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Mercenaries Extremely Underpowered?

 
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11/11/2012 6:18:27   
cool preston
Member

Ok so to start off I'm writing this on my ipod.

Now down to business. Ah the mercenary class formerly known as a tank. Now known as a terrible class that gets powned no matter whay build you try. I am a level 34 merc 200 xp till 35 my name in game is CounterNUKEmissile. And let me tell you my win ratio has gone extremely down. First lets talk about Hybrid Armor.

Hybrid Armor max is 6 def 5 res... Where as before it was 13 def and can be switched to res. Smokescreen and Malfunction totally obliterate this passive its still there but has very little effect. The only counter we have is Intimidate which at best Takes off 12 dmg at worst 5. This needs a buff and bad hybrid armor not intimidate.

Secod item Blood Commander. The lifesteal on this must be increased... Blood lust is a passive and gains at least like 5 hp per turn 13 if they hit high. I have a str merc and with a level 8 blood commander whichtakes 1 turn to initiate If i do say 45 dmg I gain about 4-6hp is that fair?? No It is not. While a person with blood lust maxed does 20-30 dmg and gain enormous amounts of hp. blood commander lasts 4 turns bloodlust is anpassive... In the 4 turns we need more hp to counter bloodlust.

Thrid item on the list Adrenaline... I dont mean to be rude but wtf is this skill there for? sure you get it 10 you rage in two turns then your opponent rages. It gets you rage faster but also gives an advantage to your opponent. This seriously needs a buff. Perhaps instead of rage gain maybe it could increase aux sort of like deadly aim but weaker. Because we all know 39 dmg +13 dmg plus support would be overpowered. But maybe say at level 5 it would be +4 dmg gained for auxilary.

Fourth item on the list Intimidate at best intimidate can take away up to 40 str but usually your average joe has 40-65 support so around -32 shall we say? Now how can this counter smoke or malf... It cant first of all malf and smoke attack def and res directly. All intimidate does is attack str so when we intimidate they use aux bot etc. You get my point it only attacks str. Maybe it could debuff str and debuff support at same time. Therefore eliminating the use of an aux to get more dmg. Intimidate can be avoided smoke or malf can't at least not for mercenaries.

Fifth item on the list:Berzerker omfg the almighty zerk. Now I'm going to compare this to mass. Mass has more dmg percentage and is unblockable. Zerk is blockable and its kax is 90% now zerk is a good skill. But I would suggest making it unblockable and lowering the dmg percentage. Say 75% at max instead of 90% I cannot tell you how many times my zerk has been blocked. It takes 1 turn to warm up while mass takes 3 so maybe you could increase warmup to 2 and make it unblockable and lower dmg percent.

That concludes my comments and suggestions to make the Mercenary class better. Tell me what you think. Is the mercenary underpowered? Why or why not.

Thank you :D

< Message edited by cool preston -- 11/11/2012 6:23:16 >
MQ  Post #: 1
11/11/2012 6:25:18   
robo90925
Member

Merc was OP when hybrid armor was like that....

And one name, Illuminator.... Deadly powerful merc......

A slight buff wouldnt hurt though.

Hybrid is fine.
I think zerk is fine (unless been strength abused.....).
Changing adrenaline might be good.
intimidate is fine (also buffing intimidate will mean buffing BM).
Blood commander, woah buffing life steal with strength abuse = 120-150 strength = 37-40 strength... + bezerk will be OUCH!!! (unless blocked of course)

Yep.... Most needed thing is a new passive. Adrenaline is pretty sucky. I mean, rage earlier??? That sucks. A new passive will be good. But, if u make it increse aux dmg... say hello to a new era of support mercs with support abuse, artillery strike, deadly aux dmg and high blood commander........ And if supports gets the buff people are wanting..... totally devestation......... Though, it is a theory of course, we never know untill tested.

< Message edited by robo90925 -- 11/11/2012 6:37:36 >
AQW Epic  Post #: 2
11/11/2012 6:27:19   
cool preston
Member

Didn't say revert back to the other hybrid armor i just merely suggested that hybrid armor needs a buff.

What did you think of my other ideas?
MQ  Post #: 3
11/11/2012 6:46:35   
Mother1
Member

quote:

Hybrid Armor max is 6 def 5 res... Where as before it was 13 def and can be switched to res. Smokescreen and Malfunction totally obliterate this passive its still there but has very little effect. The only counter we have is Intimidate which at best Takes off 12 dmg at worst 5. This needs a buff and bad hybrid armor not intimidate.


Well you can thank the bug they removed for this. When level 35 was introduced it went up to 7 defense and still had 6 resist. after the move bug was cleared each went down by one so I can agree with you here.

quote:

Secod item Blood Commander. The lifesteal on this must be increased... Blood lust is a passive and gains at least like 5 hp per turn 13 if they hit high. I have a str merc and with a level 8 blood commander whichtakes 1 turn to initiate If i do say 45 dmg I gain about 4-6hp is that fair?? No It is not. While a person with blood lust maxed does 20-30 dmg and gain enormous amounts of hp. blood commander lasts 4 turns bloodlust is anpassive... In the 4 turns we need more hp to counter bloodlust.


Blood commander with lifesteal =/= Bloodlust life gain. Bloodlust is a passive which soul purpose is to give you back health with strikes. Blood commander however is a buff that gives you strength with a life draining bonus. It is in no shape of bloodlust equal. If they did that it would become like static was before it's nerf (meaning a move that is better then a passive)

quote:

Thrid item on the list Adrenaline... I dont mean to be rude but wtf is this skill there for? sure you get it 10 you rage in two turns then your opponent rages. It gets you rage faster but also gives an advantage to your opponent. This seriously needs a buff. Perhaps instead of rage gain maybe it could increase aux sort of like deadly aim but weaker. Because we all know 39 dmg +13 dmg plus support would be overpowered. But maybe say at level 5 it would be +4 dmg gained for auxilary.


Ok this passive already got a buff in the past, and because of it some merc rage at turn three which in itself is a good thing. Also there was a passive that worked like deadly aim however, it was removed when they nerfed support. By adding this effect to adrenaline you would OP support merc builds.

quote:

Fourth item on the list Intimidate at best intimidate can take away up to 40 str but usually your average joe has 40-65 support so around -32 shall we say? Now how can this counter smoke or malf... It cant first of all malf and smoke attack def and res directly. All intimidate does is attack str so when we intimidate they use aux bot etc. You get my point it only attacks str. Maybe it could debuff str and debuff support at same time. Therefore eliminating the use of an aux to get more dmg. Intimidate can be avoided smoke or malf can't at least not for mercenaries.


No because then it would OP BM since they also have intimidate as well and we already have people complaining about BM. This would also OP mercs since it would affect aux as well.


quote:

Fifth item on the list:Berzerker omfg the almighty zerk. Now I'm going to compare this to mass. Mass has more dmg percentage and is unblockable. Zerk is blockable and its kax is 90% now zerk is a good skill. But I would suggest making it unblockable and lowering the dmg percentage. Say 75% at max instead of 90% I cannot tell you how many times my zerk has been blocked. It takes 1 turn to warm up while mass takes 3 so maybe you could increase warmup to 2 and make it unblockable and lower dmg percent.


NO! if they do this strength mercs will have a field day with this. Strength builds are already OP and you want to make another strength move unblockable? I could never agree to that since I could see this being done with rage or just being used willy nilly just because it can't be stopped. So no not supported and never supported.
Epic  Post #: 4
11/11/2012 6:50:11   
cool preston
Member

Think of it this way deadly aim is not fair... So why can't adrenaline give +7 dmg more MAXED and artillery already sucs and I doubt they will change field medic to support again deflects... Might get changed back to support. A buff somewhere is needed and i think hubrid amror is fitting. But i like this auxilary idea. Plus mages get malf to use with deadly aim.. We get nothing and aux takes 3 turns to xooldowb not 2 its balanced in my opinion.

As for blood commander. I have a str build and increasing it to say if you hit 55 you get 7-9 hp
Thays more than fair blood lust is way over powered.

Adrenaline would be replaced with the aux like deadly aim skill not added..

Intimidate yeah i didnt think about blood mages.

Zerker Max 75% that goes down all the way to 30% thats fair for an unblockable. It would not be overpowered mercs would have to put all points just to get 75% leaving no room for barely any other skill. Plus naturally you would have to up the energy required.

Hybrid armor is a must

Posts merged, please do not double post as it is considered spam. Please use the edit button to add additional information to your post. ~Illuminator

< Message edited by Illuminator -- 11/11/2012 14:46:50 >
MQ  Post #: 5
11/11/2012 7:00:29   
Mother1
Member

@ Cool perston

It is OP only with strength builds and strength builds op with passive =/= whole class OP with passive.

It is the same thing with deadly aim. Str builds are OP with it not the whole class. As I said before they already had a passive for this but they removed it to nerf support. Also support is going to get a buff the developers said it themselves.

Also you want this for a strength build? That is even more reason for me not to support it. Strength builds are OP enough as it is. Last thing we need is something that OP them even more and buffing blood commanders life gain would do just that. Also when maxed out blood commander would give you 7-8 health with a 55 hit so it is already there. At all levels of blood commander it would be OP since strength itself is OP.

just because you think the passive adrenaline is worthless don't mean other feel the same. Many people like this passive since it makes them rage at turn three sometimes.

also replace intimidate with the aux skill of deadly aim? No because then they would have 3 passives and would be at an unfair advantage over the other classes.

Lastly I still don't support making berzeker unblockable. Massacre was made unblockable because it was an ultimate move and the other ultimate are also unblockable and can't be raged. However berzerker can be raged and even if it has 75% damage at max strength builds would abuse the crap out of it and then we would have to worry about getting two turned by mercs like Blood mages used to do with this move when they had it. Plus if they did get this it would only be a matter of time before data shows up that Mercs are winning too many matches against everyone and boom instead of getting buffs the will get nerfed.

< Message edited by Mother1 -- 11/11/2012 7:07:18 >
Epic  Post #: 6
11/11/2012 7:03:22   
Ranloth
Banned


You doubt Heal will be scaled by Support? Keep doubting, Rabble already confirmed that he's working on it so it won't be OP as it was but still scale..
Adrenaline is for quicker rage gain not bonus damage, although in fairness your average DpT does raise since you rage quicker. I had a suggestion for Adrenaline to also slow down their rage gain by the % Adrenaline gives (in 2v2, it'd be split between 2 enemies). Which is already good boost since they take even longer to rage and you can rage quicker.
Buff to HA would be unfair towards other passive Armors since they are ~same and you wanna make the gap wider between them.

TMs have Malf and DA? Right. And you have passive Armor and Intimidate, use Intimidate and you can lower damage from Gun and DA & Armor can cover you from some of the damage.. :V You get bunch of damaging skills which no other class has.
BC is fine, it takes turn to apply and it's up to 15% damage to HP, at Lvl 10 which costs Energy too. It was a nice buff. Another way to slightly buff up Intimidate would be to do the same but EP regen from the skill (depends on enemy's damage dealt to you) and similar % so you could probably get back most of the Energy spent on Intimidate & be able to save your Energy in a way.

Aux DA? It was already given to Mercenaries and VERY underpowered. Auxes have very high cooldown and using Aux DA was almost pointless because damage boost wasn't enough for the points spent & with such high cooldown.

< Message edited by Trans -- 11/11/2012 7:04:23 >
AQ Epic  Post #: 7
11/11/2012 7:05:18   
cool preston
Member

Ive played as a str merc and i only do 55-60 dmg on zerk 25-30 dmg with regular stuff and thays with the buff without. It really sucs. I didnt meanto be on par with blood lust just for it he to increased a tiny bit. Also what aux passive did they have?? I was gone for a year so I missed it.


In all honesty intimidate cannot counter smoke or malf. For primaries and guns a little bit but auxs and robot still have same dmg.

If heal is going to be increased then i guess the aux thing would be bad. But adrenaline seriously sucks...

Hybdric needs a buff you cannot deny that. Mercs can get high dmg easily through malf or smoke. And intimidate barely helps.


@mother1

There are only two passives not three. Adrenaline and hybdrud armor where is the third? Also I get your point about rage maybe also make it unrageable? But then you would have to icrease the dmg perecentage again.

Posts merged, please do not double or triple post as it is considered spam. Please use the edit button instead. Please be sure that you have read the Comprehensive Forum Rules > Posting Behavior so that you know what is considered spam. ~Illuminator

< Message edited by Illuminator -- 11/11/2012 14:52:06 >
MQ  Post #: 8
11/11/2012 7:23:38   
Mother1
Member

@ cool preston

you were talking about replacing intimadate with the aux passive. That would have given mercs 3 passives which would have given them an unfair advantage over the other classes.
Epic  Post #: 9
11/11/2012 7:26:37   
cool preston
Member

I was talking about replacing adrenaline with aux passive but make it powerful since 3 turn cooldown. I said to buff ibtimidate i like Trans idea about intimidate regaining ep.
MQ  Post #: 10
11/11/2012 12:25:38   
Blaze The Aion Ender
Member

Making Merc a competing class again

Either:
Change back Hybrid Armor

OR

Replace adrenaline with the aux improving thing
You can only use it once per 3 turns, whereas gun can be used every 2 turns
If the gun is now as powerful as the aux, how would a gun improving skill be less powerful than an aux improving skill

< Message edited by Blaze The Aion Ender -- 11/11/2012 12:33:06 >
AQ DF MQ AQW Epic  Post #: 11
11/11/2012 16:47:27   
cool preston
Member

Making hybrid shield better could be something like this.

Hybrid Shield should be able to deflect some perecentage of dmg back to enemies while a debuff lasts such as smoke or malf. Also it should be 7 def 6 res not 6-5

OR It could be changed back to 13 def which can be transferrable to res.

Adrenaline is a dumb skill so I say rePlace with aux deadly aim but make it slghtly stronger... Because of 3 turn cooldown.

I still like trans's idea about gaining ep while you intimidate. Kind of like assimilation.
MQ  Post #: 12
11/11/2012 17:01:03   
Firewallblast
Member

Hybrid armor shouldn't be changed back to it's original. What about TLM and CH they would be or should be able to do that too. So no.... At max level Hybrid armor should be 6 def and 6 res no problem. Not 7 def and 6 res though (=13 not 12, how it should). Aux idea, sure as long as the requirement is high in dex or tech or maybe strength. EP with intimidate should be scaled slightly lower than reroute but still in the 20% at max level due to reduced damage....
AQW Epic  Post #: 13
11/11/2012 17:07:03   
cool preston
Member

TLM has blood shield to counter malf mercs dont have Anything and CH has reflex boost... So how would it be unfair???

Aux Deadly Aim would have to have high tech requirement. Since high dex would not make sense. 7-6 is totally fair and equals 13 when we get malfed or smoked our defense or res goes down so much.

20% regen to EP at max seems fair since it also reduces str.

MQ  Post #: 14
11/11/2012 17:10:34   
Firewallblast
Member

I never said it was unfair to revert to the old Hybrid Armor. Both CH and TLM have passive armor so if Merc's passive armor is made interchangeable Ch's and TLM's passive armor would have to do the same. I think the 6 def and 6 res at at least level 32 is the most beneficial.
AQW Epic  Post #: 15
11/11/2012 17:16:43   
cool preston
Member

But CH and TLM have counters to malf/ smoke. Defense matrix and Blood shield.

Mercenaries have to sit there and take it which is why 7 def 6 res is fair... Plus thats how it was originally.
MQ  Post #: 16
11/11/2012 17:19:37   
robo90925
Member

Hybrid armor is fine.

A tank with 30-33+5+6 and 30+33+5+5 is really good. It is just that mercs cannot produce a consistant amount of damage. I think changing the passive is the best idea.
AQW Epic  Post #: 17
11/11/2012 17:21:23   
Mother1
Member

It used to be 6 for each until they added level 35. then when you got to level 35 if you were a merc your hybrid armor went up to 7 defense and 6 resist. then when they fix a bug the armor took a nerf to 6 defense and 5 resist.

Merc used to have blood shield but they removed it for adrenaline so that the class would have 2 passives like everyone else. People said it wasn't helping them and they needed a new passive for mercs to put them on a better playing field so they remove blood shield and gave them this passive. Personally mercs also got the bad end of the deal when they nerfed the assault and rusted assault bots as well since this was the only way they could get rid of debuffs effectively.
Epic  Post #: 18
11/11/2012 17:26:42   
Firewallblast
Member

quote:

But CH and TLM have counters to malf/ smoke. Defense matrix and Blood shield.

Mercenaries have to sit there and take it which is why 7 def 6 res is fair... Plus thats how it was originally.


Really just CH, TLM has fixed defense points when using blood shield and a cost of health...It was good for Mercs as they had no energy but for TLM it's practically useless.... (Sorta offtopic...)
AQW Epic  Post #: 19
11/11/2012 17:29:45   
cool preston
Member

Exactly my point at level 35 it should be 7 def 6 res Like it was. Adrenaline needs to be replaced with aux passive.

It is nearly impossible to have 30-36 in def and res... I have never seen anyone with both...

Improving hybrid shield and buffing intimidate to ep regen and aux passive are the way to go.
MQ  Post #: 20
11/11/2012 17:33:08   
Firewallblast
Member

It's possible but you'd have low support and strength but probably enough to have 5 focus to use you're bot....
AQW Epic  Post #: 21
11/11/2012 17:41:19   
cool preston
Member

Wether its possible or not its not relevant hybrid shield needs a buff

And with two updates hybrid armor and Adrenaline to a more powerful deadly aim for aux... Given 3 turn cooldown.

This would make the merc be able to compete more.. Also just an idea what about combining adrenaline and aux passive. At max level have 15% rage gain.

And at max level +9 to aux. Plus 15% more rage gain.

I cannot see this as being op because of 3 turn cooldown and all the skill points just to get it to 15% rage gain and +9 to auxilary.

< Message edited by cool preston -- 11/11/2012 17:43:52 >
MQ  Post #: 22
11/11/2012 18:05:00   
Firewallblast
Member

Aux + rage gain? You're basically putting support benefit on support benefit.. One of the benefits of having support is you get rage faster. A skill that does that and adds damage to your aux is just.... wrong for lack of a better word.
AQW Epic  Post #: 23
11/11/2012 18:12:24   
cool preston
Member

It barely does anything if you were a merc you would know raging gets the other persons rage up faster.
MQ  Post #: 24
11/11/2012 18:34:43   
VornWrath
Member

I would say give blood shield back and remove adrenaline...Mercs seemed pretty fine back then with that. Or at least make hybrid +6 for both def AND res at max. I kinda miss being able to switch it though.... Maybe using cool preston's idea of the adrenaline buff, and adding passive aux damage. But of course rage gain would have to be reduced. I would say something around +17% rage gain and +7 damage at max, hmm? Support builds would finally be viable again! :3

< Message edited by VornWrath -- 11/11/2012 18:36:07 >
Epic  Post #: 25
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