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 8 of 30«<678910>»
Forum Login
Message << Older Topic   Newer Topic >>
12/3/2011 14:56:20   
TurkishIncubus
Member

^ str bh needs buff, TM/TLM is way better than BH

And most BH use low supp to increase str that means they cant have max shadow arts, like now.Most of them use 5-6 shadow arts so they will ignore just 5 % :) very small buff
Epic  Post #: 176
12/3/2011 15:17:52   
rej
Member

^did you really just say that tm is better than str bh?
Wow...
Allmost as weird as all the peple saying ch is underpowered.
AQ DF MQ AQW Epic  Post #: 177
12/3/2011 15:20:34   
Stabilis
Member

If they incorporated support into their build (high strength, high dexterity, medium support, little tech) to use max shadow arts, they would increase their luck by 2 fold.
AQ Epic  Post #: 178
12/3/2011 21:58:45   
drinde
Member

I think the Developers are nerfing too slowly. :/

IMO, either Hybrid, SmokeScreen or Reroute has got to go.

How about giving Tactical Mercs Bezerker and BloodMages SmokeScreen?

The skills replace each other.
DF MQ Epic  Post #: 179
12/3/2011 22:44:11   
Stabilis
Member

I like blood mage without debuffers thanks.
AQ Epic  Post #: 180
12/3/2011 23:13:11   
kittycat
Member

Well, we need to merge Fireball with Assimilation, make Intimdate more effective, and to be honest with you, smoke screen doesn't go with Mages. Hybrid Armor needs to go.
AQ MQ  Post #: 181
12/3/2011 23:27:56   
Stabilis
Member

^

-Fireball replaced with assimilation

-Better intimidate

-Replace overload with... here's my innovation...

Blood Transfer:Produces a shield for the selected target absorbing a given value of all incoming damage at the cost of health.
Health to Shielding:
Level 1: 1 health to 14 points of shielding
Level 2: 2 health to 18 points of shielding
Level 3: 3 health to 22 points of shielding
Level 4: 4 health to 26 points of shielding
Level 5: 5 health to 30 points of shielding
Level 6: 6 health to 34 points of shielding
Level 7: 7 health to 38 points of shielding
Level 8: 8 health to 42 points of shielding
Level 9: 9 health to 46 points of shielding
Level 10: 10 health to 50 points of shielding
Weapon Required: None
Stat: None
Level Required: 2
Improves With: None
Warm Up: 0
Cool Down: 3
AQ Epic  Post #: 182
12/4/2011 5:47:54   
goldslayer1
Member

quote:

CH
Upedest class i ever seen, the class hasnt got any passive :S, Shadow arts dont work in CH like it work with BH because CH has no smoke or reflex.

The class is completely defenseless, and all skills require high lvl to use. Make Static has also HP return which will be something like Bloodlust+Reroute but the skill is blockable because of that its will not be oped.

this idea sounds good. its got the golden approval
AQW Epic  Post #: 183
12/4/2011 8:01:23   
TurkishIncubus
Member

Shadow arts is the joke of ED seriously it wont work for any thing, its completly luck, i have 111 dex and got 9 lvl shadow arts , i used the same dex with TM and guess what i dont feel the missing 9 lvl shadow arts,

i got 111 dex(which means 31-38 def) + 9 lvl shadow arts and a 62 dex person could hit all of his attacks and do 2 blocks :S.

Shadow arts need something that always in act and not luck related so my suggestion is to make it ignore def/res , at max it should ignore 10% def/res only for primary dmg , and the ppl think that it would make BH oped its not true , shadow has 42 supp req which means they cant max it while using high str, also most BH's use it at 5-6 lvl which means 5% def/res ignore only for primary dmg

Epicduel, your balance team is not doing a single thing, they dont work to fix the balance problems, with just editing 1 skill in 3 months is not enough to balance game and the problem is not only TLM total game is not balanced, if you look the game balance as just nerfing the oped class than you should first change your thoughts before trying to balance game.

< Message edited by TurkishIncubus -- 12/4/2011 8:05:08 >


_____________________________

Epic  Post #: 184
12/4/2011 9:31:34   
Stabilis
Member

I think they should create a group besides having Cinderella pop in to check out our balance posts.
AQ Epic  Post #: 185
12/4/2011 9:41:02   
TurkishIncubus
Member

Cyber Hunter


A class that has 0 Passive , 0 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Where is the balance team ? IDK they are busy with what??? the class has 0 passive since 6 months and they keep saying that they will nerf TLM and buff mage LOL, im just LOLing and Developers(Titan-Nightwraith) dont do a single thing about that

Passive, Shadow arts ?? huh , if you think its a passive, a real passive, you should go and check your iq cause its not a passive.

I use 111 dex + 9 lvl shadow arts ( what can i do more to do blocks), and a 62 dex person can easyly hit all of his primary attacks + he do a block :S

Cyber Hunter:

1)If you dont do block you have 0 passive

2)If your oponent use unblockables and skills you have 0 passive

3)If your Static blocked you simply run the match and dont lose time

4)You should use very high dex or if someone smoke you, your static and all other moves will be blocked.

5)Shadow arts is completely JOKE, i used 111 dex with TM and i can say i almost do same number of blocks :S

Now on im looking all CHs that has higher than 90% as a pro player cause its very imposible to do that with 0 passive, congratz to those guys

Buff should be done for CH:


1)Shadow arts should have % def/res ignore for only primary attacks, that skill needs a not luck related ability to be a real passive.

2)Static should also have hp return that is effected by oponents def/res.The skill is blockable and it dont woth for only get back energy , to use energy you also need 1 more turn which means you need 2 turns to use that skill :S

3)if these still not buff the class, you should put something like hybrid :S , i dont know any other solution.

Note:


Am i angry? Yes , but i dont say these for my self, i tell these to have a balance, Thx god i have enough money to change class, after im doing this post probably im gonna change class cause i have 0 hope that balance team(idk if there is, or they are resting till forever) will do something. They are pathetic to balance TLM and they will be always pathetic to balance anything.

MOD/AK go and delete this post cause the only thing you know is to delete posts, atleast im gonna be sure you guys are working:/
Epic  Post #: 186
12/4/2011 10:16:51   
Stabilis
Member

^ I'm angry as well, CH is basically the one true strategical class among classes who have an advantage in the difference of passive skills.

Passive skills simply make fighting easier.

EDIT: Someone please make any post at all I don't want to double post!

< Message edited by greenrain13 -- 12/4/2011 10:46:50 >
AQ Epic  Post #: 187
12/4/2011 13:42:51   
Wootz
Member

Yep. Cyber Hunter is the only class that needs to be used strategically and it is the perfect class to go with.
AQW Epic  Post #: 188
12/5/2011 17:49:56   
Stabilis
Member

Deflection

"Deflections will reduce the Gun or Auxiliary damage of one attack by 75%. The chance to deflect an attack is increased by Support."

"Players begin with a 5% chance to deflect all sidearm attacks. Your Support advantage or disadvantage when compared to your enemy will affect this base chance. For every 4 points of Support more you have compared to your enemy, you increase your chance to deflect their attack by 1%. Naturally, if you are the attacker, for every 4 points of Support you have compared to your enemy, you reduce their chance to deflect your attack by 1%.

The chance for Deflection can not drop below 1% and the maximum chance for Deflection is limited to 25%. This implies that investing in Support beyond a certain point will have no further improvement on your Deflection odds."

Critical strike

"Critical Strikes ignore 25% of the defending player's defense or resistance. The chance to deal a Critical Strike is increased by energy." - Major change from support to energy to reduce auxiliary OP'ability

"I want to first provide some details on how your chance to deal a Critical Strike is calculated. To approximate your odds, take the difference between your Energy and the target enemy's Energy. First, the base chance is 5%.

Let's use these numbers as an example: Your Energy = 100... Enemy Energy = 50

The difference in Energy here is 50 points. Now, divide 50 by 10 and you get 5 (after rounding). So your chance to inflict a critical strike now becomes 10% (5% base odds + 5% Energy bonus).

Also be aware that while Energy improves your chance to inflict a Critical Strike, it also reduces your Enemy's chance to inflict a Critical Strike on you! In the same example, your opponent's odds to inflict a Critical Strike are very low (the minimum chance of 1% actually). This chance is calculated by taking the base chance of 5% and subtracting your Support bonus (which in this case is 6%). Since 5% - 5% = 0%, the minimum chance of 1% is used."

Stun

"The chance to stun another player is reduced if the defender has higher Support than the attacker. The defender will reduce the chance to be stunned by 2% for every 3 points of Support they have more than the attacker.

The maximum any stun can be reduced will be 45%.

If the attacker has more support than the defender, the attacker will NOT increase the chance to stun the defender.

For example: If the attacker has 25 Support and the defender has 43 Support, the defender has an advantage of 18 Support. To determine the stun reduction, take the defender's support advantage of 18 and divide by 3. 18 / 3 = a 12% reduction in stun chance. If the attacker were a Tech Mage using Overload, the chance to be stunned would be 30% base chance - 12% stun reduction = 18% chance to be stunned.

A player cannot block or deflect while stunned."

Block

"The chance to block is determined by comparing the two players' Dexterity. So for example, if you have Player A and Player B:

Scenario 1:
Player A - Dexterity = 20
Player B - Dexterity = 20

Because both players have the same Dexterity, if Player A attacks Player B, Player B's chance to block Player A's attack will use default 5% block chance.

Scenario 2:
Player A - Dexterity = 35
Player B - Dexterity = 20

In this scenario, because Player A has significantly more Dexterity than Player B, when Player A attacks Player B, Player B will have a "below default" chance to block the attack.
Block Calculations

Block is calculated by adding the block chance adjustment to the default block chance (currently 5%).

Block chance = 5% + Block Chance Adjustment

The chance to block can never be less than 0% The chance to block can never be more than 45%

Block Chance Adjustment = (Defender's Dexterity - Attacker's Dexterity) / 2

Example 1:

Defender has 100 Dexterity
Attacker has 60 Dexterity

Block Adjustment = (100 - 60) / 2 = 20
Chance to Block = 10 + 20 = 30%

Example 2:

Defender has 60 Dexterity
Attacker has 100 Dexterity

Block Adjustment = (60 - 100) / 2 = -20
Chance to Block = 5 + -20 = -15%
Since the block chance can never reduce below 0%, the Chance to Block becomes 0%

Example 3:

Defender has 30 Dexterity (Also, the defender has a -40 Dexterity Debuff Applied)
Attacker has 29 Dexterity

Dexterity never uses negative values in calculations ... so even though a debuff is applied, the Defender's dexterity value is calculated using the minimum value of 0 instead of -10.

Block Adjustment = (1 - 29) / 2 = -14
Chance to Block = 10 + -14 = -4%
Since the block chance can never reduce below 0%, the Chance to Block becomes 0%

A good rule of thumb is that for every 2 points of Dexterity you have more or less than your enemy, your chance to block increases or decreases by 1% respectively."

_________________________________________________________________________________________

My idea is something that will last throughout the ages, it is about rage, here goes:

Rage is a meter designed to help the weak handle a stronger opponent. When it was first implemented, rage was a success because higher defenced players no longer tanked every other foe. The issue today, is that aside from luck, passives are being abused. Who can you find these days not using a passive? In my opinion they are giving players the advantage as they use no strategy in their performance. What we can do about this is looking to rage.

My suggestion to rage is to alter the effect.

Instead of ignoring defences, much too similar to critical strike, what we can do is cause rage to cancel the target's passive skills for the next turn. Just one turn is all it takes. That way, when the player makes their next strike, they can ignore reroute, hybrid armour, bloodlust, deadly aim, shadow arts, static charge(?) for one turn.

This way, rage still gives players a helping hand, but it becomes neutral, no longer purely offensive.

Rage will calculate according to damage taken and character level, lower levels get rage faster. Rage will no longer improve with support.
AQ Epic  Post #: 189
12/6/2011 8:42:17   
Prakash 007
Member

i wish mercs had an energy on hit passive, that culd make them close to tacticals...
Epic  Post #: 190
12/6/2011 9:56:35   
od
Member

^ give bloodshield 15 % dmg to energy conversion
Epic  Post #: 191
12/6/2011 10:43:04   
Remorse
Member

100%

Agree with kittykat

Infact Im sure Ive mentioned most of those sugestions before xD

Did you pinch them from me
Epic  Post #: 192
12/7/2011 17:12:54   
Rui..
Banned


I started this thread cause i feel some balance issues between the robo usage. I will make it productive cause yes i love this game and i would like to see some meaningful changes.

Gama bot: Its cool and powerful. leave it as it is!

Yeti: It's weak. two reasons .. almost every high level playing is a merc so this robo does low damage cause its physical. secondly the chance for its special can be blocked.

now i for one play a mage, i have a frost staff and a yeti. what dissapoints me is as a mage i never strike, so the chance for special proc is nil.
and i hardly get to use the robo's damage is cause its low and secondly i malf and not smoke.

possible changes. make the special do energy damage(full damage like a gama energy hit) and steal weapon. since we can use the special only once i hope its not too much to ask for.
Increase special frost bite % on robo to 25% (only the robo)

Assault bot: This is one robo thats being abused. a non focus guy with either 150 support or strength or whatever gets to use its debuff with 0 miss.

possible changes: debuff % should be changed according to focus level. example: at lvl 0 focus it shd take out 5% debuff at focus lvl 1 it shd take out 15% debuff, at lvl 2 focus it shd remove 30% and so on.

This would balance the game a bit.

Please keep the discussion productive. Thanks.


Rui.
Level 34 tech mage.
Post #: 193
12/7/2011 20:25:28   
kittycat
Member

Rui, I agree with you on Gamma, but Gamma needs a small buff/nerf. It should deal more damage if the player is battling against a higher-leveled player and vice-versa.

Formula:
(level diff*2)% + 100% = max of 110%. (high-low) = level diff in this scenario

If you are facing a low-level,

100% -(level diff*2)%

For assault bot, it should be based on focus, but a more strategic way. Max is 80, so let's try:

Level 1: 15%
Level 2: 30%
Level 3: 50%
Level 4: 2/3 = 67%
Level 5: 80%
AQ MQ  Post #: 194
12/7/2011 22:34:24   
Retrosaur
Member
 

Bottom line?

Epicduel used to be balanced, then it took an arrow to the knee.
AQW Epic  Post #: 195
12/8/2011 7:13:27   
Wootz
Member

I'd ban you for a day just for puttin' the arrow to the knee joke in this. -.-
And, yep, in Alpha and Early Beta it was well balanced.
AQW Epic  Post #: 196
12/8/2011 19:40:30   
Retrosaur
Member
 

nice try speedy

FUS RO DAH!
AQW Epic  Post #: 197
12/8/2011 23:10:15   
edwardvulture
Member

is it just me or is the frost ability oped
AQ DF MQ  Post #: 198
12/8/2011 23:16:11   
ND Mallet
Legendary AK!!!


@edward How exactly is 5 energy per turn OPd? It's an 11% chance to happen and it takes 15 at max. Sure that will ruin a strategy but it's not a very good strategy if you expect your opponent not to ever do a certain move or get a special.
AQ DF MQ AQW Epic  Post #: 199
12/8/2011 23:17:48   
Zeoth
Member

really? my friend struck me 4 times with his frost axe and he got the special every single time -_-
Post #: 200
Page:   <<   < prev  6 7 [8] 9 10   next >   >>
All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel General Discussion >> RE: =ED= Balance Discussion Thread
Page 8 of 30«<678910>»
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