Home  | Login  | Register  | Help  | Play 

Wondering what happens smoke/malf to update

 
Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel Balance >> Wondering what happens smoke/malf to update
Forum Login
Message << Older Topic   Newer Topic >>
6/17/2013 3:23:28   
santonik
Member

Boyntyhunter[/b

High healt,high stregth + max lvl smoke.
It is other way OK but that smoke is too strong. That make too advanced this type builds. Why.High healt,high stregth + max lvl smoke boynty dont hit miss so often than other similars build. This is one thing what i wondering.maybe key factor is too goodSMOKE SCREEN.
About 50 tech give too much buff to Smoke. 50 technology and that give about 40 stat destroy abilty. Smoke + other core/skill moves is too dangerous now. Key factor is SMOKE. Can that change some how.

4-5 focus.
Same broplem smoke is too strong. Smoke give them too much advanced. focus build is tank build. they using super smoke. Super smoke give them abilty hit VERY strong hits. Blood lust give about 8-12 healt every turn. Too good synergy many skills. This is list.
Bloodlust
smoke screen
shadow art
high technology buff bot,smoke screen and give more changes deflections.



Techmage

Support build Malfuction is too strong. I think this way. high support medium stregth+Deadly aim is very good damage whit out malf. Put that malf that and techmage gain too much damage. Tank cannot be tank against them now. Why? Malfunction destroy defence. Deadöy aim and aux finish job. Yes i noticed yeti dont works anymore against those build. It is slower little bit damage but not enough. Sometimes i think why those techmages enemy cant deflect them gun/aux. Maybe that malf affect too much that too.

4-5 focus builds.techmage
Malfunction is better balance this builds. Still i weaken malf stat destroy ability. Malfunction give sometime too much damage 3 rounds.


Cyberhunter
high support high healt+high malfunction.
This is weakest this type build but it work still.
1 round: malf
2 round: aux
3 round: strike/core/gun
4 round: massacre game is finish.
Support build Malfuction is too strong. That give low stregth damager rising medium/high damager. Depend enemy defence.

4-5 focus
Malfunction is better balance this builds. Still i weaken malf stat destroy ability. Malfunction give sometime too much damage 3 rounds.





What i think those debuffing moves. Those need changes. Big broplem how. I know there coming new update what makes passive skill active skills.

Smoke screen suggestion
Generally smoke screen cant allow affect blocks at all. This can be rising balance. It is odd if high damagers is not dex at all and that hit almoust 100%???


Malfunction suggestion.
Generally malfunction cant affect deflection at all. This can be rising balance. It is odd if attacker is minimum technology and enemy cant deflection gun/aux. ???

This is suggestion.
smoke/malf must changes many ways. Those affect manyways enemy strategia. I dont see bad thing if smoke/malf dont destroy stat at all. only pure defence.
This means that other player can give hit back little bit better. IIRC some sayng if we changed this way those smoke/malf destroy even more enemy defence. That is odd. Why? Because so many people says smoke/malf is too stong. I dont see bad thing if defence damage can calculating stat system. same way what today. But only what that affect is defences. No affact enemy stat. Yes this can be ingored, BUT if you ingored this. Then smoke/malf must be nerf old ways. Maybe easy way to nerf. I believing somke/malf stregth is close delta time damage that is too much today. So that means debuff and buff must BOTH SCALE again. its hard job. But good luck that scaling.



Maybe Smoke screen/malfunction change something this way.
Debuffs that deal damage and lower defenses should be reworked to be like FC/BC so you have to spend the turn doing no damage. Intimidate is fine and Reflex and Technician should work like that. Strength could probably use a slight buff since they got the most use out of Malf and Smoke.
http://forums2.battleon.com/f/tm.asp?m=21265681&mpage=1&key=� This is not my text.

There is again some idea http://forums2.battleon.com/f/tm.asp?m=21249127&mpage=1&key=�
Main purpose is you check new smoke/malf idea. Dont look affect damage so critically. Because that can be always change up and down.


I dont want jump another person/s toes. But idea is many times improtant than others things. If you think you can figured that ;)

Epic  Post #: 1
6/18/2013 19:39:38   
SylvanElf
Member
 

I agree with you, and your proposed solution seems worthy of consideration.
Thanks for taking the time to share your concern.
Supported.
Post #: 2
6/19/2013 5:32:53   
DarkDevil
Member

the main idea of smoke is to nerf down your opponent block and makes him miss , that's why he is SMOKED and can't see well , added to that , smoke has low effect on lower levels and high energy on higher levels so it can't be used more than twice in a fight ,with exception of tech bountys which usually lower their smoke so that they can use it 3 or 4 times in a fight which is a good advantage in 2 vs 2 against ppl with reflex boost / matrix but the downside of them is that they don't deal much damage naturally without it , yet if you can notice most if not all of bounty's nukes are nerfed to the ground due to the reactions with smoke and bloodlust so we usually rely on things like bot and aux to deal damage if not masacre which has been nerfed much recently, and with the passives update i don't think we can rely on them anyway.
on the other side any cyber/mage can simply counter bounty's techniques by malf/matrix which disables most of our power.
malf on the other hand is controlled by support which means that whoever uses it must have very low defences in order to increase his support or on another occasions they tend to max out malf which results in it using too much energy (32) which also means they are limited to using it twice at most , yet it doesn't reach as smoke cus more skills are controled by tech than dex, yet the only thing those skills have made is bringing it to equal grounds , with how much defence other builds can reach with equal stats.
for the suggestion of making smoke and malf deal no damage , they deal no damage unless you got no armor at all , with how much stats they use up a bounty or mage won't be dealing more than 10 damage before the smoke/malf which means this turn is only used to fill the rage meter beside the smoke.
AQ Epic  Post #: 3
6/20/2013 1:28:35   
ur going to fail
Member

my tank merc build would destroy all types of BH using smoke in any which way if it didnt affect block chances. generally i can beat them just fine right now, but this change would make it much easier. same goes for malf, i can kill them just fine now, doing this would make it much easier. i would just delfect them with my high tech. if this nerf happened merc would be OP and so would BM be, and so would caster TM be, tank TLM/CH might work as well.

This enrf would completely destroy the BH class 4sure, it would destroy sup/str TMs (thus forcing them to caster TM). and give merc/BM a unnecessary buff.
Epic  Post #: 4
6/20/2013 12:02:20   
kosmo
Member
 

That green isnt a good colour to write with I guess, I cant read a thing.
Epic  Post #: 5
6/20/2013 23:15:41   
CivilAE
Member

Tech alone haz its issues that need to be adressed. However, nerfing another build on CH? that probably drop the class down too about 2 viable builds. EMP buildz seem to be working fine against players that use builds like these.

< Message edited by CivilAE -- 6/20/2013 23:18:08 >
DF AQW Epic  Post #: 6
6/21/2013 2:11:32   
ValkyrieKnight
Member

Smoke/Malf don't effect block rates? What a lovely idea !
AQW Epic  Post #: 7
6/21/2013 2:12:49   
Dual Thrusters
Member

^that doesn't sound like a good idea :/
MQ AQW Epic  Post #: 8
6/21/2013 2:17:16   
Mother1
Member

Yay technician can now buff my deflection rate and now only the azreal's borg and azreals' aux and nerf it. The same with reflex boost with buffing my block rate.
Epic  Post #: 9
6/21/2013 2:31:50   
ValkyrieKnight
Member

Its a good idea, that way people won't abuse "strength" as you people are so inclined to nerf strength into the ground. I constantly run into low dex azreal abusing bounty hunters that debuff my dex 40 ~ 47 points then I start getting blocked like crazy despite them only having 20 ~ 40 dex. C
AQW Epic  Post #: 10
6/21/2013 2:34:23   
Dual Thrusters
Member

@valky

It's called shadow arts :P
MQ AQW Epic  Post #: 11
6/21/2013 2:51:49   
DarkDevil
Member

and ninja reflex too
AQ Epic  Post #: 12
7/14/2013 12:34:04   
ED Divine Darkness
Member

totally not supported. smoke and malf are fine as they are. its only with azraels aux core that they annoy me. nerf azraels. 50% damage when apply the core?

< Message edited by ED Divine Darkness -- 7/14/2013 12:37:53 >
AQ AQW Epic  Post #: 13
7/14/2013 12:47:28   
  Exploding Penguin
Moderator


No, I have to say that smoke and malf are vastly overpowered. A level 4 malfunction can easily increase damage output of almost any build by 50%+, no matter what the opponent's build type is. You can also use smoke/malf on a single person in 2v2 and gang up on them, making the debuff even more effective.
Epic  Post #: 14
7/14/2013 13:02:40   
ED Divine Darkness
Member

OP? lol, no. other classes have other moves that balance it out. if malf/smoke is OP to you, i think it is just your build(not tanky enough) dont get me wrong, we both have different opinions

and if malf/smoke are considered OP, shouldnt shields be considered OP aswell?

< Message edited by ED Divine Darkness -- 7/14/2013 13:03:30 >
AQ AQW Epic  Post #: 15
7/14/2013 13:07:11   
Ranloth
Banned


No. Smoke and Malf are overpowered. Not only we have less stats than before Omega, defence has went down (such as Tech being brought down on par with Dex) weapon offence has went down and certain skills remained the same. Furthermore, change to HP has reduced the amount of stats available to be split between HP/EP and other stats.
Not tanky enough? Saying that to a Mercenary with a passive Armor and possibly own Armor being set up as Hybrid which allows maximum defence as well. Yeah, totally not enough.

Shields are fine because you got loads of rage when attacking them. Furthermore, you cast it upon yourself thus don't attack unlike Smoke/Malf.

I take it you're BH with Smoke, mid-high Tech, Focus 5 build, mid-high HP (around 100 at most), SA and possibly Massacre?
AQ Epic  Post #: 16
7/14/2013 13:10:20   
ED Divine Darkness
Member

nope. infact i play on my merc.
And i find bounties and mages(with good win ratios and builds with the debuff) very easy

< Message edited by ED Divine Darkness -- 7/14/2013 13:11:08 >
AQ AQW Epic  Post #: 17
7/14/2013 13:18:04   
Ranloth
Banned


Being beatable by a class or build =/= balanced. People claim glass cannons to be OP yet I can beat them, does that mean they are OP or not?
AQ Epic  Post #: 18
7/14/2013 13:24:17   
ED Divine Darkness
Member

no. they arent OP. when on the LB you can see that their ration is bad: like 65%. they arent OP. they do beat people who have no proper strategy tho. like smoking then hitting with energy. Glass cannons (IMO) mainly beat clueless people. that completely my opinion.
AQ AQW Epic  Post #: 19
7/14/2013 13:33:59   
Ranloth
Banned


Ratio is not a subject to balance. Ratio can be affected by your own skills and how you use a certain build - one person may be crap with it whilst other person can see it as the best build ever.

Can you see now why Smoke/Malf is OP for some and for others is fine? Yes, it's an opinion but it's backed up with facts. Although, we can't say much until passives turn into active skills since that may change it greatly.
AQ Epic  Post #: 20
7/14/2013 13:47:49   
ED Divine Darkness
Member

nerf the stat progression by 0.5? would that be good?

< Message edited by ED Divine Darkness -- 7/14/2013 13:48:06 >
AQ AQW Epic  Post #: 21
7/14/2013 19:20:39   
  Exploding Penguin
Moderator


I have 94 dexterity, and someone with 28-34 base res and level 5 smoke took away about 10 of my base defense (which was 32 at the minimum). In all honesty, a level 5 debuff simply shouldn't take away almost 1/3 of my base defense when I have absurd dex like that. However, BH does have a weakness in that if they lose all their energy they lack offensive options once their debuff is no longer usable or in action.

As for stat progression/base values...

-Reduce base dex removed by a moderately high amount
-Increase stat progression by 0.3-0.5
[This will reduce no-tech max smoke abusers who can still get almost -40 dex when they have weak resistance, but it won't really punish the focus tanks because of the very slightly increased stat progression]

Epic  Post #: 22
Page:   [1]
All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel Balance >> Wondering what happens smoke/malf to update
Jump to:






Icon Legend
New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts




Forum Content Copyright © 2018 Artix Entertainment, LLC.

"AdventureQuest", "DragonFable", "MechQuest", "EpicDuel", "BattleOn.com", "AdventureQuest Worlds", "Artix Entertainment"
and all game character names are either trademarks or registered trademarks of Artix Entertainment, LLC. All rights are reserved.
PRIVACY POLICY


Forum Software © ASPPlayground.NET Advanced Edition