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RE: =ED= Balance Discussion Thread

 
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3/4/2012 16:57:48   
Stabilis
Member

http://forums2.battleon.com/f/fb.asp?m=20123671 <- Cyber Hunter Suggestions

Feel free to discuss the said topics if you disagree with any.

< Message edited by Depressed Void -- 3/4/2012 19:02:05 >
AQ Epic  Post #: 376
3/4/2012 19:05:36   
Hun Kingq
Member

I see people are seeing the same thing with Beta weapons (also with any weapons with no requirements), they each get 10 enhancement slots with no requirements so the player that carries them can have high energy, high health, stats above the stat progression chart and only thing that is holding them back from going higher is the skill requirements. For level 25 weapons they still do pretty good damage. I was told by another player I should no complain about those weapons because they are so weak. For one they are not weak two they each get 10 enhancement slots without any requirements, why should they support the game and get any future promos that has requirements. Level cap is raised, they could either put more points into their high stats or more points in the low stats.

For all we know the ones that carrying the no requirement weapons are causing the results of the battle tracker to be swayed one way or another making things seem fine for one class or another.

When it comes to balance nothing should be exempt.
Epic  Post #: 377
3/4/2012 19:17:11   
JohnMenzies
Member

Beta users paid for those weapons no need to complain about them.

I understand what you are saying, but use BM for an example: they need their energy to spam tech then use a skill requiring energy that they can't recover unless they use a booster which is only effective if used at the right timing in a battle.
Also a player with beta weapons only without energy in a battle, what can they do then wait for a miracle?

And stop with all the beta this, beta that, you wouldn't complain if it were you with them in the battle.

(No offense was meant in this post, if there was a misunderstanding)

_____________________________

- John
Epic  Post #: 378
3/4/2012 19:17:09   
Ranloth
Banned


I tried making build at Lvl 34 with Beta Gear and Tesla E for TMs. Sorry but I will agree with Hun slightly. You can get to 140 HP, 100 EP, minimu Str and Support and Tech + Dex at about 100-110 each. Sorry but even my gear cannot do that, I can do so with one stat and higher but not two and with such HP and EP.

Also can you please read Void's suggestions in the link? We'd really appreciate some feedback on it.
AQ Epic  Post #: 379
3/4/2012 19:21:10   
Stabilis
Member

@Hun King,

When you think about it, the Beta weapons promote non-Strength use. Because their stats are close to the top weapons of today, but lack damage, they can great weapons to promote Tanks or pure Dexterity builds or pure Technology builds to combat Strength in the battle for diversity. Take for example matching Beta Brutalizer with Static Charge. Beta Brutalizer is one of the worst weapons in usage with Static Charge (because of how minute the energy restoration is from Primary weapon damage). It makes better use, however, of providing essential defences and resistances to promote the use of a Robot for damage. If you want to nerf diversity, go ahead.

< Message edited by Depressed Void -- 3/4/2012 20:27:05 >
AQ Epic  Post #: 380
3/4/2012 22:29:37   
BlueKatz
Member

Umm... ok. As much as I dislike TLM, I think this nerf is very big for them.
I like Smoke on TLM, it's just fun. IMO Smoke is super strong and a fairly creative skill. They remove it and make the class... just more tanky... which is boring.

On the other hand, FC suck. It's really suck. Because of stat decay Maf and Smoke are soooo good and it's stronger the more you drain from enemy. But FC increase like 1% every 10 stats you put in. Really, it's just suck. I even thought they gonna remove that skill all together.

I don't care about nerfing 1 class is dust but adding useless skill to force them into 1 build so it's "easier to balance" sound really lame to me...

either way... I don't like that nerf at all.
AQ DF AQW Epic  Post #: 381
3/5/2012 1:16:53   
Arevero
Member

The nerf to TLM was a bit harsh, i agree, but as you can see it's not a 'dead' class as some say. There a still many builds a TLM can use, ranging from poison to tank. Perhaps this was to decrease the STR TLMs for a while in order for TLMs to experiment with some new builds. But still TLMs can use STR builds with field commander, but whats hindering that right now is Azrael Bot.

Azrael bot highly OP for STR builds, and as a Cyber Hunter(yes I'm cyber, it's really fun, not because it has PA) i have fought a lot of BMs and other classes who simply click the 'special ability' and kaboom, my DEF matrix gets down to 4 or 6. It's totally ruining the fun of the battles, reduce it down to 60 or 65% deduction would be more fair. So i think the FC added to TLMs wouldn't be much use unless Azrael Bot gets a nerf.

As for the Enhancements problem, we should deduct the slots as someone else had said. But it would mean unfairness for those who've spent an overwhelming amount of cred/var to enhancement their weapons. The best possible idea now is to stop a lot of ENH slots and make sure in the future, the slots are only 5 at the max.
AQ DF MQ  Post #: 382
3/5/2012 1:33:10   
Arevero
Member

:O i just logged on a saw a lvl 31 with 39-44 RES and 25-30 DEF, not arguing or anything but ENH for var players are getting out of control(I'm var myself but i haven't enhanced yet).

This is quite unfair for non-vars in the process and considering the 8 ENH for each item at max. That's +32 stat points to whatever stat attribute. Non-vars seemingly can only get around 12 ENH at the most. Well the ENH is indeed an issue, i hope Ashari will get to solve this problem soon. :D
AQ DF MQ  Post #: 383
3/5/2012 2:27:22   
JohnMenzies
Member

^Why not just increase non Varium Enhancement Slots and Lower the credit cost, to stop all this complaining.

_____________________________

- John
Epic  Post #: 384
3/5/2012 2:52:42   
Arevero
Member

Then there is really no need to have ANY varium ENH at all! What's the point then of that. If there is any solution to the problem is to LOWER ENH slots to a max of 5. And if we do increase non var enhancement slot, do u mean if u have NEVER bought varium, you'll have more slots than a varium? If that's the case then why buy any var at all???

And what will the Staff lower it down to? 1000? 2000? 500? It still increases every time you enhance, so that means it would still increase to about 10 000+ and even more along the way. I'm mainly saying for ENH slots to decrease to stop all this massive stat slot abuse. It'll make the game more fair, fun and less 'OP' for some.

AQ DF MQ  Post #: 385
3/5/2012 3:09:26   
Prime Assassin
Banned

 

enchant slot should be fixed like every slot costs 100 variums or 150 variums then it's actually affordable for players.
Post #: 386
3/5/2012 3:14:20   
Lady Blue
Member

quote:

Why not just increase non Varium Enhancement Slots and Lower the credit cost, to stop all this complaining


i agree with this, enhancement credit cost is too expensive i can only afford up to 3-4 enhancement for credits worth 20k , i guess they should increase slot but lowered the creds, not only the non varium players can benefit but also those varium players that saving their variums not for enhancements but for future items/stuffs
Post #: 387
3/5/2012 3:42:42   
drinde
Member

^
Or, as said before, just slowly and steadily wean the Enhancements out of items.


_____________________________

DF MQ Epic  Post #: 388
3/5/2012 4:02:44   
sotsemod
Member

Looks like str TLM is no more. Field commander is a joke. Now all tlms change to tank and focus builds.

However, tank cybers are still OP and unbeatable. The static nerf actually did nothing to them. On Saturday I battled a non-varium (!) tank cyber and after an extremely long fight I still lost because he healed 1000 times.

So this nerf only destroyed str tlms, that’s what it did. OP Tanks are not affected.
AQW Epic  Post #: 389
3/5/2012 4:14:26   
Lady Blue
Member

quote:

The static nerf actually did nothing to them. On Saturday I battled a non-varium (!) tank cyber and after an extremely long fight I still lost because he healed 1000 times.



don't make it so exaggerated

< Message edited by Lady Blue -- 3/5/2012 4:16:24 >
Post #: 390
3/5/2012 5:28:31   
Hun Kingq
Member

Depressed Void, Everyone complains about the fireball/berzerker combo, the Beta Brutalizer
a Level 25 weapon get 28 damage, has no requirements, 10 enhancement slots. Withno requirements
other than skill requirements the person that carries those weapons can put the strength
beyond the progression chart lists, so they will have above they normal damage
causing a class look better than it does. The Cyber Hunter with nothing but Beta weapons
can get dex beyond what the chart lists and just imagine the damage of max multi. Just with Beta weapons alone
they could get 30 enhancement slots, can you, can anybody, add founder armor that is 10
more enhancement slots so 40 total.

JohnMenzies, the rest of us paid for weapons with 10 enhancement slots but we get
punished with requirements.

Any weapon that came before enhancements/requirements out of the
blue gets 10 enhancements without requirements should not have happened. When those weapons
got those enhancements they should have gotton requirements as well.
Epic  Post #: 391
3/5/2012 5:59:07   
Arevero
Member

@sotsemod

It didn't just do 'nothing'. The Static nerf actually caused a annoyance to us Cybers. I found it hard when getting emped or 'energy takeaway' by other players. Say even if you static them, you gain back 15 or 16 energy. Even so we could not heal, and as Cybers, not Bounties, Static+Field Medic was the only way to keep us alive and going. Without enough energy for our Static, keeping our hp in order was considerably hard.

And if you get assimilated or atom smashed on the way, then static really didn't do much at all. But I'd say the nerf was a good one to keep the balance in battles in check, although it didn't do as well in some other class nerfs...
AQ DF MQ  Post #: 392
3/5/2012 6:16:40   
rayniedays56
Member

Instead of the SC nerf ( :/ ) I suggest these :)


The only changes? Get rid of Malfunction and Massacre and PA. THOSE are what is making CH OP. Why, we basically dont even NEED malfunction with a good build. I, personally, am just using it as a distraction to the other player. (lvl 1 malfunction, but gettin rid of it)

Change PA back to Technician.

Here is some good skills to put in for Malfunction and Massacre

Resplendance for Malfunction

Resplendance is a skill that can diminish the enemies Skill Tree levels over a set period of time (2 turns)

(level up example)

lvl 1-takes away 2 skill levels from 1 random skill for a set of 2 turns (10 energy) (((if nerfed, 1 skill level for 1 skill)))
lvl 2-takes away 4 skill levels from 1 random skill for a set of 2 turns (13 energy) (((if nerfed, 2 skill levels for 1 skill)))
lvl 3-takes away 2 skill levels from 2 random skills for a set of 2 turns (16 energy) (((if nerfed, 1 skill level for 1 skill)))
lvl 4-takes away 3 skill levels from 2 random skills for a set of 2 turns (19 energy) (((if nerfed, 1 skill level for 1 skill)))
lvl 5-takes away 4 skill levels from 2 random skills for a set of 2 turns (21 energy) (((if nerfed, 2 skill levels for 1 skill)))
lvl 6-takes away 3 skill levels from 3 random skills for a set of 2 turns (23 energy) (((if nerfed, 2 skill levels for 1 skills)))
lvl 7-takes away 4 skill levels from 3 random skills for a set of 2 turns (25 energy) (((if nerfed, 2 skill levels for 2 skills)))
lvl 8-takes away 3 skill levels from 4 random skills for a set of 2 turns (27 energy) (((if nerfed, 1 skill level for 2 skills)))
lvl 9-takes away 4 skill levels from 5 random skills for a set of 2 turns (29 energy) (((if nerfed, 2 skill levels for 3 skills)))
lvl 10/MAX-takes away 5 skill levels from 5 random skills for a set of 2 turns. (30 energy) (((if nerfed, 3 skill levels for 3 skills)))

(CAN BE NERFED BY ROBOT, 3 TURN COOLDOWN) ((cannot be buffed by tech, strength, support, or dexerity))



NOW for Massacre
How about we, say, make up a new Finishing Move for this class and the other New Classes?

Hunters Curse for Massacre

Hunters Curse is a Finishing Move that alternates percentages of Energetic and Physical attack damage dealt while also adding a 25% damage to health. Does NOT have a crit percent set but CAN ignore 10% to 30% of ALL defences, depending on the skill level. (buffed by support)

(shoot blades of light and dark from your wrist blades. REQUIREMENTS** Wrist Blades, 25 technology and an added plus 4 technology points for every level above 1.

lvl 1-hits 45% physical damage and 55% energy damage with a base damage designated by the amount of support obtained. (does base damage of 55 with added damage of +5 per every +6 pts of support obtained) (10% defences ignores and 30% life stealing)

lvl 2-hits 50% physical damage and 60% energy damage. (base damage 57)(13% defences ignored)
lvl 3-hits 55% physical damage and 65% energy damage. (base damage 59)(16% defences ignored)
lvl 4-hits 60% physical damage and 70% energy damage. (base damage 61)(19% defences ignored)
lvl 5-hits 63% physical damage and 73% energy damage. (base damage 63)(21% denfeces ignored)
lvl 6-hits 66% physical damage and 76% energy damage. (base damage 65)(23% defences ignored)
lvl 7-hits 67% physical damage and 77% energy damage. (base damage 67)(25% defences ignored)
lvl 8-hits 68% physical damage and 78% energy damage. (base damage 68)(27% defences ignored)
lvl 9-hits 69% physical damage and 79% energy damage. (base damage 69)(29% defences ignored)
lvl 10/MAX-hits 70% physical damage and 80% energy damage. (base damage 70)(30% defences ignored)

ENERGY COST
35
38
41
44
47
50
53
55
57
59
AQ DF MQ AQW Epic  Post #: 393
3/5/2012 9:44:02   
IsaiahtheMage
Member

Guys the devs are never going to get rid of enhancements or reduce the amount of enhancement slots they would lose money. Its best if they reduce var and credit enhancement prices and simply allow you not be able to enhance a certain if that weapon has a lot of that. For instance you should not be able to enhance Rusted RuneBlade with strength since it already has +18 strength. Any weapon that has +15 of a stat you can not enhance it with anymore of that stat. That would solve all this OP stat abuse.

@sostemod Exactly. I had to become a 5 Focus Poison Tank. Because STR TLMs are dead. FC is not helpful to STR builds at all it only works if you don't have a STR build. All we have left is 5 Focus Poison Tank builds or Support builds. Since our STR builds are dead and SS builds are no longer effective without technian.
AQW Epic  Post #: 394
3/5/2012 12:11:48   
Ranloth
Banned


I'll be reposting my suggestions again, although for one last time so I can use link reference in the future so here it goes! I covered TLMs, CHs (shared with Void), BMs, tried to change blocking and how it works, and change to Bots which could be good for some players and they'd like it.


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. It's much better that way as currently buffers and nerfers serve no purpose as you're most likely to have them debuffed thus wasting a turn and Energy which is important for some classes. If Smoke took away 40 Dex, surely it's better to at least still have -16 Dex rather than -8 Dex which is up to 2 defence. Same with buffers - some of them are turned into pure uselessness due to Azrael Bot which is quite common now. :|

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).
  • 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.

    Tactical Mercenaries:
    Passive Armors - only classes who should have them is Mercs and TLMs; they are unique for them only

    TLMs were OP'ed for long time, got their nerf and they are balanced so far but are you sure? It has passive Armor and Energy regen which is fine, but passive Armor seems to kinda make it still a bit strong with their skill tree. One suggestion for them is taking out Mineral Armor competely and replacing with current Hybrid Armor of Mercs. Why should TLMs get brand new Armor while Mercs have old one? All evolved classes have first tier of skills the same (but CH with EMP, not my point) and making it +6 Def and Res would be perfect for TLMs and would balance them out even further.
    You will say it's a nerf. No! FC is useless right? It will be revamped once they get to Merc class and also work on Intimidate which is a buff to BMs as well which they need a bit. Once FC is fixed, TLMs will be even further balanced. Also this will tie in with my Bot suggestion as if you get FC debuffed at current state of bots, it's pure useless just like most of buffers.
    Although BloodShield could go, Technican can be put back because it was making Smoke too strong and provided too good synergy with some skills. Now there's no Smoke so it makes sense to put it back + SS build would have a bit better chance as you could boost it a little and defend well.
    Liking it so far?

    Cyber Hunters:
    Now CHs! Firstly I'll suggest new skill tree, not much different and people will like it:

    Heal  - Cheap  - EMP
    EShi  - Static - Matrix
    Multi - Condu  - Venom
    Stun  - Mass   - SA


    Matrix and Energy Shield both improve with Support so I suggest putting Energy Shield in place of Plasma Armor but make it improve with Tech as well. Having it with Support would make Matrix+EShield quite strong and Plasma already has Tech requirement so Shield could improve with Tech instead.
    Static Charge returned to former glory, before all the nerfs to it but ignoring defences just like it should.
    Stun Grenade is same as they have now, not BH's version.

    Conduction is new skill replacing Malf. Malf and Multi provide great synergy with their Skill Tree already which is why I decided to change it slightly, original idea was mine but Void gladly helped me to improve it which is great! :D
    Conduction affects only Resistance alone, not Tech which affects deflection rate and skills, which give CHs a great advantage in fight. Also why can't CH be unique and have new skill as well? Here's how it works:

    Level 1: Reduce Target's Resistance by 1 Point.
    Level 2: Reduce Target's Resistance by 3 Point.
    Level 3: Reduce Target's Resistance by 5 Point.
    Level 4: Reduce Target's Resistance by 7 Point.
    Level 5: Reduce Target's Resistance by 9 Point.
    Level 6: Reduce Target's Resistance by 10 Point.
    Level 7: Reduce Target's Resistance by 11 Point.
    Level 8: Reduce Target's Resistance by 12 Point.
    Level 9: Reduce Target's Resistance by 13 Point.
    Level 10: Reduce Target's Resistance by 14 Point.

    It does NOT improve with any skill, these are fixed rates. You will argue it's weaker than Malf as it doesn't affect stats but -14 Res is equal to about 56-60 Tech which is a lot more than Malf which requires very high (abusive) Support build and also maxed. I might not have it included here but there would be requirement for it, and not Str. I'd say probably Tech which makes sense with Conduction and could work well as it only enhances Stun Grenade and EMP.
    You know people why CH were underpowered before? Because TLM was too strong and every class felt that way, now see what happened because of it? If TLM is balanced, surely old CH can do as good now?

    Blood Mages:
    I thought of it while thinking on how to make BMs not just Str-oriented which restricts your build a lot so this was quite a good way to make it work. *you can find it in Void's post as well on 1st page*

    Blood Shield: Sacrifice your health to activate an energy shield for you or an ally.

    Energy Required: 0 (No Cost)
    Conversion ( Progression depends on character level ):

    Level 1: 4 / 5 / 6 Health transfered to x2 Resistance
    Level 2: 5 / 6 / 7 Health transfered to x2 Resistance
    Level 3: 6 / 7 / 8 Health transfered to x2 Resistance
    Level 4: 7 / 8 / 9 Health transfered to x2 Resistance
    Level 5: 8 / 9 / 10 Health transfered to x2 Resistance
    Level 6: 9 / 10 / 11 Health transfered to x2 Resistance
    Level 7: 10 / 11 / 12 Health transfered to x2 Resistance
    Level 8: 11 / 12 / 13 Health transfered to x2 Resistance
    Level 9: 12 / 13 / 14 Health transfered to x2 Resistance
    Level 10: 13 / 14 / 15 Health transfered to x2 Resistance

    Warm Up: 0
    Cool Down: 2

    So going by that, 1 HP = 2 Res simply. We want to keep same HP cost as it is because BMs can get HP back via BloodLust which provides great synergy. Seeing as Energy Shield costs Energy, it's hard for BMs to play defensively with limited Energy, and also Reflex costs Energy too which makes it even harder in some situations.
    At Lvl 10, you could get up to 30 Resistance (depends on your Lvl) by spending 15 HP for 3 turns only. If you look at EShield/DMatrix, they can do that as well at high Lvl or with high Support but you have to pay Energy instead which is not possible to regenerate for BMs. Cooldown is also lowered to 2 turns because it lasts just 3 turns - before it lasted 5 turns and cooldown was 4.
    Main reason this is stronger is lower duration of the Shield, therefore we could increase power significantly and it could work for BMs quite well. This could perhaps open possibility for other builds than just Str because BL works with every weapon, not just Primary so you could go for a Tank and use Tech for Plasma, or SC build with BL and BS. Dex improves SC so your weakness would be whichever was lower and you could fix it by using BS.
    Void's say on the skill: Blood Shield is optimized for Blood Mages because of the lack of energy, and the mutuality between it and the skill already owned... Bloodlust. Energy Shield is powerful in itself, however Blood Shield is not phased by EMP, allowing more proficient use of other assorted skills that use energy, such as an attack skill like Fireball. This skill does not make the Blood Mages overpowered as it costs both health and a whole turn to use, while not inflicting damage. To make up for this, Trans decided that the added Resistance be a higher value, twice the amount in Resistance in ratio to health.

    Buffers and nerfers:
    Currently buffers take a turn and do nothing while nerfers debuff you + attack at same time. Would perhaps striking with buffers OR smoke to be applied only so no strike, be better?
    As currently it's a wasted turn while nerfers get an advantage, on top of it if you debuff a nerfer then that's another turn wasted and even more damage taken. I'd go for nerfers being applied without a Strike and keep buffers how they are. If one attacks while other has to wait then the attack one is not fair as it gives same thing but nerf + damages you.
    And also, if Bot's debuff were to be reduced to about 60%, nerfers did not attack just like buffers but apply the effect, this could make some buffers a lot more useful. But also if you attack someone with buffer on (Dex/Tech buffer) and use Smoke, you technically debuff them and get even higher increase in Rage which is quite the advantage as you still striked which dealt damage.


    Sorry for long post, but this will be like my big suggestion post and next time I'll use a link to refer back to it. :3 And appreciate if someone actually reads it all and gives me some feedback as some time was put into it when I made it and took me a bit to balance it out as well.


    < Message edited by Trans -- 3/6/2012 12:13:03 >
  • AQ Epic  Post #: 395
    3/5/2012 12:26:30   
    IsaiahtheMage
    Member

    quote:

    Tactical Mercenaries:
    Passive Armors - only classes who should have them is Mercs and TLMs; they are unique for them only

    TLMs were OP'ed for long time, got their nerf and they are balanced so far but are you sure? It has passive Armor and Energy regen which is fine, but passive Armor seems to kinda make it still a bit strong with their skill tree. One suggestion for them is taking out Mineral Armor competely and replacing with current Hybrid Armor of Mercs. Why should TLMs get brand new Armor while Mercs have old one? All evolved classes have first tier of skills the same (but CH with EMP, not my point) and making it +6 Def and Res would be perfect for TLMs and would balance them out even further.
    You will say it's a nerf. No! FC is useless right? It will be revamped once they get to Merc class and also work on Intimidate which is a buff to BMs as well which they need a bit. Once FC is fixed, TLMs will be even further balanced. Also this will tie in with my Bot suggestion as if you get FC debuffed at current state of bots, it's pure useless just like most of buffers.
    Although BloodShield could go, Technican can be put back because it was making Smoke too strong and provided too good synergy with some skills. Now there's no Smoke so it makes sense to put it back + SS build would have a bit better chance as you could boost it a little and defend well.
    Liking it so far?

    How does Mineral Armor make us to strong? We have no debuff skill at all. Besides I don't like the new HA on Mercs because it forces them to either spam dex or tech to have good evenly balanced defenses. If they have 20-24 +6 +7 def and 21-26 +6 res that is unbalanced. They would have to have at least 25-30 res to balance it out. Taking stat points away from other stats. FC is only useful if you have a tank or support build the only two builds we have left. STR TLM builds are dead without smoke. Though I do agree about the technian part.
    AQW Epic  Post #: 396
    3/5/2012 12:27:58   
    Prime Assassin
    Banned

     

    hun please tell me your not asking to nerf lvl 25 wepeons -_-
    Post #: 397
    3/5/2012 12:37:01   
    IsaiahtheMage
    Member

    Something really needs to be done with CHs,TMs, and BMs. The update on friday has seriously screwed balance up. CHs are still OP. TMs and BMs new OP builds need to be stopped. Every single TM or BM I run into kills me if they have a SC/tech spam build or a STR/tech spam build. I'm no longer a STR TLM as we have died so now I'm using a 5 focus balance poison build which still can't stop them. Even with 31-36 res it doesn't stop SC or PB,PC, and PR. I can no longer deplete their energy since I don't have a club anymore because no clubs are good for defenses except Hero's Heart Set which is sold out. So their SC takes out 2/3rds of my HP and PB,PC, and PR are 2 hit K.O. And dex CHs with multi-shot and malf is so OP. With malf they lower my res even when I debuff it doesn't matter because multi-shot still takes half HP in one hit due to them usually having over 100 dex. So I'm pretty much screwed along with a lot of other TLMs. I know this because CHs,TMs, and BMs consider us TLMs weak now or say we suck. I hear this from them at least 3 times every other few battles.

    < Message edited by IsaiahtheMage -- 3/5/2012 12:44:07 >
    AQW Epic  Post #: 398
    3/5/2012 12:45:59   
    Sageofpeace
    Member

    the only class that is op right now is Ch with their block

    and how some smart people decide to give field commander to tlm REALLY FIELD COMMANDER REALLY JUST WOW
    Post #: 399
    3/5/2012 12:47:35   
    Ranloth
    Banned


    Sorry but can you please stop with accussing TMs of being OP'ed? SC build is not new, and nor is Caster as they were around since Beta. Surely as pre-change TLM you couldn't lose to them or rarely did but that required a lot less strategy and now Smoke is gone and it's like they are unbeatable? Using Atom Smasher, EMP or Assimilation in some cases is good way to delay SC and these 3 skills are in all classes but BM so as TLM you can counter that especially if difference between the cast of skill + power of Atom is small so you could do it easily. If you run into Beta-equipped chars then don't blame the class for bad luck and losing as it's not Class' fault - I could do the same with high HP and really high Str as any other build and would that give me right to say that.. Mercs are OP'ed?
    Dex TMs are SC build then they have high Def and Res (moderate Tech + E Armor) but that's normal for SC build as they rely on the skill, not actual weapon damage unlike Str/Support builds. You can counter them very easily - Atom or use Heal before they cast SC so you surivive and they will deal a lot less damage. As TM, it works perfectly and should work with TLMs too as you also have Reroute but on top of it - Mineral Armor.
    CHs are OP'ed still we know, that's why I suggested a skill tree for them above which makes Plasma out and balances them, thus HA wouldn't kill TLMs. Besides I see no reason for TLMs to have Mineral and Mercs having HA split. I want Mineral too as Merc so can I have it pl0x? :3

    Also have you read the post where I linked the Bots with FC. Fact it's useless is Azrael's Borg which makes it pure useless, just as any other buffer and vice versa with nerfers. Wait for revamp of FC, it might be a lot more useful perhaps than it is now but definitely buffed either way.
    AQ Epic  Post #: 400
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