
Blood Mages:
Switch Assamilation with Technician and it's good. But Berserker is missing...

quote:

I am dissapointed in this thread
đ

Me too! /Brofist

AQW Epic  Post #: 624
9/16/2011 7:33:42   
PivotalDisorder
Member

well if you are both disappointed, what about contributing what you believe is missing.....

_____________________________

Post #: 625
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