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New skills to fix overlapping passives

 
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3/21/2013 0:18:26   
  Exploding Penguin
Moderator


One of these I actually suggested earlier but I don't think many people bothered to view that topic. Anyways, here are a few suggestions for replacing skills to reduce overlapping ones:

BH (Still called Shadow Arts) (Replaces Shadow):

Penetrate a % of your opponent's defenses on all attacks. Does not stack with rage/crits, but stacks with cheap shot's defenses ignoring properties.
Stat Requirement: Support (24 (+2 per level))
Improves with: None

1. 1% ignored
2. 2%
3. 3%
4. 4%
5. 4.5%
6. 5%
7. 5.5%
8. 5.8%
9. 6.1%
10. 6.4%

CH: Energy Efficiency (Replaces Shadow)

Increases energy removed when using EMP, reduces energy removed from you when the opponent takes your energy, and reduces energy cost of all skills by a %
Stat Required: Technology (17 (+3 per level))
Improves with: None

1. 1%
2. 2%
3. 3%
4. 4%
5. 5%
6. 6%
7. 7%
8. 8%
9. 9%
10. 10%

Just to clarify on this skill, if I had it at level 10 against an opponent who can remove 30 energy with atom smasher, and I have an EMP which can remove 28 energy at level 1, this would be what happens.
-When he uses atom smasher, it will take 27 energy away from me instead of 30
-When I use EMP, I will take away 31 energy instead of 28
-When I use EMP, it will cost me 9 energy instead of 10

TM: Technical Master (Replaces Deadly Aim)

Boost your technology (not your base, this will be applied like a buff with the green text) passively.
Stat Required: Support (24 (+2 per level))
Improves with: Strength (7 strength per +1 more tech) [Yes, a passive which improves with a stat. However, I juggled the stats it improves with and the stat required to make it hopefully work, while keeping the passive itself interesting]

1. +2 tech (base)
2. +4 tech
3. +6 tech
4. +8 tech
5. +10 tech
6. +12 tech
7. +14 tech
8. +16 tech
9. +18 tech
10. +20 tech

For example, if I had this passive at the max level and I had 35 strength, I would gain +25 tech passively. 20 + 35/7 = 25.
A Dexterity version of this could be applied to BHs in replace of shadow arts as well, but I feel it may OP them since they'd be getting a passive which directly boosts their defense while stacking with BL.

TLM: Siphon Shot (Replaces reroute)

Gun and Auxiliary attacks passively recover energy based off of damage dealt.
Stat Required: Dexterity (24 (+2 per level))
Improves with: Dexterity (+1% per 6 dex) [I also made it increase with a stat to make it more interesting while balancing it to have applicable uses in some situations, but not so with support abuse. The dex requirement makes it hard to prevent it from being deflected, but it also improves with dex at the same time to mix it up while keeping the passive in check]

1. 5% energy recovered when using Aux/Sidearm (base)
2. 8%
3. 11%
4. 14%
5. 17%
6. 19%
7. 21%
8. 22%
9. 23%
10. 24%

BM: Melee Master (Replaces Blood lust)

Passively drains HP by a %, as well as reduces the opponent's rage by a % of their current rage. Only applies to blockable attacks. Also does not work to stop an opponent's rage if they initially had a 100% rage meter.
Stat Required: Support (24 (+2 per level)) [I am aware this would make it hard for the opponent to get rage in the first place. Since I'm reducing BM's survival capabilities by replacing blood lust, this is only a fair replacement to keep the class a bit similar to what it was before in terms of endurance]
Improves with: None

1. 5% HP recovered back, 1.5% rage reduced
2. 8% HP recovered, 3% rage reduced
3. 10%, 4%
4. 12%, 5%
5. 14%, 6%
6. 16%, 7%
7. 17%, 8%
8. 18%, 9%
9. 19%, 10%
10, 20%, 11%

I understand that this would make it hard to use deadly aim on BM, so here's an appropriate buff to deadly aim to fit in with this new BL replacement for BM:

Passively boosts gun damage by a %, as well as removes energy of the opponent by a % of damage dealt. (Same damage boost as it currently is)

1. 9% of damage dealt into energy removed
2. 11%
3. 13%
4. 15%
5. 17%
6. 18%
7. 19%
8. 20%
9. 21%
10. 22%
Epic  Post #: 1
3/21/2013 1:29:19   
Silver Sky Magician
Member


You do realise that you're buffing BH and BM, which are precisely the classes that don't need buffs. And it's not even a slight buff; it's a massive one. And you're nerfing TM and TLM, which really don't need to be nerfed.
Post #: 2
3/21/2013 19:39:43   
  Exploding Penguin
Moderator


@Silver Sky Magician: I would argue that my suggestion to replace reroute on TLMs is far superior as reroute is pretty much one of the worst passives in the game as of now. Reroute requires HP, and investing in HP doesn't bring too many benefits when you want to tank. Also, people can easily work around reroute so that you can't heal or do what you want to do. Deadly aim is also very weak now, and the suggested passive for TM increases their tankiness, deflection chance, AND power of plasma bolt, which scales extremely quickly with tech. It also increases bot damage. On BM, the lifesteal and rage reduction only happen on melee attacks, making it hard to work with since you need support to use it. As a focus build, your best damage options are your gun and bot, both of which won't give you lifesteal. As a strength build, the support requirement will easily get in your way, making it hard to use. As a support build, your opponent would gain rage at a much slower rate, but your aux is your only damage option, and thus you would rarely use melee attacks aside from intimidate. If I replaced blood lust with the suggested passive alone for BM, the class itself would be extremely underpowered because it would lack survival capabilities. Therefore, I introduced a weak EP removing property to be paired with deadly aim. The new shadow arts I suggested for BH isn't even nearly as strong and annoying as the current shadow arts is. With smoke, BHs will pretty much have a near 100% chance of negating damage from one attack per fight that's 5+ turns long. Given that average defense/resistance is approx 31-32, your damage boost per attack will only be around 2, and 3 against slightly tankier opponents. As of now, this attack is already on par with deadly aim; at max level, deadly aim gives +9 damage. At max level of the new shadow arts, you'll gain +3 damage per turn, and over 3 turns +9 damage. Also, it doesn't stack with rage and crits, and smoke weakens the effectiveness of the passive by reducing the opponent's defense anyways. The passive itself is easily weaker than deadly aim.

Removed reply to deleted post. ~Tanky

< Message edited by TankMage -- 3/25/2013 10:04:02 >
Epic  Post #: 3
3/22/2013 18:38:59   
Trifire
Member
 

lol, you are making battle mage not viable anymore and making casters OP IMO. I do not support these changes.
Post #: 4
3/22/2013 20:46:23   
  Exploding Penguin
Moderator


It'a called blood mage, not battle mage (unless you're referring to strength mages, also known as battle mages).

There's a suppport requirement to prevent abuse of the passive that would, from your point of view, OP caster builds.
Epic  Post #: 5
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