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Evolution is Necessary: Cyber Hunter Edition

 
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7/31/2013 15:34:34   
Dual Thrusters
Member

I'm making some threads on how we can make the evolved classes more unique.



Cheap Shot's replacement

Vital Target: Ignore a % of the target's defenses. Bonus 15% chance to connect.
Weapon Requirement: Wrist Blades
Stat Requirement: 13 Technology at level 1 (+3 per skill level; 40 Technology at Max)
Improves with: strength
Cooldown: 3 turns

Animation: Materialize a small Sniper (like how multi shot does), shoot it (no explosion), and then it fades away (again like multi shot)

1) Ignores 16% of defenses; 12 energy
2) Ignores 20% of defenses; 13 energy
3) Ignores 23% of defenses; 14 energy
4) Ignores 26% of defenses; 15 energy
5) Ignores 29% of defenses; 16 energy
6) Ignores 32% of defenses; 17 energy
7) Ignores 34% of defenses; 18 energy
8) Ignores 36% of defenses; 19 energy
9) Ignores 38% of defenses; 20 energy
10) Ignores 40% of defenses; 21 energy




EMP Grenade's Replacement

EMP Wave: Drain some of your opponent's energy. If there are two targets, then this attack does 85% against each one and costs 4 more energy.
Requirement: None
Stat Requirement: None
Cooldown: 3 turns
Improves with: Technology (+1 energy drain at 22 Tech; +1 energy drain per 4 Tech after. +1 energy per 5 tech after 45 tech)

Animation: a thin wave coming from your chest

1) Base drain 7 energy; costs 10 energy
2) Base drain 10 energy; costs 11 energy
3) base drain 13 energy; costs 12 energy
4) Base drain 15 energy; costs 13 energy
5) Base drain 17 energy; costs 14 energy
6) Base drain 19 energy; costs 16 energy
7) Base drain 21 energy; costs 17 energy
8) Base drain 22 energy; costs 18 energy
9) Base drain 23 energy; costs 19 energy
10) Base drain 24 energy; costs 20 energy




Multi Shot Replacement

Barrage: Inflicts energy damage based on your primary. Deal 85% damage if there are two targets
Requirement: None
Stat Requirement: 13 dexterity at level 1 (+3 per skill level; 40 dexterity at Max)
Improves: technology (+1 damage per 4 technology
Cooldown: 3 turns
Animation: Basically the same as mutli shot, only it will be red instead of blue.

Level 1: costs 14 energy
Level 2: 16
Level 3: 18
Level 4: 20
Level 5: 22
Level 6: 24
Level 7: 26
Level 8: 28
Level 9: 30
Level 10: 32

note* To compensate for not having to cost more energy when there are multiple opponents, I will be applying this to ALL mutlis




Poison Replacement

Hack: Does damage over time for 3 turns. Does no initial damage. Cannot be cured. Cannot Stack with poison
Requirement: Wrist Blades
Stat Requirements: Technology at level 1 (+2 per skill level) ; 42 Technology at Max
Improves with: none
Cooldown: 4 turns

Animation: lean forward. and stare at the opponent. your eyes glow red. the opponent has a red technician status.

Level 1: 1 damage; 6 energy
Level 2: 2 damge; 8 energy
Level 3: 3 damage; 10 energy
Level 4: 4 damage; 12 energy
Level 5: 5 damage; 14 energy
Level 6: 6 damage; 16 energy
Level 7: 7 damage; 18 energy
Level 8: 8 damage; 20 energy
Level 9: 9 damage; 22 energy
Level 10: 10 damage; 24 energy




Plasma Grenade Buff

Make it cost 3 less energy at all levels




Static Charge Buff

On hold




Shadow Arts Replacement (As an Active Skill)

Off Balance: strike an enemy from below, reducing their accuracy making their ranged attacks deflect more often.





Massacre Replacement Ideas

Suggestion 1 Cybernetic Storm: Unleash the full potential of the Cyber Hunter. Blast 4 shots of enhanced damage while burning your opponent's energy as a % of the damage done. Also heals you for 20%

Requirement: Wrist Blades
Stat Requirement: 24 Strength at level 1 (+2 per skill level; 42 Strength at Max)
Improves: Technology (+1 damage at 25 Technology; +1 damage per 5 Technology after)
Warm Up: 3 turns
Cooldown: 3 turns

Animation: Your wrist blades fade away. 2 cannon materialize on your arms. Blast 4 shots of energy (each cannon shooting 2).

Level 1: 25-33 Energy Damage (basically a supercharge)
Level 2: 28-36 Energy Damage
Level 3: 31-39 Energy Damage
Level 4: 34-42 Energy Damage
Level 5: 37-45 Energy Damage
Level 6: 40-48 Energy Damage
Level 7: 43-51 Energy Damage
Level 8: 46-54 Energy Damage
Level 9: 49-57 Energy Damage
Level 10: 52-60 Energy Damage

Suggestion 2 Cybernetic Storm: Unleash the true potential of the Cyber Hunter. You are buffed for 2 turns
Stat Requirement: support (+1 damage at 25 Technology; +1 damage per 5 support after)
Weapon Requirement: None
Improves: no
Warm Up: 3 turns
Cool Down: 3 turns

Animation: A huge pillar of energy crashes down on you and makes your wrist blades glow blue. You are also healed for a 4th of your field medic.

1) All Attacks do 30% more damage; 33 energy
2) All attacks do 37% more damage; 36 energy
3) All attacks do 44% more damage; 39 energy
4) 51% more; 42 energy
5) 57% more; 45 energy
6) 62% more; 48 energy
7) 65% more; 51 energy
8) 67% more; 54
9) 68% more; 57
10) 70% more; 60




I'd like to get some feedback and these skills. I will buff and nerf any if needed. Hopefully the Devs can take any of these into consideration

I need your help! Keep suggesting ideas, and maybe, just maybe we can bring Cyber Hunter to the glory that it truly deserves!




< Message edited by Dual Thrusters -- 8/5/2013 11:03:04 >
MQ AQW Epic  Post #: 1
7/31/2013 16:01:56   
Drangonslayer
Member

I like them but i realized all other classes have the main offensive skill as either class weapon or a sword. For example bludgeon, double strike, and hunters can't use cheap shot cause its restricted to claws.
But i lilke these ideas except how does the last one work? Is it only a turn?
AQ DF Epic  Post #: 2
7/31/2013 16:07:16   
Dual Thrusters
Member

The last one affects you for 2 turns. Just in case you need to heal or something :P
MQ AQW Epic  Post #: 3
7/31/2013 16:15:38   
Drangonslayer
Member

Well actually every class ultimate should have a heal included with the exception of cyber hunters for some reason because they dont have bloodlust like bounty hunters.
AQ DF Epic  Post #: 4
7/31/2013 16:17:22   
Dual Thrusters
Member

I was going to make the first one have a heal, but then I thought I would be plagiarizing Super Charge.

It might work for the 2nd one...
MQ AQW Epic  Post #: 5
7/31/2013 17:15:52   
Nexus...
Member

I like these ideas, but whether or not you agree, the evolved classes should be totally unique...thats why they are separate classes. I can tell a lot of time and effort went into this, so I absolutely support it. The staff has been talking about new evolved class ultimates for years now, and they have yet to see the light of day. This takes that onto a whole other level.

Prophet

< Message edited by Nexus... -- 7/31/2013 17:16:29 >
Epic  Post #: 6
7/31/2013 22:13:42   
  Exploding Penguin
Moderator


I like most of the ideas, but the suggested energy cost, requirements, and just in general stats of the skills aren't that great. A skill that can't be raged, can't critical, can be blocked, and at max does an extra 15-20 damage definitely isn't worth 30 energy. Also, there isn't really a point in investing in a skill that only increases +2% defense ignored (less than 1 damage) that costs 2 energy.

Hack is pretty much poison that can't be cured but does less damage in total for a lower energy cost. At first this may seem like a good idea but CH's lack of offensive options other than malf makes it so that your suggestion for hack would make the class weaker, supposing that the changes are supposed to still maintain the current balance state of the class itself.
Epic  Post #: 7
7/31/2013 22:24:22   
Dual Thrusters
Member

I'm buffing Vital target so it can critical and be used on rage. Btw, I made it have a higher energy cost because it ignores more defense than cheap shot. But I'll fixit so it won't be too dramatic.

Hack now costs less energy.
MQ AQW Epic  Post #: 8
7/31/2013 22:34:20   
ED Divine Darkness
Member

CH shouldnt get a stronger version of cheashot. maybe add a small % of lifesteal to cheapshot for CH?(15%)
also it shoudnt beunblockable and scaling with str. that calls for str abuse. maybe make it hav a tec scaling?

also dual thrusters, i love how u want to super buff your class u and not think bout bm or tlm. :P

< Message edited by ED Divine Darkness -- 7/31/2013 22:36:46 >
AQ AQW Epic  Post #: 9
7/31/2013 22:42:52   
Dual Thrusters
Member

^

Actually I have another thread like this for Blood Mages. And Tactical Mercenary is coming soon



Anyway Vital Target is only 6% stronger than cheap shot. To make up for it, it doesn't have a bonus chance to crit, and costs 3 more energy. Actually, for some low levels it might be a nerf, but meh. I'm trying to make the evolved classes more unique.
MQ AQW Epic  Post #: 10
7/31/2013 22:45:16   
ED Divine Darkness
Member

sorry, just read ur bm post. i liked the ideas except fireball. :D
also, it is funny how CH is supposed to be based around tec and only hav 1 tec improving skill. make it have more IMO.
AQ AQW Epic  Post #: 11
7/31/2013 22:47:58   
Dual Thrusters
Member

^

EMP Wave, Barrage, Poison, and Cybernetic Storm either improve with or require tech :P

And thanks for the feedback
MQ AQW Epic  Post #: 12
7/31/2013 22:51:56   
ED Divine Darkness
Member

i mean 2. but em doesnt count, does it? xD
AQ AQW Epic  Post #: 13
7/31/2013 23:20:14   
Dual Thrusters
Member

Well EMP is pretty effective, so I guess it would count :P
MQ AQW Epic  Post #: 14
8/1/2013 12:16:46   
ED Divine Darkness
Member

a BH has more reason to build tec than cyber. that is a lil sad. change multy to scale with tec, maybe tec scaling poison.
AQ AQW Epic  Post #: 15
8/1/2013 12:24:21   
Segawoman
Member

In my opinion; your new CH moves are under-powered. Do not forget that you are recommending new skills for the under-powered class here and you make a new nerfed EMP Grenade, a nerfed massacre and the 2-turn buff?

Sorry, not supported.

If anyone wish to reply, go ahead.
Epic  Post #: 16
8/1/2013 12:30:45   
ED Divine Darkness
Member

well, massacre does pretty much the same damamge at lvl 1 and burns energy? that isnt good? maybe buff the damage done and % drained to 80% at max. make it give 45% lifesteal aswell.
AQ AQW Epic  Post #: 17
8/1/2013 12:44:01   
Segawoman
Member

"lifesteal", SUPPORTED - that is the most ridicule idea yet amazing idea for balancing the class!

Nice one. Cyber Hunters don't have generating passives like Blood Lust and Reroute so they should have something that can be able to restore their health. Cyber Hunters are known for their Static Charge but Tech Image's Assimilation itself without reroute TOPS IT.

Thank you. Ahem.
Epic  Post #: 18
8/1/2013 12:51:40   
Dual Thrusters
Member

@EDD

My new multi does scale with tech :P

@Segawoman

I just gave EMP Grenade a huge boost in power. It does, what 5? less damage than a normal EMP Grenade and it can affect 2 opponents. Also, I made it so that if you have tech abuse, you actually need to invest more than 1 skill point into it, which isn't actually pretty bad.

I made this change to Massacre so it will not be one of those skills that are only viable to a certain build. Also, it will be more unique which is what I'm trying to accomplish. I'll buff suggestion 1 so it gives back a tiny bit of health, but not too much because it burns energy as well.

MQ AQW Epic  Post #: 19
8/1/2013 12:59:53   
lionblades
Member

I like having unique classes, but some of these skills kinda seem like the same basic skills with new names
AQW  Post #: 20
8/1/2013 13:00:23   
Segawoman
Member

You just recommended less energy-costing skills for a class that is renowned for energy stealing. Also, sorry. To think of it, the EMP replacement doesn't seem half bad - for 1VS1ers, this wouldn't really do well for 2VS2 but it will slightly make up for it because it would do great in juggernaut mode.

Epic  Post #: 21
8/1/2013 13:56:36   
ED Divine Darkness
Member

cyber fury(new ultimate)

deals increased damage, with 50% of the damage burned from the targets energy and 45% of the damage done converted back into hp.

3 warmup 3 cooldown

lvl 1: 30% bonus dmg

lvl 2: 40%

lvl 3: 50%

lvl 4: 60%

lvl 5: 67%

lvl 6: 74%

lvl 7: 81%

lvl 8: 85%

lvl 9: 89%

max: 91%



static impulse(new static charge)

restore a % of your tec into energy. you are immune to energy stealing for a turn(apart from cores). 3 cooldown no warmup

lvl 1: 2%

lvl 2: 4%

lvl 3: 7%

lvl 4: 11%

lvl 5: 13%

lvl 6: 15%

lvl 7: 17%

lvl 8: 18%

lvl 9: 19%

max: 20%


and cyber should have plasma cannon, not bm!

give cyber a new move called sniper shot. deals energy damage , 25% bonus crit chance deals 45% of your overall tec.

same requirements as bunker, 3 higher energy cost

lvl 1: 12% resistance ignore

lvl 2: 15%

lvl 3: 18%

lvl 4: 21%

lvl 5: 22%

lvl 6: 24%

lvl 7: 26%

lvl 8: 28%

lvl 9: 29%

max: 30%





< Message edited by ED Divine Darkness -- 8/1/2013 14:30:40 >
AQ AQW Epic  Post #: 22
8/1/2013 14:31:18   
Dual Thrusters
Member

@EDD

I'll take your effect suggestion into consideration

Static impulse is a little too OP, I'll just buff Static Charge.

The reason why Cybers don't have plasma Cannon is because they are a more tactical class, so we have a move like cheap shot instead.

I don't think that Cyber should have too many tech-based skills, otherwise we would all be using the same build.
MQ AQW Epic  Post #: 23
8/1/2013 14:33:05   
ED Divine Darkness
Member

20% isnt op. say you hav 100 tec, you get 20 energy back. not too great is it?
AQ AQW Epic  Post #: 24
8/1/2013 14:43:13   
Dual Thrusters
Member

I misread the part where you were immune to energy stealing. I thought you put 3 lol :P
MQ AQW Epic  Post #: 25
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