Home  | Login  | Register  | Help  | Play 

RE: =ED= Balance Discussion Thread

 
Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel General Discussion >> RE: =ED= Balance Discussion Thread
Page 12 of 30«<1011121314>»
Forum Login
Message << Older Topic   Newer Topic >>
12/24/2011 11:33:17   
theholyfighter
Member

Classes with Hybrid Armor are too Oped. Removing the skill seems impossiblem because the games staffs just can't do it, I don't know why.With +13 Defense/Resistance, Mercs ( especially tacticals) are too tanky... I lose to every single fight with Tactical Mercs since last week. Getting tired of this unbalanced system. Hey, now Tacticals got lke 40 Defense and 35 Resistance, with a Focus Build. After they use technician, they got like 50 Resistance and got Smoke Screen buffed as well as their bot attack. I'd say Tank Tactical Mercs own the whole game. It's the guaranteed win build. You got to see it by yourselves... Now EVERY 2vs2 fight has at least 1 Tactical Merc. It may be good for the Mercs, but what about the Bounties and Tech Mages that spent 50,000 credits on changing to Cybers and Blood Mages who lost against Mercs who spent 50,000 too and got the one and only ruling class?
Suggestions;
Tacticals
Hybrid Armor MAX +10 Def
Technician -> Energy Shield
Cybers
Blood Mages

Blood Mages are certainly the weakest and least popular species.
AQW Epic  Post #: 276
12/26/2011 16:35:13   
Laufey
Member
 

I'm noticing a bit of time that the rate of deflection or critical range is greatly diminished.
In fact, despite having a high support and fighting with TLM or TM or BH with a low probability of support or critical deflection is very low compared to the probability of block.
example:

My dex 96 enemy dex 101 block for me
My sup 87 enemy sup 30 no critical no deflection

It is no coincidence but I have to change the parameters.

Thks.

Nazgul

Sorry for google translation
Post #: 277
12/26/2011 17:07:55   
AQWPlayer
Member

I say...
-Replace maul with stun grenade
-Replace atom smasher with EMP grenade (?)
-Replace hybrid armor with reflex boost (reflex, technician, bot, smoke :P)
That's all for now
AQW  Post #: 278
12/26/2011 17:15:14   
ND Mallet
Legendary AK!!!


@AQW And while we're at it, why don't we give them Massacre and call them Bounty Hunters as well? I say that giving them Stun Grenade instead of Maul will help as well as the proposed changes they have planned for Hybrid and Reroute should help big time in the balance department. We'll have to wait and see though.
AQ DF MQ AQW Epic  Post #: 279
12/26/2011 17:16:27   
Renzan
Member

^

I'm so switching to bounty now.
Epic  Post #: 280
12/26/2011 19:41:33   
Shadronica
Member

Speaking of Balance ... can anyone tell us when Titan plans on implementing ANY of the recommended balance changes from the Balance team?
DF AQW Epic  Post #: 281
12/26/2011 20:47:27   
AQWPlayer
Member

@ND Mallet
Nice idea, giving them an unusable skill :3
@Shadronica
Nobody knows except (perhaps) the mods, since the admins almost never talk to the community.
AQW  Post #: 282
12/30/2011 16:06:26   
supermasivo
Member

Well i'm a "allways" mercenary user... when tac merc become the new OP class i switched couse i love easy battles... indeed, u have a 100% defense or res +13 that is totally unfair to other classes imo that can only make a shield for a few turns.

2 days ago i was a TLM and i was SO bored of easy battles, so i changed to TM to test it and get more action to the game... i made myself a High dex Supercharge build... very good imo but not 100% effective against all classes...
I realize that there is a Huge huge huge gap between full varium mage and full varium Tactical merc...
10 battles i make against a 5 focus tlm or str tlm even starting me first i get 5 lost... totally unfair... and the most terrible thing is losing against semi-varium TLMs with str builds and making my best to beat them and its almost impossible...
Another lack of this build is if u start second u may lose a 70% of time... maybe if u block u could make a decent battle and even win with 3-4 hp left... and u Allwways MUST to boost couse most of time u will get a atom smah or emp grenade (1 lost turn)

The main problem here is all mighty HYBRID ARMOR that gives the tac merc the oportunity to put all dex stats on other stats and make allways an OP build... the second main problem is: Reroute, gives them the oportunity to SPAM all their skills with a ridiculous minimum energy expenditure.

Frenzy adjustment is fine, frenzy dont worry me.

I know Hybrid armoor CANT be removed (i wish) then make it lower... like 5-7 max def. Then they will stop of spamming and buffing other stats.

Remove reroute or nerf it but only for tlms not touching TMs reroute.

And remove tech for mercs, make tankers SO OP with almost 50 res! in many cases.

As a conslusion of all this... i will have to change to TLM again one of these days couse my 95-98% ratio decreased to 85% or 90% drastically and im not paying money on a game that i get OWNED by a single class every 4-5 battles... -.-

STR most of time can be defeated by a TM but when i get a tanker tlm i get so frustrated making 7-7 or 12 damage "malfed" with my zooka and making heal lopping with reroute.

Assimilate is almost usefull, thats why assimilate needs and urgent fix.

And my last point, pls fix the "first to go" that is not fixed at all, its not possible me having a lot more support than my enemy he could start first... and im not talking of 1 or 2 support points, im talking about 10-12 more support points.
Same with blocks, STR dudes with 22- (66-70 dex) def and i dont get a single block in entire battle having like 106-111 dex

BTW, sorry about my english... im spanish and i dont care about english =)
anyway anybody could get the main idea of this text: frustration about lack of ballance with tactical mercs.

PS: Why dont we "ALL" classes get hybrid armor? maybe that could ballance things and nobody would complain about this ¬¬



PS: And yes, frostbite is a lot OP too.


< Message edited by supermasivo -- 12/30/2011 18:08:19 >
Epic  Post #: 283
12/30/2011 17:11:56   
iPlay
Member

What they should do with Hybrid armor is make it switch from defense to resistance every round with a 50% chance.

Otherwise, they might as well rename 'Hybrid armor' to 'Physical Defense Armor',
because in my 33 levels of playing Epic Duel, I've only ever seen one Mercenary ever switched the Hybrid Armor.
Post #: 284
12/30/2011 17:26:31   
D.v.D.
Member

quote:

because in my 33 levels of playing Epic Duel, I've only ever seen one Mercenary ever switched the Hybrid Armor.

Try switching to techmage, you'll see them change hybrid
AQ Epic  Post #: 285
12/30/2011 17:50:29   
supermasivo
Member

And even more: Hybrid armor to res + debuff robot + tech... thats is a shame -.- ^
Epic  Post #: 286
12/30/2011 17:51:35   
Renzan
Member

quote:

And even more: Hybrid armor to res + debuff robot + tech... thats is a shame -.- ^


I do that to Cyber Hunters who have all energy weapons. :P
Epic  Post #: 287
12/30/2011 18:06:29   
supermasivo
Member

^ when only primary weap is energy and is a tm or ch class ; using a high lvl tech is enough... like a + 48 + 50 tech i.e
changing hybrid to res is a waste of time meanwhile enemy keep hitting u and u keep losing health... u can heal but u feed his rage ;)

< Message edited by supermasivo -- 12/30/2011 18:07:04 >
Epic  Post #: 288
12/30/2011 18:12:41   
BlueKatz
Member

Hybrid Armor is so broken
AQ DF AQW Epic  Post #: 289
12/30/2011 23:39:37   
psycho009
Member
 

massacre need a nerf imho
Post #: 290
12/30/2011 23:47:33   
Agiluz
Member

@psycho009

massacre is already nerfed before so idk why do you have to suggest to nerf it again.
Post #: 291
12/31/2011 0:35:29   
AQWPlayer
Member

^
Because massacre is still above the other two ultimate skills, and will keep getting better as the level cap goes up. Perhaps making it like the other two ultimate skills (fixed damage range) will balance it out. (or perhaps make the other ultimate skills percentage based)
AQW  Post #: 292
12/31/2011 0:43:39   
Hiddenblade
Member

I have a balance idea for 2vs2 its totally unfair when you are going up against 2 tanks or 2 support tlm. Maybe they could fix it like no 2 same classes on a team? so like tlm and bh vs a tm and ch. May take time to find a battle but it will be more fair. Look at it like this 2 support tlm are very hard to beat because if u go last by then u might be dead if the both auxed you.... but if there could not be 2 tlm on the same team it would be very different and way more fair. (In my Opinion)
Post #: 293
12/31/2011 6:06:04   
Renn100
Member

In my opinion TLM could be balanced as well with BLOOD MAGES AND CYBER HUNTERS.The other 3 class (not evolved) would stay like now.I think TLM is oP a '' little'' i kno cuz im a TLM but i never fight in 2vs2 or 1vs1 cuz im non-var but yea the need a kind of remake skill
But not so much.And for CH and BM will need 2 create 2 new passives in my opinion(majors) one but not to be OP like now for TLM.In my opinion the TLM's 2 skills Frenzy and uhm Reroute shud be lowered from 30% Conversion too 20-25% conversion(max lvl) and uhm Frenzy shud be Lowered same 20-25%(at 1 lvl cuz now 1 lvl=30% dmg do health) .I think that 5-10% averange should be a big 1 like for CH/BH the SHADOW ARTS 10% its too good:P. And the second skill remaiker should be for BM's and CH's.Lets try 1st with CH's. Well as Know every the''STATIC CHARGE'' skill sometimes is so risky cuz its a blockable skill and if they block that skills CH are ruined a little.Make STATIC CHARGE skill unblockable (100%) and remove like 5-10% dmg to health like at max lvl shud be like 50-55% DMG TO ENERGY( let it be cooldown as now 3 turn).2nd make a new passive and remove a stupid skill.The skill should be about Health Regenerate.Make a skill like at TLM, Frenzy but make it to 40-45%(at max level) Because they have no unlimited energy drain skill like for TLM(3 cool down). Ok CH's are Resolved. CH's got an energy drain and a Health drain and a Defensive passive ( shadow Arts).TLM got Hybrid ,Reroute modified (20-25% conversion), and a health drain skill FRENZY modified (20-25% ,Blockable).Lets get The poor BM;).Im my sense ''poor'' its not ment to be WEAK dont worry i dont blame BM's.As i said BM's are poor cause they got removed a special sill called ASSIMILATION wouldve be better than REFLEX BOOST.Remove REFLEX BOOST or INTIMIDATE, seriously blood mages are evolved class of Tech mages and called em:They are an evolved magicians of the tech mage who dont care about maing their hand bloody.Then what DEFENSIVE skills?All blood mages succes only with OFENSIVE BUILDS/SKILLS.Their Blood Lust count their Lives =if they hit low with a defensive build ( reflex boost/technician ) they get low hp and they gonna be death.So in my opinion Remove REFLEX BOOST or INTIMIDATE and make a new skill
What regenerate MP.Like example for MERCs FIELD COMMANDER but in frost color and the sill should say this: 35-40%[Lvl max] Conversion(all damage got from enemy goes in Energy.)This Skill Remain for 4 turn( a field commander but in FROSTY color)and you get 35-40% conversion.3 turn cooldown.(20-25 mp reguired at max lvl). THESE BALANCE CHANGES SHOULD BE CORRECT
Now every 3 Class should have the same % (almost ) to win.And not to pe OP so ''much'':

CH's: STATIC CHARGE modified(50-55% Dmg To Energy)(Unblockable)[MAX LVL](cooldown 3 turn)
A skill involved from ''Frenzy'' with another name(40-45% Dmg To Health)(cooldown 3 turn)
SHADOW ARTS(10% Block chance/to Stun an enemy)[MAX LVL](passive)

TLM's: Reroute Modifed(20-25% conversion only)[MAX LVL]
Frenzy Modified(25% Dmg to Health)[1 LVL](45% Dmg To Health)[MAX LVL](cooldown 3 turn)
Hybrid( 12-13 + Defense)[LVL MAX](passive)

BM's:Blood lust(23% Health Regenerate from all Your hits)[MAX LVL](passive)
Deadly Aim(28% increase the sidearm Dmg)[MAX LVL](Passive)
An energy drain sill involved from ''Field Commander'' with Frost color(40-45% conversion)[MAX LVL]( cooldown 3 turn)(20-25 Mp reguired)


This is My suggestion for BALANCE


This was Today my last Post

Discuss about this:Its good?Its horrible?or u could make 1 better?
What u Think?
Post #: 294
12/31/2011 6:21:09   
RageSoul
Member

Whoa there , long post you got there :O
Okay here are my replies :

Remove Reflex ? No , because they need it to counter STR BH through strategy and for their strikes to get blocked less often . Plus , it improves Technician in order to beat TMs .
Make Static Charge unblockable ? Also no . Why? Then expect a lot of people to buy Varium and switch to it then many people might complain about CH , and the reason why it's blockable it's because of STR .
Extend SC's cooldown ? Well expect a lot of CH players to complain again with a nerf that's unnecessary .
Weaken Reroute ? Are you kidding me ? TM isn't OPed , and just because TLMs have it doesn't mean TM should be affected by it .
Weaken Frenzy ? Don't , because nerfing it isn't enough .
And , oh , BM isn't an evolution of TM , because if it is , why is it that it doesn't have SC with Rage reduce or Reroute as passive ?
Energy drain from FC ? Still no . How about this : Replace Blood Shield with an energy gain skill instead .
And i'm no to your suggestion on CH gaining HP with another skill , so how about add a bit of Blood Lust to Static Charge .

And sorry to tell ya but it's better if you posted here so that all of us can talk about balance .

< Message edited by Lord Aegis -- 12/31/2011 6:22:57 >
AQW Epic  Post #: 295
12/31/2011 8:21:11   
Renn100
Member

Ty Lord Aegis For the post:) Yea i wanted to say that TM's reroute do not need to be nerf just TLM OR they could do another skill with energy drain for TLM but less% like 20% or 25% would'nt be great?
Post #: 296
12/31/2011 9:08:12   
RageSoul
Member

@Renn
Well , the problem is that the devs don't make varieties on the skills' power on certain classes , like example , remember when they added the Support requirement on TLM's Smoke Screen? It also affected BH so we got restricted slightly in build making creativity and Smoke Screen is the debuff that makes BH stand out , so the devs might also nerf TM's Reroute . And before they added the SUPP req. to SS , they also added the TECH req. on TLM's Reroute that also affected TM's Reroute , and BTW , those nerfs were for TLMs but the other classes were affected too !

P.S : Your Welcome :D

< Message edited by Lord Aegis -- 12/31/2011 9:15:37 >
AQW Epic  Post #: 297
12/31/2011 9:18:56   
Renn100
Member

You are 100% right. Thats a stupid thing was that ever been made.
Post #: 298
12/31/2011 9:26:55   
RageSoul
Member

@Renn
So nerfing won't do it but changing certain skills to things that really needed to be changed , and yes , i agree on that .
AQW Epic  Post #: 299
12/31/2011 10:01:09   
Remorse
Member

For the 1000th time.

Defence matrix swapped for hybrid armour.


Ok now that I have said it agian I will also add that their is actuly a specific post for balance discussions in which we are restricted to post in and get ignored.
Epic  Post #: 300
Page:   <<   < prev  10 11 [12] 13 14   next >   >>
All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel General Discussion >> RE: =ED= Balance Discussion Thread
Page 12 of 30«<1011121314>»
Jump to:






Icon Legend
New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts




Forum Content Copyright © 2018 Artix Entertainment, LLC.

"AdventureQuest", "DragonFable", "MechQuest", "EpicDuel", "BattleOn.com", "AdventureQuest Worlds", "Artix Entertainment"
and all game character names are either trademarks or registered trademarks of Artix Entertainment, LLC. All rights are reserved.
PRIVACY POLICY


Forum Software © ASPPlayground.NET Advanced Edition