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RE: Stat Balance & Other Idea

 
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4/10/2013 0:44:31   
Betabot.
Member

I support the rough outline of it, but it of course will need a lot of work put it into the game, it would mean pretty much mean releaseing Omega (in terms of time to get this working).

One point though that you have to look at is the idea of Swords Vs Class Weapons. If the sword even only gets like +6 damage, then I don't see it worth the move from being able to use class skills.
Epic  Post #: 26
4/10/2013 0:51:35   
goldslayer1
Member

quote:

So a Level 35 Sword would give me +39 ? Well ok , that's actually a good deal for me ( and for balance ) .

10% is an example. could be slightly lower.

@betabot
the reason for having sword damage be % based is because at

lvl 10

Primary: 10 damage
Sword: 11 damage
sword damage increase: 10%

lvl 35

Primary: 35 damage
Sword: 36 damage
Sword damage increase: 2.8%

as lvls get higher, the increase is lower in terms of %.
maybe the sword does have +6 damage over the class specific, but u also have to consider the lvls.
AQW Epic  Post #: 27
4/10/2013 1:02:39   
Betabot.
Member

quote:

quote:

quote:

So a Level 35 Sword would give me +39 ? Well ok , that's actually a good deal for me ( and for balance ) .

10% is an example. could be slightly lower.


@betabot
the reason for having sword damage be % based is because at

lvl 10

Primary: 10 damage
Sword: 11 damage
sword damage increase: 10%

lvl 35

Primary: 35 damage
Sword: 36 damage
Sword damage increase: 2.8%

as lvls get higher, the increase is lower in terms of %.
maybe the sword does have +6 damage over the class specific, but u also have to consider the lvls.


I realise that, but what I am saying is that, if swords only receive a damage boost over the class weapons, then what would be the point of having a sword?
For example, you are saying swords and class weapons should both have 35 stat points each at max.

If I had a choice between a:

Sword - 40 damage - 35 stats
Class - 35 damage - 35 stats

I would go for the class weapon, so that I could use the class skills.
Epic  Post #: 28
4/10/2013 1:12:28   
goldslayer1
Member

@betabot
swords would still be used depending on the builds.

most 5 focus builds use swords. tank builds tend to use swords.
support builds merc/tlm tend to use sword.

it would still be used, but only for the right builds.
AQW Epic  Post #: 29
4/10/2013 1:23:03   
Betabot.
Member

quote:

@betabot
swords would still be used depending on the builds.

most 5 focus builds use swords. tank builds tend to use swords.
support builds merc/tlm tend to use sword.

it would still be used, but only for the right builds.


Though the main reason currently that people use swords is for the stat point advantage and the extra + 1 damage. What your suggesting is to give a higher extra damage but take away the stat point advantage, which isn't worth sacrificing class skills for.
Epic  Post #: 30
4/10/2013 3:25:45   
goldslayer1
Member

@betabot
then how about only 1.1 damage per lvl on sword
and 1.1 stats per lvl on the sword?

this leaves it at 39 damage and 39 stats rounded up.

39 damage and 39 stats
vs
35 damage and 35 stats

< Message edited by goldslayer1 -- 4/10/2013 3:26:27 >
AQW Epic  Post #: 31
4/10/2013 3:54:54   
Drianx
Member

High HP favors classes with Reroute. Remember that some classes run out of Energy in few turns.
AQW Epic  Post #: 32
4/10/2013 4:33:57   
goldslayer1
Member

@drianx
it favors all passives.
in the long run, bloodlust has more time for damage output (gaining hp)
in the long run, passive armor classes have defended against more damage.

i dont know where this fixation that only reroute benefits from it, comes from.

while tech mage has ep regen, other classes have their own qualities. (and as far as i know, only merc doesn't have a way of regaining energy)

< Message edited by goldslayer1 -- 4/10/2013 7:11:09 >
AQW Epic  Post #: 33
4/10/2013 8:14:12   
Drianx
Member

quote:

i dont know where this fixation that only reroute benefits from it, comes from.

There was a time when heal looping mages were dominating exactly because of that.
At the point where other classes had their Energy pool depleted, mages were still healing themselves and malfunctioning. Oh and there wqs also boosting.
Most favored is Reroute, then Bloodlust, then Passive Armor - which is the weakest of the three, because it can be fought around and it is ignored when Raging.
AQW Epic  Post #: 34
4/10/2013 8:21:23   
goldslayer1
Member

@drianx
Field medic no longer runs on support though.
u also did less damage back in beta as compared to late gamma and delta (or even today). (str builds pretty much hit 30-40s every turn in delta, same for str bhs and BMs.)

heal loop thrived off the fact that its heal exceeded its energy regeneration.

lvl 1-4 FM back then (from what i remember in my own builds) healed 55-75 HP.
thats 17-23 energy being used. for a LARGE heal that would give me more energy through reroute than i spent on field medic. + the boosters.

although the current situation with field medic doesn't really help since it favors tanks more

not to mention, energy drainers weren't as popular back then as they are now.
now you have energy shot, energy storm, frostbite, people actually using EMP as strategy.

i get what u mean but the circumstances are different this time.

< Message edited by goldslayer1 -- 4/10/2013 8:28:34 >
AQW Epic  Post #: 35
4/10/2013 9:55:06   
Betabot.
Member

quote:

@betabot
then how about only 1.1 damage per lvl on sword
and 1.1 stats per lvl on the sword?

this leaves it at 39 damage and 39 stats rounded up.

39 damage and 39 stats
vs
35 damage and 35 stats


That does sound more reasonable for a trade-off of class abilities.

@ HP and healing topic part
Remember the dev's were looking into going back to heal increasing with support. Not back to how OP it was back in the old days, but a boost.

@ Whole topic
After thinking awhile, I don't know about the whole idea of huge amounts of HP and stats. We could have battles taking 10 mins or so, for just average battles, while long battles could take even longer. Don't know how that could impact gameplay. Of course there is going to be more damage getting thrown around, but there will also be more defence.
Epic  Post #: 36
4/10/2013 10:06:08   
goldslayer1
Member

quote:

After thinking awhile, I don't know about the whole idea of huge amounts of HP and stats. We could have battles taking 10 mins or so, for just average battles, while long battles could take even longer. Don't know how that could impact gameplay. Of course there is going to be more damage getting thrown around, but there will also be more defence.

10 minutes O.o this isn't a 4 way tank battle in team mode.

battles will be longer than currently.

although higher hp will be affected less by luck.
for example. right now if ur build is in the 80s hp, a crit probably takes half ur hp right?

hard to come back from that. if ur hp was twice as high, u have more room for strategy, and luck doesn't have as big of an impact.
AQW Epic  Post #: 37
4/15/2013 1:07:20   
Soul of Shadow
Member

Agreed except the 0 ep thing.
Epic  Post #: 38
4/15/2013 2:31:01   
Lord GaGa
Member

I think it's a wonderful idea. You make the point of fixing some of the balance before they hammer every build into the ground with nerfs when what we really want it buffs.. at the moment people are using like 80ish health which is ridicolous but simply because of nerfs and no enhancements
AQ AQW Epic  Post #: 39
4/17/2013 15:08:22   
ansh0
Member

I still think 1.5 HP(or 2) is much better than 3.

Since if you get 3 per point, fights would be very long, which would make you get very few wins.

On top of that, rewards would seem too small for such time.

You would gain less than 1000 credits in 2 hours.
Epic  Post #: 40
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