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RE: =ED= May 23rd, 2013 - The Dread War

 
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5/23/2013 16:05:10   
martinsen5
Member

Are you telling me I'll have to waste a round as well as energy to activate Blood Lust on my Bounty Hunter? Not looking forward to this, but eh, we'll see how things go.
AQW Epic  Post #: 26
5/23/2013 16:07:53   
kosmo
Member
 

Wow passive skill turned into active, I dont remember any bigger change.
Epic  Post #: 27
5/23/2013 16:10:44   
Noobatron x3000
Member

I'm going to wait and see but this change of passive to active could be the final straw for me with ED if its executed in the usual poor fashion.
Post #: 28
5/23/2013 16:14:43   
goldslayer1
Member

ohh man.....
everybody get ready to see those passive-less quick kill builds again *looks at str/supp mage*

the only question i have is, those the passive last X amount of rounds or for the rest of the match?


< Message edited by goldslayer1 -- 5/23/2013 16:20:32 >
AQW Epic  Post #: 29
5/23/2013 16:22:59   
upgradefire
Member

im sorry but how does changing passive skills change to active count has balance changes. wont this just be more chaos

< Message edited by upgradefire -- 5/23/2013 16:23:18 >
AQ DF MQ AQW Epic  Post #: 30
5/23/2013 16:26:54   
Angels Holocaust
Member

This game gets better and better with each new release.
Post #: 31
5/23/2013 16:27:36   
Mother1
Member

I can see one good in this. For those who had passive armors when rage comes those former passives won't shut down. But still I personally think this is a bad idea that will make balance worse then better.
Epic  Post #: 32
5/23/2013 16:39:21   
goldslayer1
Member

this doesn't seem to be getting better -_-
well back to my other games for me.
AQW Epic  Post #: 33
5/23/2013 16:40:03   
EpicIsEpic
Member

I wasn't hoping for something like this at all. I was hopeing that they would replace maby SOME pasives e.g. shadow arts but not every single one. What i mean is luck based passives like SA.
Post #: 34
5/23/2013 16:51:09   
The Incredible Hulk
Banned

 

They change the game too much with balances that Obviously people will leave the game ^_^.

I will most likely play in wars but other then that, cannot be asked to play.
Epic  Post #: 35
5/23/2013 16:56:57   
caser5
Member

Passive to active? Seems like a bad idea to me, personally as TLM who lives on passives... Also it seems to me that mercs will be way better than TLM's, now both (will) have armors and energy regain, only mercs have a much higher damage output....Fun.

The consequences of the passive to active will be immense and somewhat unanticipated, if the staff's record on balance stays the same... This one scares me.

_____________________________

Curiosity Killed the Cat
AQ DF MQ AQW Epic  Post #: 36
5/23/2013 17:21:35   
Stabilis
Member

quote:

To make battles a bit more engaging, passive skills are being converted into active skills. A long-overlooked area has been energy regain for mercenaries,so that class will now be given an energy regain skill.


Oohh, interesting. I will anticipate what skills replace our passive skills. I support the concept here: switching to all active skills, which in turn involves players more in a battle per unit of time.
AQ Epic  Post #: 37
5/23/2013 17:29:24   
Noobatron x3000
Member

^ Don't click 2v2 dude now the Kids with no builds have even more ways to get you killed as of tomorrow (more mistakes to make). Man I'm not looking forward to this update at all. All I sense is the absolute chaos it is going to create. Probably kill a good few classes in the process. Ah well i have a feeling the next update for me will be a case of "it was fun while it lasted epic duel i suppose."
Post #: 38
5/23/2013 17:41:43   
doomkiller98
Member

God what is going through the heads Of these People!!!

Are they just giving up on this game?? Wow to think... this might be the end of one of my favorite games... And ive never said anything this bad about ED either :(
Post #: 39
5/23/2013 18:19:03   
Snaipera
Member

When will the staff consider putting a cap on criticals allowed per battle? I just got critted on 4 times in a row :)
AQW Epic  Post #: 40
5/23/2013 18:21:08   
Xendran
Member

@Snaipera: Never, because i can't see them being willing to put in the time required to emulate entropy to prevent ridiculous statistical anomalies from happening in battles.
AQ DF Epic  Post #: 41
5/23/2013 18:22:24   
Goony
Constructive!


Good grief, no balance changes are bad judging by the amount of threads that have been made regarding post Omega balance issues and from the reaction in the posts above it would seem that balance changes are worse...

What to do? So do you all want no balance changes to be made or does the fact that they are removing all your crutches (passives) mean that the balance changes are immediately wrong before they are even implemented.

To me this is a step in the right direction and the changes to passives are well overdue!

My experience is that change is relative to the individual. Everyone looks at a situation with their own set of lenses and judges change based on what they consider normal. Seems to me that the normal reaction on these forums is to complain no matter what changes are made! So while the game undergoes a change of balance and skill mechanics is it the developers making the change that is the issue or all the players resistance to change?

That’s the irony of change.

@Goldslayer, the X may not be turn based ;)

< Message edited by Goony -- 5/23/2013 18:33:06 >
Epic  Post #: 42
5/23/2013 18:34:26   
Mother1
Member

@ goony

People want change. However every change that people (AKA the masses) don't want the staff seems to do while the changes that most mass suggest never seem to go into the game.
Epic  Post #: 43
5/23/2013 18:42:34   
Mondez
Member

Passives are one thing, but wouldn't this cause battles to become shorter? With the weak HP system that we have combined with now active passives will make the battles shorter.

As interesting as it makes battles, this is not a solution we were seeking because it breaks battles even more. Something needs to be done with the overall battle system now.

_____________________________

AQ DF MQ AQW Epic  Post #: 44
5/23/2013 18:43:36   
Noobatron x3000
Member

Goony the am mount of times they've made changes that people have said before hand it would make things better not worse. And its turned out to be a accurate assessment. I predict in a couple of weeks of this release a developer will be on the forums eating humble pie apologizing for this huge mistake. Promising to fix it with another balance change that will take months to happen turn out to be another disaster that takes months longer to fix in another disastrous fashion. If you want this attitude to phase out. It needs to stop happening repeatedly.
Post #: 45
5/23/2013 18:45:25   
Ranloth
Banned


I don't see how they'd be shorter. Currently, passives are always active yet on the new system, they may be the same but active so you spend a turn on using them. So I cannot see how they'll be shorter.

Either way, passives are crucial in each build as of now and you have little to no chance of competing without 'em. For example a BH/BM without BloodLust. Or CH/TLM/Merc without a passive Armor. It just doesn't work. There's no info as of to how they'll work and how they'll be adjusted (power-wise), maybe even new effects.
AQ Epic  Post #: 46
5/23/2013 18:45:53   
Scyze
Member

I hope Mercenaries are good again.
AQ DF MQ AQW Epic  Post #: 47
5/23/2013 18:45:55   
Xendran
Member

The problem is not the idea of removing passives.
The problem is that based on 4 years of updates, they are extremely likely do it completely wrong.

< Message edited by Xendran -- 5/23/2013 18:46:15 >
AQ DF Epic  Post #: 48
5/23/2013 19:02:57   
Mondez
Member

Okay passives are crucial in battle, but what about the support Mercs and Glass Cannon TM's? Wouldn't they profit more from this since they are reliant on massive damage?

I can hold my own against them easily with my passives auto'd, but like you said Trans, we don't know what'll come once this balance update comes. I guess I'll see if this balance update will bring me back, but so far I don't like the idea of it.

< Message edited by Mondez -- 5/23/2013 19:03:50 >
AQ DF MQ AQW Epic  Post #: 49
5/23/2013 19:05:30   
Hun Kingq
Member

Since Delta the staff been telling us the new classes will get new skills so what happened to these new skills?

So now players have to waste a turn activating a passives so the blood mage gets smokes and or malfunctioned they have to waste not one but two turns or three turns while taking in damage each turn.

Then we have the merc class that has hybrid armor high damage bunker buster even at low tech, high damage artillery strike/aux with good support, high damaging berzerker, which is basically unblockable now, at low strength high damaging double can be used at every other turn, now they will be able to use maul over and over again, Atom smasher over and over again depleting all your energy in two turns while they regain energy so did I miss anything?

Now we have the Blood Mage class the true class that needs a serious overhaul only powerful skill they have is bludgeon even at the same tech as the merc Plasma Cannon is weaker. The multis, they might as well just scrap that skill for hunter classes and mage classes because their multis in sub par to Artillery strike.

Making Deadly Aim and Blood lust into active skills will just make those two skills just as useless as many other blood mage skills why waste a turn activating those two skills that does no damage to the opponent or will boost any kind of defense or resistance.
Epic  Post #: 50
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