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Nerf Debuffs

 
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8/6/2013 11:19:21   
Predator9657
Member

Debuffs are too powerful in Omega, especially since the HP scaling has been decreased.

Some ways of nerfing them:

1. Decrease their base points (of reduction they cause)
2. Decrease their scaling to 1 point per 5 points of [the stat which it improves with]
3. Stat points lost to a debuff have no effect on blocking/deflecting
4. The debuff deteriorates by a % every consecutive turn after it is applied.

Shields would also need to be tweaked - to make up for the weaker debuffs - to prevent them from being OP.

Trans:
quote:

#2 is the best solution since it'll fix it once and for all, instead of temporary band-aid. And yes, Shields would have to go down too but we're talking about maybe 2-3 Res/Def less instead of a big nerf. (assuming 1 Res/Def = 4 Tech/Dex, the difference between the current state and the buff nerf wouldn't be even THAT big)


< Message edited by Predator9657 -- 8/7/2013 10:50:28 >
Epic  Post #: 1
8/6/2013 11:28:18   
Segawoman
Member

quote:

3. Stat points lost to a debuff have no effect on blocking/deflecting
4. The debuff deteriorates by a % every consecutive turn after it is applied.


The only ones I agree with are numbers 1. and 2.

3. and 4. seem like bad ideas.


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Epic  Post #: 2
8/6/2013 11:32:26   
Mother1
Member

If you are going to weaken debuffs you need to also weaken shields as well. I say this because if you nerf debuffs without nerfing shields then shields will become overpowered in effect as well.
Epic  Post #: 3
8/6/2013 11:34:15   
Segawoman
Member

quote:

If you are going to weaken debuffs you need to also weaken shields as well. I say this because if you nerf debuffs without nerfing shields then shields will become overpowered in effect as well.


If not then glass cannon Tech Mages would be no more. Ain't a bad thing though.

| Supported @Mother1 |

Sig removed. Please use it once per page. ~Mecha

< Message edited by Mecha Mario -- 8/7/2013 9:00:19 >
Epic  Post #: 4
8/6/2013 11:41:02   
Dual Thrusters
Member

Make them scale by 5 after their improving stat reaches 40.

Strong debuffs, just no more abuse.
MQ AQW Epic  Post #: 5
8/6/2013 11:42:06   
Predator9657
Member

@Mother, I'll add that to the first post.
Epic  Post #: 6
8/6/2013 11:48:11   
Ranloth
Banned


#2 is the best solution since it'll fix it once and for all, instead of temporary band-aid. And yes, Shields would have to go down too but we're talking about maybe 2-3 Res/Def less instead of a big nerf. (assuming 1 Res/Def = 4 Tech/Dex, the difference between the current state and the buff nerf wouldn't be even THAT big)

If you look at Nexus' thread - now on second page - you can see he's got some neat suggestions regarding debuffs too. ^^

Whoops, noticed a typo so now it's fixed. :3


< Message edited by Trans -- 8/6/2013 15:34:21 >
AQ Epic  Post #: 7
8/6/2013 13:04:01   
Predator9657
Member

^ That specifies the adjustments to shields nicely. Hope you don't mind if I quote it in.
Epic  Post #: 8
8/6/2013 23:31:38   
  Exploding Penguin
Moderator


I would say for nerfing debuffs:

Malfunction: Reduce scaling of this slightly, but also slightly increase base value. This will overall nerf support abusers but enable its use on low-support builds, making it overall more flexible.
Smokescreen: Increase scaling very slightly but also severely reduce base values. Low-tech people abuse its high base value for -35+ tech.

Or...

You could make it last 2 turns but in response reduce energy cost by about 25-30% and have an increased cooldown from 1 turn to 3 turns so people are free from the debuff for more than one turn, making it harder for people with azrael's will to prevent their energy from being taken before debuffing again.

< Message edited by Exploding Penguin -- 8/6/2013 23:33:02 >
Epic  Post #: 9
8/8/2013 3:09:04   
Midnightsoul
Member

I like Exploding Penguin's second idea. Numbers are not exact, but the concept is real nice.
DF AQW Epic  Post #: 10
8/8/2013 5:01:13   
Nexus...
Member

In my opinion, we need some real change to debuffs, not some numerical tweaks. The way debuffs work need to be changed entirely...I'm a little biased but I like #4. I explained why in another thread, but lessening debuffs by a % every turn adds a very cool dimension to the mechanic, because shields become stronger over time, but also less beneficial to the player. Would you spend 15 energy to negate -40 tech? Probably...but how about -20 tech? Maybe not...It makes things more interesting. To clarify, I'm not exactly saying #4 is what we need, but I think its the closest to what would work best. Debuffs need a more drastic change, and #4 offers that the best out of the bunch.


Prophet
Epic  Post #: 11
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