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RE: =ED= Balance Discussion X

 
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8/17/2012 10:30:33   
helloguy
Member

What buffs if anything they've been nerfed as of late
AQ DF AQW Epic  Post #: 351
8/17/2012 12:55:47   
carabuno
Member

if you think adrenaline is a buff you are wrong we dont even get rage as fast as bm
AQ DF MQ AQW Epic  Post #: 352
8/17/2012 12:59:28   
helloguy
Member

i don't even think adrenaline does anything at all
AQ DF AQW Epic  Post #: 353
8/17/2012 13:08:49   
carabuno
Member

Lets face it merc is the most up class and with bm , and ch as the top 2 played classes so we either die in 4 turns to any level bm or die slowly when we get emp'd
AQ DF MQ AQW Epic  Post #: 354
8/17/2012 13:37:34   
Rui.
Banned

 

replace blood mage reflex with matrix energy shield with technician. Replace cyber matrix with reflex. Replace blood mage supercharge with assimilation. Remove emp and atom from cyber and tlm and replace them with an unblockable assimilation only this version does not give back energy. Its impossible to win against emp cyber being a blood mage or Merc.
Post #: 355
8/17/2012 13:39:27   
helloguy
Member

You just haven't met me then
AQ DF AQW Epic  Post #: 356
8/17/2012 17:00:14   
Hun Kingq
Member

It is quite clear that since they did not do anything about the high energy draining skills as Atom smasher and EMP. Give the Blood mage something better than E shield. It is great for boosting resistance but when you have to wait 3 or 4 turns which eve it is now and while you waiting they EMP you and now ay to get back energy.

This is what I posted in suggestions and might bring a little fairness to the game:

"For Blood Mages how about an energy version of Reflex Boost that improves with support, increases tech but increases resistance like E shield with the percent of energy return starting at 15%. "

With the new type of energy shield buff the blood mage not only would boost tech but get energy regain, because it lessens the damage the energy regain will be low and that is why it starts at 15% and increases could be by 1% even at max they would still get less energy back due to less damage. It does not improve with dex but support so the excuse that Reflex boost will make it overpowered will be no excuse to implement it. A fee lines of code within a day the Blood mage could have a resistance base skill like no other.

If there is no problem with a physical defense shield such as reflex boost giving back energy then there should be no problem with an energy based skill giving back energy.
Epic  Post #: 357
8/17/2012 17:47:41   
Ranloth
Banned


Tech version of Reflex + E Shield + 15% return when hit in ONE skill = OP. Sorry but this is reality and this won't pass. If it did, Mercs would've had it already since they are claimed to be so UP but they aren't or your skill is OP which it is. If it was fine then one of the classes would have it already but no..

Technician gives Res so you get Tech and Res with it obviously + Res ~= to that of E Shield and want 15% return of EP when you get hit. No. It's OP and BMs are fine in terms of balance BUT Str BMs. Stop claiming they are UP since they aren't. One build is NOT supposed to kill them or nor skill at Lvl 1.
AQ Epic  Post #: 358
8/17/2012 18:10:00   
Lord Machaar
Member

15 pages of talk, and none of what you said has been implemented... makes me wonder, why am i gonna put my balance suggestions here and discuss it if it's not gonna be implemented...
MQ Epic  Post #: 359
8/17/2012 18:26:48   
ND Mallet
Legendary AK!!!


@lord Just because they do not implement our ideas does not mean they don't listen. Not everything works out as well as it should or it works too well. I know for a fact that people were suggesting Bludgeon to replace Berzerker on BMs long before they made the change. Long times ago people were suggesting Hybrid Armor to protect both defenses since it was pretty much pointless to switch over from Physical to Energy because it wasted a turn. And when people were suggesting a Deadly Aim for auxes to give to Mercs before Adrenaline they did indeed make the skill and tested it but didn't find a good way to balance it due to the cooldown of auxes.
AQ DF MQ AQW Epic  Post #: 360
8/17/2012 18:32:49   
King Helios
Member

@Lord MAchaar,

More like 286 pages, but as The ND MAllet Guy stated, some of it has been implemented.
AQ MQ AQW Epic  Post #: 361
8/17/2012 19:13:10   
Wootz
Member

First day back and I already see Hun writing stupid things, so I'll just be adressing that for now.

Blood Mages do not need a better shield nor an energy regainer. Why do you always want to make the class much Over-Powered then it already is. Reflex Boost, Intimidate & Energy Shield have great synergy with Support builds, due to Deadly Aim and it quite reminds me of Bounty Hunter Support builds. Which ofcourse increases the capabilites of 5 Focus builds, which are generally under used. Though Trans and I have created an awesome Support builds if you might ask.

Blood Mages are, as everyone can see, an over-powered class due to it's potencial in Strenght builds. They are able to lay out tons of damage in quite low ammount of time and have an passive Health regain along the way.
Now what I am thinking of 'nerfing' here is:
BloodLust, actually it isn't a nerf, it's a skill change.
Instead of regaining Health Points by your attacks, you would regain the same percentange of Health by your opponents attacks.
So it's like a reversed BloodLust in a way. Which would require the same requirment as it already has.
Here's an example:
Maxed skill (29% regain, I atleast think it is xD), your opponent hits you with 10 damage, you will regain 2,9 HP back, rounding it up to 3 Health Points.

So, this would incourage the class to have less Strenght in order to regain their Health and the regain will depend somewhat on your opponents build. We all know that one of Blood Mages problem is having a huge Health regain.

That's it for me,
~Wootz
AQW Epic  Post #: 362
8/17/2012 20:11:53   
carabuno
Member

I want a merc buff
AQ DF MQ AQW Epic  Post #: 363
8/17/2012 20:21:11   
Blaze The Aion Ender
Member

Put something useful, adrenaline is useless
make artillery strike good again
That's all I would want
AQ DF MQ AQW Epic  Post #: 364
8/17/2012 20:24:25   
Hun Kingq
Member

Trans, tech mage and Wootz, a Cyber Hunter both have malfunction but one will EMP you to death. So we know why they don’t want nothing improving tech with improving resistance just as good as or better than E-shield they want to make sure Plasma Cannon is useless for a couple of turns while they either EMP you to death or use Assimilation on you while waiting for malfunction to wear off. This skill would not make the Blood Mage overpowered but I already know Calogero and other Blood Mages that hates me would go along with the non Blood Mage Classes and try to make any ideas or suggestions that is not their own go away and they act like they speaking for the whole community. If you are a Blood Mage that would like to use Plasma Cannon more often and get energy return back when you have an resistance type shield then why wouldn’t you want a shield like I suggested.

Here is what the energy regain at each level would be which if Titan does not think it is enough then he could increase it

Level 1 15%
Level 2 16%
Level 3 17%
Level 4 18%
Level 5 19%
Level 6 20%
Level 7 21%
Level 8 22%
Level 9 23%
Level 10 24%

But with higher resistance the damage would be lower and do the calculations and you would see the energy return would not be that great but at least it is more than 15% no matter what level.

So Wootz tell everyone as a Cyber Hunter what can be done to the abusive high-energy draining skills?

Tell us Wootz if everyone is so tired of seeing strength Blood Mages and a skill will make it desirable to change builds would you not want that skill?

Or would you rather keep seeing strength builds among the Blood Mage Class and keep complaining about does builds with the lack of understanding why Blood Mages have to have high stats?


< Message edited by Hun Kingq -- 8/17/2012 20:42:27 >
Epic  Post #: 365
8/17/2012 20:30:07   
Mother1
Member

Blaze the reason why that skill is so terrible is because it is the only offensive skill in that class that works... No scratch that the only offensive skill in the game that works with support. Every other skill with offense either works with strength, technology, or dex. So here is an Idea why not make that attack work with technology instead of support? I mean the guns are technology, and since there are other tech moves a merc can use it would work better with the build. Also changing adrenline so soon after it was introduced? Mercs got 2 buffs so far in a row including that, and adrenaline has it's uses especially when you are attacking high dex and tech players.
Epic  Post #: 366
8/17/2012 20:37:16   
Ranloth
Banned


I find your statement Hun, extremely biased and lacking logic. You're asking for too much or trolling us since you know it's OP and still suggest it as well as ignore our opinions. Extremely biased and rude.
AQ Epic  Post #: 367
8/17/2012 20:39:35   
King FrostLich
Member

quote:

Here is what the energy regain at each level would be which if Titan does not think it is enough then he could increase it

Level 1 15%
Level 2 16%
Level 3 17%
Level 4 18%
Level 5 19%
Level 6 20%
Level 7 21%
Level 8 22%
Level 9 23%
Level 10 24%


Wait, are you nerfing reroute because of TM's? I thought your problem was only tank cyber hunters.
Epic  Post #: 368
8/17/2012 21:07:47   
Hun Kingq
Member

No, King FrostLich, reroute is not getting nerfed in my post. Nerfs are never a way to go but if one or more skills are becoming abused and changes will never happen to those skills to bring some sense of fairness then a new skill has to be introduced to bring some sense of fairness. As we move forward we are seeing more and more players with more resistance even with players with high resistance malfunction out of over 30 battles I only seem Plasma Cannon go Critical once rest of the time was 44 or less damage vast majority of time it was 36 or less. So either changes need to done to the Plasma Cannon skill or a new skill that increases tech as well as gives energy return needs to be introduced. If you look at the list of % from damage to energy with increased resistance the energy regain will be low but better than reflex boost. I am not saying get rid of Reflex boost but if both are activated they could or could not make energy regain stack-able that is for the staff to decide.

So read my posts again and see if anywhere I am suggesting nerfing reroute.

Trans, I don't ignore anyone's opinions for one and you are incorrect about my post as usual.

So far all I heard over and over again nerf the Blood Mage, Nerf the Blood Mage, Nerf the Blood Mage instead of giving an alternative to nerfing that would draw those players away from that build.

So tell us Trans since nothing will be done with EMP or Atom smasher and malfunction making Plasma Cannon almost useless for over half the battle or by the time it is able to use at full potential all your energy is gone and no way to get it back what is your suggestion to an alternative to bring some fairness onto the battle field.
Epic  Post #: 369
8/17/2012 21:31:32   
D.v.D.
Member

quote:

So far all I heard over and over again nerf the Blood Mage, Nerf the Blood Mage, Nerf the Blood Mage instead of giving an alternative to nerfing that would draw those players away from that build.


Hooray! Two over powered builds for one class!Unless... you're suggesting a build even more OP then strength blood mage?Which would lure every blood mage to that build?Str Bms are already hard enough.


AQ Epic  Post #: 370
8/17/2012 21:35:01   
Mother1
Member

^ Not to mention combining the both skills for the strength build mage to abuse. I mean with the energy return I would be getting from these moves I would use it to fire off more fireballs, later on or more bludegon's if I am a strength blood mage.
Epic  Post #: 371
8/17/2012 21:48:22   
IvanXY
Member

quote:

Instead of regaining Health Points by your attacks, you would regain the same percentange of Health by your opponents attacks.
So it's like a reversed BloodLust in a way. Which would require the same requirment as it already has.
Here's an example:
Maxed skill (29% regain, I atleast think it is xD), your opponent hits you with 10 damage, you will regain 2,9 HP back, rounding it up to 3 Health Points.


It's 23%, i believe. But yeah, i kind of like this idea.
DF MQ Epic  Post #: 372
8/17/2012 22:53:40   
Hun Kingq
Member

D.v.D. and Mother1, you guys ever heard of requirements and staff would put requirements on that skill to make sure that strength builds would even have less strength less strength equals lower fireball and bludgeon damage. Everyone is acting like you get huge energy regain but if you do the calculations it is not that much and if a Cyber Hunter takes away 42 with EMP and you are basically down to 0 how long do you think would take to get back up to 33 energy.
Level 1 would be 15% so at the max they by some chance get 30 damage. It would take you 7 rounds and within those 7 rounds they would EMP you again. The higher the level the skill is at guess what the less the damage so let’s take level 5 19% and they only get 5 damage, that is only 1 energy return so it would take 33 rounds to get back up to 33 or just imagine if they block how much energy regain, none.

This skill will do multiple things reduce the amount of strength builds, either bring tech back up to where it was before the Blood Mage is Malfunctioned, give back some energy that is taken away by EMP or Atom smasher and the duration of the skill would be 4 rounds just imagine you have a lower level merc as your partner in 2vs2 against 2 Cyber Hunters and he has low tech they malfunction that player to bring his tech down so he gets low damage with Bunker Buster, you put this shield on them not only brings their tech back up for the bunker Buster but would give them some sort of energy return.

EMP and Atom smasher will not be changed and since that is the case then there must be an alternative. Multis won’t be changed so a new skill has to be created. Since the Blood Mage has nothing to boost tech to limit the effects of malfunction to have a better chance with a lower strength tech based tank build then a new skill has to be created. Since everything so far has no worked to draw players away from strength builds to have them try new builds then an new skill has to be created. If a strength build gets hit by a Critical Plasma Cannon even with the shield activated their tech still be low enough that it would still do the damage it should be doing.

With the increased resistance of Players you rarely see Critical damage with the Plasma Cannon and regular damage from the low 30s to mid 40s and that is with players being malfunctioned. Over 30 rounds I only got critical damage 1 time and basically every player had lower support than I have but they get critical damage.

So people either stop complaining about strength builds or come up with alternatives to draw players away from strength builds because all I see is calling for more nerfs.
Epic  Post #: 373
8/17/2012 23:24:41   
helloguy
Member

i don't even notice the difference in Adreneline wether it's level 1 or 10 without changing my stats only build and using the sam strategy
AQ DF AQW Epic  Post #: 374
8/17/2012 23:27:36   
Jekyll
Member

Something is SERIOUSLY wrong with the 2v2 pairing system. For 12 2v2 matches in a row, I have been paired with the weakest in a 2v2 match. There is always a lower-leveled player on my side (level 32) against 2 level 35s. I don't understand what is so terribly difficult to program the game to make it a fair all-35 fight. This needs to be worked on pronto.
AQ DF AQW Epic  Post #: 375
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