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RE: What do you think about the balance changes?

 
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10/6/2011 23:22:04   
nico0las
Member

1) what are ur reactions toward the balance changes?
Should be interesting. I hope the TLMs are actually nerfed to our level of playing, but it should be interesting.
2) how do u think the devs are gonna nerf field medic?
Either put a Str requirement on it, or nerf it's overall heal.
3) how about TLM?
I hope the TLMs become average, just like the other classes. I don't want anything besides balance. Balance is what matters.
4) what do u think about the new gaming experience? (espeically retrain revamp)
I like it.
MQ AQW Epic  Post #: 351
10/7/2011 5:38:34   
drinde
Member

Aside from Recharge, here are some other skills.

Primal Instincts - Passive - BloodMage - Replaces Deadly Aim - 14-32 Dexterity Requirement

Description: Increasing aggression amounts to Rage before a battle.
Effect: BloodMages get 5-15% of their Rage Meter filled whenever it is used up or at the beggining of a match.
Skill Icon: A cross behind a bloodred staff on an orange background.

Reversion - Passive - Cyber Hunters - Replaces Shadow Arts - 18-36 Support Requirement

Description: A % of damage recieved is returned to the Attacker
Effect: 5-15% of damage taken is returned to the attacker.
Skill Icon: A silver shield with a green, full rotation arrow on a blue background.

Primal Instincts allow BloodMages to use a second passive with more builds, while Reversion offers a Passive for Cyber Hunters that does not depend on luck.

Note: Primal Instincts does not affect stolen Rage through Surgical Strike; Reversion cannot inflict damage to kill, much like Poison Grenade and Venom Strike.
DF MQ Epic  Post #: 352
10/7/2011 9:08:04   
King FrostLich
Member

I've been thinking about this skill. Since Surgical Strike reduces rage while massacre is very strong depending on strength, why not supercharge have this type. Include the extra 30% life steal from supercharge with bloodlust. The damage may not be powerful(depends on opponent's resistance) but it does alot of health recovered. Is it worth it to be buffed in this manner because it's overpowered for mercs to reduce rage by 50%

Merged into the Balance Discussions thread. Anything related to balance belongs here. Please do not make additional threads about balance. ~Mecha

< Message edited by Mecha Mario -- 10/7/2011 11:44:17 >
Epic  Post #: 353
10/7/2011 9:12:39   
nevertalks2
Member

I like your idea, but im a little confused... if you could explain more clearly that'd be great.
and honestly Surgical Strike isn't that overpowered, depends on your resistance, yes.
but to be frank- if you rely on Rage to get kills- it is not worth it trust me.
although yes it can be very helpful :) those last stand rage Auxillary attacks usually get me! :D

< Message edited by nevertalks2 -- 10/7/2011 9:13:34 >


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AQW Epic  Post #: 354
10/7/2011 9:14:22   
T.600
Member

Just let the balance team deal with it :P.
AQ DF MQ AQW Epic  Post #: 355
10/7/2011 9:18:22   
nevertalks2
Member

Okay...
thanks?
AQW Epic  Post #: 356
10/7/2011 9:20:34   
T.600
Member

@above: My post was directed at Frostlich, not you :P.
AQ DF MQ AQW Epic  Post #: 357
10/7/2011 9:21:00   
King FrostLich
Member

quote:

I like your idea, but im a little confused... if you could explain more clearly that'd be great.


Currently, when you use supercharge if you're a blood mage, the way supercharge is only the 30% life steal it is based upon without the bloodlust you have. In simple defintion if I do 20 damage, the hp I recover would be 20(0.30)= 6 which means I recover 6 health after using it. But if supercharge were to be buffed like what I said, this would mean bloodlust's life steal would be included so the equation would turn into 20(0.53)[if maxed bloodlust]= 10.6. Since this game does not accept decimal numbers, any decimal number that remains there is automatically rounded off which means I will recover 11 health after using it. Note that it is just 20 damage. How much more if it does 50 or 60 damage with max bloodlust?

< Message edited by King FrostLich -- 10/7/2011 9:23:24 >


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Epic  Post #: 358
10/7/2011 9:38:21   
sylar67
Member
 

massacre now is slightly affected by your str :) its now more affected by its level
Post #: 359
10/7/2011 10:32:21   
PivotalDisorder
Member

@Drinde: I think skill suggestions go in skill suggestions section. I think you can get around it if you mention how the skills effect the balance and/or would solve certain balance issues.
Post #: 360
10/7/2011 19:38:27   
AQWPlayer
Member

@FrostLich
As much health as supercharge may recover along with bloodlust, do not forget the 32 energy requirement at level 1. And if you wish to increase damage as well as health regeneration, you will need even more energy, which blood mages cannot recover. And if super charge worked that way we TMs wouldn't benefit from that in any way :P
AQW  Post #: 361
10/7/2011 21:01:38   
Xx. Christian .xX
Member

quote:

- Field Medic no longer improves with Support. It now only improves based on your characters level. A level 33 character can expect a 29 HP Health at skill level 1 and a 56 HP heal at skill level 10. The amount healed is increased every 2 levels.
- In addition, the cooldown on Field Medic has been reduced to 3 turns.
- Maul now has a Tech requirement, starting at 16 Tech and increasing by 2 Tech per skill level.
- Hybrid Armor now has a Dex requirement, starting at 15 Dex and increasing by 3 Dex per skill level.
- Frenzy now has a Support requirement, starting at 19 Support and increasing by 2 Support per skill level.
- Reroute now has a Tech requirement, starting at 24 Tech and increasing by 2 Tech per skill level.


i think tlm is dead NO MORE SUPPORT TLM ;(

Merged into the Balance Discussions thread. Anything related to balance belongs here. Please do not make additional threads about balance. ~Mecha

< Message edited by reyes 89 -- 10/7/2011 21:07:37 >


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Post #: 362
10/7/2011 23:06:26   
  WhiteTiger

Majestic Feline of AQ3D & ED


Ok, I personally I think Field Medic should work like this, but of course some will think it's OP, some will think it's UP and it hardly has a chance of getting in-game, yet I'm still posting it.

Energy Required:
   Level 1: 15 energy
   Level 2: 17 energy
   Level 3: 19 energy
   Level 4: 21 energy
   Level 5: 23 energy
   Level 6: 25 energy
   Level 7: 28 energy
   Level 8: 31 energy
   Level 9: 34 energy
   Level 10: 37 energy

Heal (Level 33):
   Level 1: 31 health
   Level 2: 35 health
   Level 3: 38 health
   Level 4: 41 health
   Level 5: 44 health
   Level 6: 47 health
   Level 7: 49 health
   Level 8: 51 health
   Level 9: 53 health
   Level 10: 55 health

Cooldown: 3 turns
Warm-up (optional): 2 turns
AQW Epic  Post #: 363
10/8/2011 0:31:29   
drinde
Member

That would not be so bad, it gives about the range of current Field Medic with medium Support.
DF MQ Epic  Post #: 364
10/8/2011 0:39:52   
EDluyil
Member

quote:

Field Medic no longer improves with Support. It now only improves based on your characters level. A level 33 character can expect a 29 HP Health at skill level 1 and a 56 HP heal at skill level 10. The amount healed is increased every 2 levels.


I still think field medic will improve with support. Just make it that it improve every 8 support instead so support builds still work.

20 support = 29 healed
60 support = 34 healed
100 support = 39 healed
140 support = 44 healed
(for level 1 field medic)

I am also against adding requirements

quote:

Hybrid Armor now has a Dex requirement, starting at 15 Dex and increasing by 3 Dex per skill level.


I prefer no requirements with this:
Lvl 1: 1 defence
Lvl 2: 2 defence
Lvl 3: 3 defence
Lvl 4: 4 defence
Lvl 5: 5 defence
Lvl 6: 6 defence
Lvl 7: 7 defence
Lvl 8: 8 defence
Lvl 9: 9 defence
Lvl 10: 10 defence

quote:

Frenzy now has a Support requirement, starting at 19 Support and increasing by 2 Support per skill level.


I think its better to just change the percentages
.
I prefer no requirements with this:
Lvl 1: 25%
Lvl 2: 29%
Lvl 3: 33%
Lvl 4: 36%
Lvl 5: 39%
Lvl 6: 42%
Lvl 7: 44%
Lvl 8: 46%
Lvl 9: 48%
Lvl 10: 50%

< Message edited by EDluyil -- 10/8/2011 0:50:43 >
Epic  Post #: 365
10/8/2011 2:32:46   
nico0las
Member

The nerf is odd. I want to see how it plays out. So devs, in case you're reading this, try giving it a little while to play out and sink in.
MQ AQW Epic  Post #: 366
10/8/2011 2:38:07   
drinde
Member

I still am adamant on reducing Crit % Increase. This would allow more strategy, less sudden kills.
DF MQ Epic  Post #: 367
10/8/2011 9:16:58   
T.600
Member

Make stat requirements scale up and down depending on your level.
AQ DF MQ AQW Epic  Post #: 368
10/8/2011 10:24:36   
drinde
Member

Also maybe not letting Support increase Rage Rate, since SUPP Builds can rage like 3 times per Battle.
DF MQ Epic  Post #: 369
10/8/2011 10:31:22   
ngshuyi94
Member

^ Then whats the point of support? Heal is already gone and u wanna take this away. Nice 'balance' idea.
Epic  Post #: 370
10/8/2011 10:39:37   
drinde
Member

Deflect? Good point tho, the idea of update hasn't settled in yet.
DF MQ Epic  Post #: 371
10/8/2011 11:53:36   
Goony
Constructive!


If they are going to make field medic static and improve by level, then the energy cost should also increase by level. From my calculation a level 1 character will now have a level 1 field medic for 13 heal points that costs 17 energy points... O.o

< Message edited by Goony -- 10/8/2011 11:54:52 >
Epic  Post #: 372
10/8/2011 12:45:03   
PivotalDisorder
Member

@ngshuyi94: Support helps you crit and not get critted, deflect and not get deflected, increases aux damage, increases rage regeneration, improves a number of skills,
the most obvious being artillery strike. its not gonna effect field medic after the update and you think the stat would be useless if you removed rage regeneration.

dex and tech don't have that amount of benefits compared to support, oh and I bet you are a support tactical merc.......ah yes you are

Post edited. Please watch your language. ~Mecha


< Message edited by Mecha Mario -- 10/8/2011 17:57:43 >
Post #: 373
10/8/2011 14:09:43   
Retrosaur
Member
 

Personally, I think Field Medic should be based on a percentage of Energy. For example:
Lvl 1: 25%
Lvl 2: 28%
Lvl 3: 31%
and so on....

And these percentages stay the same, the only difference being that heal increases with energy. I decided that increasing with health would be a bad idea, because then we'd have 200 hp builds that would heal hella high, if you know what I mean...

I don't know, this is a really good idea if you think about. It forces heal loopers to invest points into energy, something which has been pretty much useless for TLM's and TM's (thanks to reroute).

Merged into the Balance Discussions thread. Anything related to balance belongs here. Please do not make additional threads about balance. ~Mecha


< Message edited by Mecha Mario -- 10/8/2011 17:56:55 >
AQW Epic  Post #: 374
10/8/2011 14:29:40   
TurkishIncubus
Member

I think static heal is better

Btw

Its a suggestion not a discussion :P why dont you try Balance thread or Suggestions section

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Epic  Post #: 375
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