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Weapon Specials' attack percentage

 
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12/16/2011 21:55:58   
Elf Priest JZaanu
Constructive!


Though these new weapons are fun to use with these specials, I find that if they all had a standardized rate, it will level the balance for all of them.

These new weapons that diminish energy, I find the percentage is too high.

I think all of these base weapons should all have the same rate of 5%.

These items should be a novelty and a builds should not be based around them.

< Message edited by JZaanu -- 12/16/2011 21:57:41 >
AQW Epic  Post #: 1
12/16/2011 21:57:51   
drinde
Member

I totally agree, since IMO, the Specials should not occur regularly, but act as a bonus to the weapon.
DF MQ Epic  Post #: 2
12/16/2011 22:00:08   
Stabilis
Member

Instead of a rate it should be a constant condition where each true condition (basic strike which triggers frostbite) has an effect. But because of this the effect would be greatly reduced. Perhaps 5% of total energy per turn. But I still imply that rates go.
AQ Epic  Post #: 3
12/16/2011 22:14:14   
Elf Priest JZaanu
Constructive!


While many said the stun guns were Over Powered, the rate of stuns was about every 20-30 matches. With both the Curse and Frostbite, the special happens more frequently. With Frostbite, I have had multiple times this effect happening twice and 2 matches 3 times.

With classes that carry poison attacks, bot and this frostbite skill, it is quite difficult due to once, this attack is set in, the player must either attack and hope for a quick finish or go defensive and back peddle.

The effects of curse has lessened a bit due to the medic factor.

Having it engage multiple times in the match is truly adding a factor of Luck that can handicap a player.

I do hope the balance team looks into this.
AQW Epic  Post #: 4
12/16/2011 22:18:55   
Lord Nub
Member

I think I may make a vid on this actually. I'm not joking when I say I guarantee I could sit there striking someone repeatedly and I will get blocked more at 4% than I frostbite at 11%. I am also talking about skipping my turn after the initial frostbite for the test since you cant do it again.

It's such a joke. The system is completely messed up and needs to be fixed. I'm lucky to frostbite once in 20 strikes. Yet I get blocked 1 of 5 of those strikes at a 4% rate. Great game this is.
AQ AQW Epic  Post #: 5
12/16/2011 23:04:13   
kittycat
Member

It should apply to CH, TLM, TM. These 3 classes have the ability to regain EP while the other 3 can't or needs a turn. Reflex Boost users should be inflicted this effect for only 1 to 2 rounds. Mercenaries should be targeted for the same duration as Reflex Boost Users.
AQ MQ  Post #: 6
12/16/2011 23:08:07   
goldslayer1
Member

@kitty
im pretty sure BH/BM has an energy regain as well.

< Message edited by goldslayer1 -- 12/16/2011 23:11:36 >
AQW Epic  Post #: 7
12/16/2011 23:10:08   
Evil Mage
Member

Every class except Merc has some way.
AQW Epic  Post #: 8
12/16/2011 23:20:33   
FrostHS
Banned


I don't mind the Frostbite one bit.
AQW Epic  Post #: 9
12/17/2011 0:25:03   
Remorse
Member

I think having diffrent rates are fine,
AS LONG AS, their are ways to defend yourself from them, even if its a robot with a passive to prevent them from occuring to you.
Something like that is needed otherwise luck will claim victory to more and more battles.


If no defence occurs then I support making the rate reduced but its sort of like requiments they arnt needed to fix the problem they just minimise the problem , Its better to fix the core of the problme then try to delay it.

So in a sence it would be better to give Players options to counter these problems so it is more deserving to player who want to counter things that may fit their build style.

Same strategy needs to be tackeld with STR builds, Dont reduce it requirments achieve nothing, what needs to happen ar epossible ways to counter them for the players and builds that WANT to.
THis will proberly be the only way to truley reivive old gameplay similar to beta.
DID I mention this solves many problem without nerfing the builds or effects. Yet achieves greater balance then before.

< Message edited by Remorse -- 12/17/2011 0:31:39 >
Epic  Post #: 10
12/17/2011 3:16:48   
Elf Priest JZaanu
Constructive!


I also feel if all the percentages were very low and equal, it can bring opportunity to stack different items together. As of now, the bot, primary, gun can be stacked. Having any item that has a very great opportunity to have an activated special, it could pose problems for the fact, builds can be made around that. With a low rate, the experience of the rarity of activation would make it more fun as a novelty and pose less balance issues.
AQW Epic  Post #: 11
12/17/2011 11:14:50   
rej
Member

i heard that the % on the weapon special was supposed to be rather low, yet it works about 75% of the time. suspisicous.
AQ DF MQ AQW Epic  Post #: 12
12/17/2011 15:03:02   
Mecha Mario
Mechanized Plumber


Please keep all balance discussions in the Balance Discussion thread instead.

Locked
DF MQ AQW Epic  Post #: 13
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