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2/19/2012 22:09:37   
ND Mallet
Legendary AK!!!


@hun I don't have to outlast anyone. I just have to kill them first. Tanks outlast, strength builds outdamage. If you're going to play a offensive leaning class defensively then you should at least take the liberty of asking for better defense capabilities instead of begging for better damage to go with your tank builds. Very few players outdamage my build, I do not need a buff to my damage. If you want more damage then make a more offensive build. If you want to take less damage, make a tank build. There is no reasonable way to have both great damage and great defenses without being OPd.
AQ DF MQ AQW Epic  Post #: 501
2/20/2012 0:02:35   
Hun Kingq
Member

AQWPlayer, I had strength at 27-33 with max fireball shot a player with
base dex at 26-32 and only got 38 damage, the higher defense the less damage.
A cyber Hunter with just level 7 shadow Arts Blocked my Berzerker even one with level 5
blocked me. None of my statements are exaggerations if I strike someone 4 times and get blocked
3 out of the 4 that is 90 to 99% chance you will be blocked. One match I was blocked
4 out of 4 strikes by a cyber Hunter, that is 100% blocking and none are invalid because now they can be
confirmed 100% by staff pulling the data from the battles. One 2vs2 battle with the high strength
build a Player was malfunction I shot him with the frostbite blaster and got 10 10 deflection, that is a huge
drop from 32 with 27-33 with + 10 deadly aim. Why don't you wear physical armor and put plasma armor on max
since you having problems with physical attacks and see how that works out, adjust you build and equipment then
get back with me. To add I have seen a level 2 defense matrix lesson the damage of a strength Blood Mage.

When I increase my dex where my defense is at 26-32 +9 +1 and a strength Blood mage
hits me with max fireball they get between 27 and 37 damage.

When reroute at max gets 30% and static charge gets 44% can those two class constantly
use energy based skills, even healing, yes, so is it balanced for the new class to only get 23%
relying on high damage to get any sense of health regain when you see blocks after blocks
or deflection after deflection.

Go ahead and make that character a strength Blood Mage just as he is and tell us how long he will last in battle
against any and all classes and how much damage you can get from players with mid to high defense.

The ND Mallet Guy, so that means both Cyber Hunters and Tact mercs are over powered. A person playing a Blood Mage
should not have to choose between power and protection or have to poor a lot of points into one stat with a skill at max
to only get 50% or less of its potential damage, that is inefficient at its best. Take you strength build and go into
2vs2 and see how long you last especially when you get smoked or malfunctioned. Without being malfunction I had tech at
144 and on a cyber Hunter with max Plasma Armor he had 21-26 resistance, no energy armor, I got 37 damage, with ignoring
20% resistance I should have got more damage. In 2vs2 you not only have to out damage bt outlast the other side especially
when you have a low level partner that does everything but attack especially one that only have a basic club and think you
need more strength, just by looking at your page, you would not know these things about 2vs2, go battle in
2vs2 for awhile and let us know how it goes.

They have down very little for the Blood Mage Class but down a lot to that class where to get any damage outcome
they have to have very high stats sacrificing any ounce of defense or resistance and if the damage is not large enough
then you might as well as hand them the victory.

The Blood mage class need serious improvements to have the balance between power, defense, and resistance and since they have nothing to increase damage a better multi skill.

Let us watch the leader boards in the next week and see if any Level 34 Blood Mages can get to the top and stay there
since they have so much power they could take someone down in one strike.
Epic  Post #: 502
2/20/2012 0:21:04   
PD
Member
 

>> 3 out of the 4 that is 90 to 99% chance you will be blocked.

Actually, 3 out of 4 is 75%. 9 out of 10 is 90%. 9.9 out of 10 is 99%. The Max Block Chance is 50%.

< Message edited by Eukara Vox -- 2/20/2012 1:00:45 >
Post #: 503
2/20/2012 1:27:27   
ND Mallet
Legendary AK!!!


@ Hun Here's some mathematical proof I have 22-27 for strength. My Fireball is 74. Against a CH with 26-32 defense I will be doing 42-48 damage with Fireball. Note how I have less strength than you claim to have yet I'm doing more damage than you with my strength moves. Also, the first post of each Balance thread specifically states not to bring luck rants into this thread. That means you can't whine your class is UPd because you get blocked and lose because of it or get deflected, critted, etc. I play 2vs2 a lot and unless I am seriously mismatched(lvl 28 against two other lvl 33's) or fight two CHs on one team, I seldom lose.
AQ DF MQ AQW Epic  Post #: 504
2/20/2012 1:35:33   
AQWPlayer
Member

^
You should have seen how Dr. Jekyll took down a str TLM in 2v2...and easily.
Edit: He was a BM at that time.
AQW  Post #: 505
2/20/2012 5:41:13   
Hun Kingq
Member

PD, 3/4 is a fraction that equals 75% so if you strike 4 times and get blocked 3 times it is the same percentage if you strike 10 times and get blocked 9. You forgot to include the 4 out of 4 strikes that I got blocked well let's see 100%.

The ND Mallet Guy, I don't claim to have that strength I did have that strength (27-33 +32 +10) with the skullfire blaster with the frostbolt blaster I had 26-32 +32 +10, you can take all the numbers you want and do all the calculations you want but when the big numbers shows up in battle 37 or 38 that is the programming showing its calculation of the damage you got. you forgot to include the armor and the bonus point so 26-32 +9 +1, now take that from 74 let me do that for you, with the bonuses that is 36 - 42 from 74 is 38 - 32 possible damage. The more defense which I have saw will mean less damage and why would they have more defense so they would not have to put their multi at max, to have Plasma armor at max, high level shadow arts, high level static charge high level malfunction. I never bring luck into the discussion because luck cannot be programmed into the game I bring what I saw and happened in the game and trust me it all can be verified. You say you been in 2vs2 a lot (5100 wins) but I have not seen you and if I have, I probably destroyed you. A couple players that post here I have seen in 2vs2 a couple of them I have felt pity for them because of who they are matched up with but will not mention any names but they can to verify everything I write that happens in 2vs2.

So The ND Mallet Guy it appears you don't want improvements made to the Blood Mage Class, don't know why. When the Cyber Hunters and tact mercs wise up to you build, you will see you tactics null and void and you loses to increase.

If you have high strength and low dex there is a high percentage you will be blocked, high strength and low tech, high percentage you will be deflected thus making the blood mage class the class that gets blocked and deflected the most.
Epic  Post #: 506
2/20/2012 5:51:50   
Oba
Member

quote:

not to mention their insane berzerker, which is almost NEVER blocked by me (despite having 26-32 base def and them having about 4-5 lower).


Oo... but my berserk hit maybe 1/10 times... And I had 26-32 def aswell that time. Due that I never use berserk anymore, its a bigger chance to win with having a x2 firebolt build..
AQ DF AQW Epic  Post #: 507
2/20/2012 6:27:30   
Wootz
Member

Heheh,
I remember something like that with Dr. Jekyll
I was on all-out Strenght with 43 HP, he shielded me and I killed both of the enemys in no time! :D
------------
Hun,
I did try the Blood Mage class, I even leveled it up since level 1 for your pathetic excuse. And I know what they are capable of doing!
So, don't underestimate our thoughts of the class(which are 100% correct, for your information), because "we never played the damn class".
Now, I except a valid reason why we are so stupid and don't know how the class works, and if its some pathetic flaming; again; you're going back to the block list.
G'luck.
AQW Epic  Post #: 508
2/20/2012 8:38:02   
ND Mallet
Legendary AK!!!


@hun
1. 90% of your first paragraph involved you being blocked 3/4 or 4/4 out of your strikes and getting deflected when your target was malfed. That's luck.
2. 75% is not 90%. You can not make up math to prove a point that doesn't need proving. Others will come along and try the math sooner or later and find the truth.
3. You never once mentioned any armor or agility bonuses to the CH. If you want a good argument then you need to provide all the data. Also, the damage of my Fireball would be 38-42 after the armor. That's still big considering I have a Gun and Zerk left to use up.
4. The Balance Tracker does give out data for BM and it shows that they're actually too good for their level. If you don't believe me then you can PM Ashari right here on the forums and ask her yourself just what the Balance Tracker says about them.
AQ DF MQ AQW Epic  Post #: 509
2/20/2012 8:44:46   
Remorse
Member


The distinguishing between blaanced and unbalanced builds SHOULD NOT factor in how suseptiable to luck they are.

Just because they get perhaps less then 80% win ratio DOES NOT MAKE THEM BALANCED, if they are highly likely to have luck agianst them.



What SHOULD BE THE DETERMINING factor is.
GIEVN THAT they start, AND NO luck was involved IS this build practically beatable (meaning persides builds desgined to beat that build only)??

In many cases a STR Blood mage would fit this defination as OPED.
And PLEASE do not give me the OLD speech THEY ARE BEATABLE BLAH BLAH BLAH.

YOU CAN NOT determine how balanced build are given how many wins they have over a long amount of time because there are INFLUENCING FACTORS SUCH AS LUCK, WHICH IS WHY I think the balance tracker will fail in determing HLAF OF THE BALANCE PROBLEMS and perhaps why there havent been decent enough balance changes to make PVP enjoyable AGIAN.




< Message edited by Remorse -- 2/20/2012 8:50:05 >
Epic  Post #: 510
2/20/2012 8:50:01   
ND Mallet
Legendary AK!!!


@remorse The only way to remove luck from the equation is to take the wins over times. Unless you want TMs nerfed because several guys got lucky at the start and won every battle. Unless you take wins over time, the results will be skewed by luck and you just stated luck shouldn't be a factor in balance.
AQ DF MQ AQW Epic  Post #: 511
2/20/2012 8:54:05   
Remorse
Member

I dont see why they need to look at wins over time.

Infact I dont see why you need to look at more then ONE FAIR BATTLE when you oppenents starts, AND has possible "oped builds" TO KNOW their OPED.


I dont even look at win% as an indication because I know the ones with high%'s are the builds that are able to minimise luck effectively.
Yet that does not means these builds are necesarily oped BUT they could be, its is an influencing factor.


THAT WONT go away no matter HOW MUCH battles are done.


If the balance team were devoted then what they could do is try a testing server which has NO luck and test the popular builds then they might start seeing things the way I do.
Epic  Post #: 512
2/20/2012 9:04:01   
Colarndo
Member

We only have 2 people on the balance team and it took them 6 months to balance TLM, please wait for 6 more months to balance CH, then another 6 more months for BM.
Patience please!
AQ DF MQ AQW Epic  Post #: 513
2/20/2012 9:04:49   
ND Mallet
Legendary AK!!!


@remorse Luck does balance out over a long period of battles. Ask any of the balance team or any one who's taken the opportunity to actually test it themselves if they don't believe the balance team. You can't blindly assume luck doesn't balance out if you haven't taken numbers over time like the balance team says works. Yes, luck will always be there but over a thousand battles you aren't going to be having ridiculous ratios like 95% block if you get blocked all but once in one battle. It's called averaging. A unlucky battle will counter a lucky battle. After so many battles, luck stops affecting the ratio by 10's of percentages. Also, luck is present in every battle. I could hit the high end of my damage scale and defense every hit against the low end of the enemies defense and damage and that would affect the battles too. You ever lose or win by 1 hp? Next time you may lose that exact same battle because the other guy rolled higher for his damage against your same rolled defense or lowered roll. Everything in the game is affected by luck.
AQ DF MQ AQW Epic  Post #: 514
2/20/2012 9:06:44   
One Winged Angel1357
Member


@Remorse you do realize that if you have RNG love from 7-8 and then RNG hate from 8-9 your luck is balanced right. That is a very slim look at balance over time.



And you talked about testing popular builds how would you define a popular build one that is used alot, such as no thought and tank builds, or ones that people like to talk about, HLTM. Also some popular builds REQUIRE luck to win, take an STR merc or STR TLM with the Stun Zerker combo. Stun is luck is it not and the real power behind this build is being able to go first and stunning your opponent and going first can also be counted as a luck factor. Now any build that uses Cheap Shot, Bunker Buster or Plasma Cannon can be counted as luck builds because all of those moves have an increased critical hit rate which is luck. Finally a lot of BH and CH builds use SA which passive increases block rate which once more is a luck factor.

So if you want to test everything without luck some moves would have to be removed or edited to test it your way.
AQ DF AQW Epic  Post #: 515
2/20/2012 9:13:51   
Stabilis
Member

Hun, lets leave BM luck complaints or begging for them at a stalemate for now. Lets all agree that BM is OP offensively and UP defensively.
AQ Epic  Post #: 516
2/20/2012 9:14:44   
Remorse
Member

^ Here is the thing ND,
Im not statistacaly Dum as you may asume.

I know things balance out, but thats just the thing. STR builds strike more hence they are blocked more, STR builds usally have less support hence they start less.

If you look past balancing out and you go in an UNBALANCED OUT situation were the STR abuser player was lucky enough to start AND OR not get blocked despite the high odds, you will find that ALOT of these builds are Unbalanced in the sence they can win EFFORTLESSY and EASILY.

Infact if the balance team has never even thought of taking this into account I would be suprised.

As well as the builds that take LUCK to win, THEY are completely unbalanced in my eyes, no build should be focused on beating people effortlessy by making start stun combos when there is little the other player can do.


I dont have a problem with LUCK, I have a problem with Builds that dont get what they deserve and abuse it.
Epic  Post #: 517
2/20/2012 11:36:40   
ND Mallet
Legendary AK!!!


@remorse Make up your mind. First you said you didn't want luck to be considered in a build if it's OPd or not now you say you want it considered.
quote:

The distinguishing between blaanced and unbalanced builds SHOULD NOT factor in how suseptiable to luck they are.

quote:

If you look past balancing out and you go in an UNBALANCED OUT situation were the STR abuser player was lucky enough to start AND OR not get blocked despite the high odds, you will find that ALOT of these builds are Unbalanced in the sence they can win EFFORTLESSY and EASILY.

The problem with using one battle for data is the fact that everything is a variable in the game. One player as good as Goony or Xendran could easily skew the balance results. They look at the whole group of players from every level against every class over a long period of time. This ensures luck balances itself out and that player strategy doesn't affect the data(because 20 Xendrans playing as a Mage could easily skew the results even if TM was underperforming).
AQ DF MQ AQW Epic  Post #: 518
2/20/2012 11:50:59   
Remorse
Member

^ Um my mind is MADE.

What I mean is in the first statement is Blanace changes shouldnt be held back just because a build is likely to have luck against them.

Then the second statment means the reason why because they win effortlessy simply by starting and not having blocks gaisnt them.



What you need to understand is you can be the best ED player there is and lose to a blood mages that starts and does not get blocked while they dont even pay attention.

THATS what makes them oped. AND HOW WOULD YOU KNOW THAT???? if you look at alot of battles because they dont always start, and they usally get blocked at least once because thats what luck does it balances OUT and thats the problem BALANCED out data is useless if it doesnt DISPLAY THE PROBLEM!

GONE are the days were players can be smart, you CANNNOT! win 100% in a day without doing NPCs that I can gaurante.
BECAUSE EFFORTLESS SPAMMING BUILDS that START and DONT HAVE luck against them like it should WIN FAR TOOOOOOO easily and Im sick of trying to explain the obvious.

Or perhaps its only ME that sees the lack of startegy in this game nowdays and a supstitute OF POWER and LUCK AS A PROBLEM!!!
Epic  Post #: 519
2/20/2012 12:16:00   
ND Mallet
Legendary AK!!!


There is absolutely no reasonable way you can be balanced and have a 100% win rate. The reason we have luck is so that can't happen without NPCs. If it happens anyways then it's OPd. Luck has had little change since any of it was made and it was never possible to do before it. There was never a balanced 100% ratio aside from NPCs. Alpha SC, not 100%, 150+ damage in one shot. HLTM, seen Xendran win 1vs1 Daily with 95+%, not balanced either. Show me a 100% and I'll guarantee you that by next year that 100% won't be perfect anymore when the balance team is done with it. There were never days where one couldn't mindlessly spam something and win. In Alpha it was energy and SC, Strength and Diamond Blades, Tech and Iron Skin. Beta, strength and Massacre, support and Artillery, support and field medic for mages. Gamma, strength-mass, Gamma Bot-mercs, Heal Loop. Delta, strength for BM, BH, TLM, CH. TM and Merc don't get much to spam that makes them better than the other classes really.
AQ DF MQ AQW Epic  Post #: 520
2/20/2012 12:24:05   
PD
Member
 

quote:

PD, 3/4 is a fraction that equals 75% so if you strike 4 times and get blocked 3 times it is the same percentage if you strike 10 times and get blocked 9. You forgot to include the 4 out of 4 strikes that I got blocked well let's see 100%.


If I multiplied the fraction by 2.5, which makes the denominator 10, the numerator would be 7.5 (although there's no such thing as half a turn, if you want whole numbers, it's 15/20). The chance to get blocked 9 out of 10 times, assuming that you're facing the MAX block rate is .2%.
Post #: 521
2/20/2012 12:27:59   
Remorse
Member

@ ND
They used to be counterable!
Now you have to pretty much cross your fingers you start when you see a bloodmage so you can kill them off quicker because defecinvely =death.

NO! amount of strategy and counters can counter that UNLESS you use a spammer build yourself, or if you start.


EVERY other spamm build (apart from ye old stun zerk mercs) I have not had a problem with, BUT todays power builds are new and improved, I have to defence matrix 3!!! times and EMP at least once to beat STR TLMs with strategy.... I would hardley call that practical.


But I do agree there should never be 100% Its just the point that Im trying to get across is regardless of luck SKILL is less of a factor now.

So I will lead back To what I think needs to be done.

There needs to be more counters for these builds so they CAN be beatin in most situations.

Like for example a system to reward players for using NON attack skills.
It doesnt have to nerf the builds to make the necesary change they just need counters apart from luck.





< Message edited by Remorse -- 2/20/2012 12:31:37 >
Epic  Post #: 522
2/20/2012 12:37:32   
Stabilis
Member

Yes, more counters.

The team should work on developing more skills, 1 skill for each class, each tier for a bonus. Less focused on damage and more towards countereffects upon being attacked.

< Message edited by Depressed Void -- 2/20/2012 12:38:15 >
AQ Epic  Post #: 523
2/20/2012 12:42:11   
Ranloth
Banned


Okay, re-posting my old suggestions but I do have major changes to it which I'd like some feedback on.


Firstly I wanna start off with passive Armors.
After a long time, perhaps it's time to believe (in my case) that they are making TLMs and CHs too strong and balancing them is either severly weakening skills or simply taking the skills out. Before CHs got Plasma, they could do somewhat okay but struggled without Plasma Armor but with current SC and Plasma - they simply get infinite loop of Massacre and Heal which is too strong and most of the builds struggles to beat them, and on top of it they get SA which is based on luck but just enhances their Tanking ability which is a no.. Same will apply to TLMs which have Reroute, Smoke, Mineral and HP regaining skill in very good synergy which is making them boring to fight (same builds/set-up) and easy way to actally make one without much effort.
I'd like to suggest taking out both Armors and leaving Hybrid Armor to be Merc's exclusive skill because they are still UP'ed even with it and don't have Energy-regen skill or Res/Def nerf skill unlike CHs or TLMs; which take advantage of it.
In replacement for CH's Plasma, I will suggest Technican again. Energy Shield seems good too but they already have Matrix which can give much more Def than Reflex Boost of BH's and relies on Support. If we give Energy Shield which is simply Energy version of Matrix, we're giving them best defence possible. TMs have Technican+Matrix and they can survive so why CHs shouldn't!
For TLMs, they have Blood Shield which is fitting the Mercs' theme and is Res skill but isn't as efficient as Matrix or Energy Shield so I'd suggest giving them Matrix as well. They already don't have stat-boosting skill while Matrix will give them defensive option back at much cheaper cost (Matrix with moderate Support/minimal, can give a lot Defence which is great to replace Mineral Armor!
Both Energy Shield and Matrix start at +9 Def at Lvl 1 for very cheap EP cost and only stat-abusers will have that low Support. If we take into consideration build with 30-40 Support, it's already 12-15 Defence/Res at just Lvl 1! EP cost won't kill you at all if you invest it to even just Lvl 3-4 where you get 18/21-21/24 Def/Res which is equivallent to over 80 Dex at least (discounting higher chance to block). Every few more points into Support will raise the numbers even higher and with SC/Reroute, they can try to tank in harder fights using Matrix/E Shield and Heal while being able to still deal good damage.

Another issue on top of my head is the blocking. Currently formula is "Block Chance Adjustment = (Defender's Dexterity - Attacker's Dexterity) / 2". We have 10% fixed to add for adjusted blocking chance and it cannot fall below 4% (overall blocking). Going by 3 examples here: 80 Dex build vs 50 Dex & 110 Dex build vs 50 Dex & 100 Dex build vs. 20 Dex (smoked, about -30 Dex) (both Tanks against normal'er build (Str/Support/etc)). First gives 25% chance to block, second gives 40% chance and last one is 50% chance to block. That is for Defender, now attacker on given examples has: 4% chance, 4% chance and again 4% chance. Isn't that quite unfair? Luck plays a role there that our unlucky person will block a lot but it isn't really fair how low it is even if luck didn't play a role in it.
I've thought of different suggestion on changing the fixed and minimum blocking rate which favours training Dex but not to the point where it's abused because it carries a penality - the higher difference, the higher penality will be. I allowed myself to use Excel here and posting a picture of few different scenarios with differences and last one being either abuse or using Reflex Boost of BH's/BM's skill tree at high Lvl + high Support: http://i41.tinypic.com/2vkzrlh.png
Yes I've made Dex decay as the difference is bigger to lower the defensive capabilities of it + make it less abusable for different skills or builds that do take advantage of having certain stats at (very) high level.
Now onto explaining it:
  • Fixed blocking rate is DEX/10. It's used to add onto total blocking AND is used as minimum. So rate isn't fixed like it is now but allows you to get better blocking (even when your Dex is a lot lower than enemy's, you get higher chance at least and it's fair) and slightly compensates for the decaying at bigger differences (you can see penality (penality = DEX*whatever the difference is on the table there*) getting almost to 1/2 of DEX so makes sense).
  • Blocking is simply DEX/2 (after accounting penality).
  • Penality is ONLY applied for person with higher Dex so if you use Dex-boosting skill and have more Dex than your enemy then you get the appropriate penality.
  • Total blocking is a bit different - you take a total and take it away from your enemy's (so 1st scenario is 51.17647% - 30%) and it gives the final value in "total blocking rate"). As you can see, as DEX gets closer to your enemy's, player with 100 DEX has even lower block rate as the enemy is catching up with the player (DEX wise) which clearly makes sense. Seeing as player with lower DEX has lower blocking, in effect it should go below 0% chance (cannot block), I've made fixed blocking in place depending on DEX now - not luck.
    On 100 vs 90 scenario, you can see how both players are close and it's only 1% apart. Simply but, 100 has 91% chance to hit while 90 has 90% chance to hit.

    Also about bots! They, are quite strong at the moment. Assault Bot and Heart Borg in particular. As we know, Yeti's special is only useable once per battle. Would changing these 2 bots to once per battle help in the end? In those really long fights, both bots can be used at least twice which gives advantage; even too big if non-Varium.. Giving it only once per battle would make the choices perhaps more wiser as you could not use it again. Perhaps slight change could be good as well. 80% is quite a lot, whether it's Assault or Heart Bot. About 60% would be better. Yes it isn't a lot less but they are Varium which is slight advantage. Lowering it by even that 20% is still improvement, with Borg in particular which can debuff Energy Shield/Matrix - there 10% with high Matrix is 6-8 Defence, more as we raise % taken away. Not much but it's 6-8 less damage taken per turn, and so on. And also, this will lower down effectiveness of Tank builds which are quite a common problem. It's more of rage's job to crush the Tanks, not Assault Bot's. Bots should be nothing more but aid in battle, not making 1 turn of yours useless (if Smoke/Malf misses, you just paid Energy to lower Def/Res by up to 2 and they took no damage).
    This should be applied to all bots and Rusted Bot should have same %s as Assault Bot to keep it fair. No difference so don't start going on about it here as it's not my point.

    Lastly I want to still suggest Guns improving a bit with Dex, mainly Str but about 20% would be Dex. If similar blocking was to be made to my suggestion, Dex couldn't be abused as you'd take the penality to blocking while only raising Gun's damage by a bit. It's good idea as Tanks wouldn't be as strong as they are now, especially without passive Armor, and other builds could get a chance, not just Str or current CHs. Or making Gun improve with 1/3 Support, 1/3 Str and 1/3 Dex. Str would go for primary, can be blocked but with it's power and some skills also use it, it'd be perfectly balanced. Support is used to enhance few skills but Aux itself is just a stand-alone weapon, unlike primary. And lastly Guns should favour all builds.
    Going Str-abuse with small amount of Dex won't get you too far with the gun as it relies on Support and Dex too. Support-abuse couldn't do so either, opposite of Str simply. If we go for balanced build, or simply Focus 5/Tank, they wouldn't get a lot of damage either due to spread out stats which balances out with the other 2 cases.
    Surely there's better solution but it's just a suggestion which Remorse also evaluated on before. :P (greenrain13/Depressed Void suggested it first IIRC)


    < Message edited by Trans -- 2/20/2012 15:41:39 >
  • AQ Epic  Post #: 524
    2/20/2012 12:44:34   
    Chosen 0ne
    Banned


    ^^ No, we dont need more skills at all , lol.

    edit ninja'd
    DF AQW Epic  Post #: 525
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