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RE: About Luck

 
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4/3/2013 17:30:21   
Mother1
Member

@ sylvanelf

There is something else that would have to be done as well. If they removed luck like you wanted a lot of things in the game would be rendered worthless. Shadow arts for example would need to be replaced with another new passive so it wouldn't OP the hunter class but at the same time not underpower them either.

Also a lot of old weapon promo's would have to be taken out and everyone money refunded since a lot of items still work passively for luck. here is a list of the core I know of.

Lucky strike 2% 7% Worthless now since there are no blocks so you will always connect
Stun gun 5% chance to stun worthless now since there are no stuns
Mark of azreal (Azeal's bane and curse were promos) 5% chance to crit with normal strikes. Worthless now since there are no crits.
Massive strike increases crits by 10% worthless now since there are no crits to power up.
Cores that increase/add block crit stun deflect all worthless now since these don't exist.

Then there are all the stun moves as they would need to be replaced since stun's no longer exist as well.

In other words removing luck as it is now is also playing with real money since many of us myself included brought promo's that worked with these same luck factors you want removed and you saw how people were ticked when it came to the last refund.

< Message edited by Mother1 -- 4/3/2013 17:31:54 >
Epic  Post #: 26
4/3/2013 18:00:39   
SylvanElf
Member
 

@ mother1

That's also true, and I'm aware it's unlikely they'd actually do it. But I thought the possibility worth discussing.
Post #: 27
4/3/2013 18:36:52   
Stabilis
Member

Funny thing, even if blocking deflecting calling (sounds better than critting) stunning were all removed...

battles would still be very very lucky.
AQ Epic  Post #: 28
4/3/2013 20:26:52   
frogbones
Banned


^ For those of you don't know what he means, here's an example.

You: Defense and Resistance are each 26-32

Opponent: Has 60 Strength so strikes for 13-16 (+36) damage

So the damage range could be anywhere from 36+13-32 = 17 damage to 36+16-26 = 26 damage

So in this example, if each player had the same strength and def/res and just struck one another, you can see how much variance (luck) there is in ED even if all the other luck factors were removed.



< Message edited by frogbones -- 4/3/2013 20:28:35 >
AQ DF AQW Epic  Post #: 29
4/3/2013 20:38:18   
Mother1
Member

@ frogbones

that is assuming everything is the same. Remember everyone doesn't have the same build and one build will have an advantage over another.
Epic  Post #: 30
4/3/2013 20:41:24   
frogbones
Banned


Umm, not sure how, but somehow you totally missed the point.
AQ DF AQW Epic  Post #: 31
4/3/2013 20:41:43   
midnight assassin
Member

I really don't care about luck and on how it trolls hard but seriously this is the only way to help open minded persons who are willing to spend lots of credits to get a unique build and not join the majority.
MQ AQW Epic  Post #: 32
4/3/2013 20:48:39   
Dual Thrusters
Member

I already have 2800 losses, I don't really care if luck swoops by and gives me a few more. I like to focus on my GGs rather than those losses caused by luck.
MQ AQW Epic  Post #: 33
4/3/2013 20:53:11   
Blaze The Aion Ender
Member

My recent beefs with luck have been getting disconnected
Lost a few fights recently from disconnecting, and it's bloody annoying
I'm learning to be a little less annoyed by luck, it is hard, but I am learning
AQ DF MQ AQW Epic  Post #: 34
4/3/2013 20:57:58   
Nexus...
Member

Broken game is still broken. You can try and "justify" the reasons for why Luck should continue to affect a battle in its current state, and you can do your best to tell yourself and the rest of the community that we are just "exaggerating", but if you have ever played ANY kind of PvP computer game OTHER than an AE game, you would know how broken balance really is.

Broken balance, broken game.


Prophet
Epic  Post #: 35
4/3/2013 22:07:09   
Stabilis
Member

Frogbones,

I do agree, damage ranges will be random especially when they are more wide, yes. Though the main source of randomness that I did not mention was the uniqueness of the opponent. How they behave, which and how many stats, which and how many skills, etc. The opponent is the most random thing of all.

If we concentrated our efforts on expanding the skill trees and the selection of available cores... we might be able to downplay the role of turn-by-turn RNG events.
AQ Epic  Post #: 36
4/4/2013 8:13:44   
Silver Sky Magician
Member


Can we make it such that once a person gets a block/deflect/crit/stun, he'll be less likely to do so again? This is to prevent things like 3 crits or 4 blocks in the same game, which is actually and frustratingly and inexplicably fairly common, from happening.
Post #: 37
4/4/2013 8:24:44   
ansh0
Member

Or if you get a block this turn, you cannot have luck favoring you in the next turn.

So luck cannot strike twice in a row for 1 person.
Epic  Post #: 38
4/5/2013 9:13:19   
estehmanisdinginnn
Member

Well, I'm not bothered by luck AT LEAST until a guy deflected my rage IA special at turn 8. He won.
Epic  Post #: 39
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