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=ED= Upcoming Balance Changes (Patch 1.5.39)

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11/13/2013 19:26:39   

Hey everyone!

We have quite a lot of balance changes on their way this week, so I wanted to highlight some of the major ones and discuss why we're making them so it doesn't come as a big, overwhelming shock.

Most of the changes fall under three major areas that we want to address. They are:
  1. Battle duration
  2. Energy flow
  3. Followup balance for the new skills

In general we feel that battles are ending a little too quickly, especially in 1v1. With so few turns available in the average fight, strategic options become limited, and certain events in battle such as critical strikes and blocks have a bit too much impact.

In order to help extend the duration of battle, we're making a couple of key changes:
  • Increase the amount of health players have.
  • Decrease base damage in a couple of key areas, especially on weapons.
  • Reduce the effect of critical strikes

The goal here is to both increase Health pools and lower some of the free damage everyone does to slow the pace of battle down, putting less emphasis on each individual turn. Every turn you take should carry weight, but currently we feel it's a bit too much.

Each individual change is relatively small, but we hope that the cumulative effect will be a noticeable improvement.

With recent updates adding energy costs to cores, and reworking passive skills into useable skills, energy management has become much more important. We feel that this is an important aspect to managing the pace of a fight, but certain things are a little out of line, so we want to review the system in general to make it fit better with the updated skills.

The major changes here include:
  • Increasing the amount of Energy players have.
  • In general, lowering the impact of energy draining effects. These have become much stronger now that Energy is a more important resource, so they just need a little nudge to bring them in line.
  • Adjusting energy gain on each class. Examples include giving Bounty Hunters a reliable way to generate energy, reducing Tech Mage energy generation, and adjusting Static Smash to be more useful.

Nearly every energy-affecting class skill has been adjusted in some way. We hope that this will improve the strategies around Energy management and help push the pacing of battle into a more interesting direction.

One other change I'd like to cover is the removal of the Energy gain effect from Reflex Boost. We want to change skills that have odd sets of effects that don't really make sense together. Reflex Boost currently gives you a stat that makes you take less damage, then gives you energy based on damage taken. The two effects are counter-productive and make the reason to cast the skill unclear. "Do I want this for extra Dexterity, or for extra Energy?" We want each skill to have one clear primary goal, and to accomplish that goal well. Now that the classes that use Reflex Boost have more reliable ways to generate Energy, we feel that this effect can be comfortably removed.

There has been a lot of great feedback regarding the new skills, and you have highlighted a couple of clear areas where we can improve them.

Some of the planned changes here include:
  • Increasing the amount of defenses given by the Armor skills. They will also no longer be affected by buffs or debuffs. The intention here was to create some gameplay around buffing yourself, further improving your defense, but the real result was that in too many cases a debuff would make the skills not worth casting. Finally, a bug was causing the duration of these skills to be 3 turns instead of 4. In short, these skills should be much stronger than before.
  • Lowering the Energy cost of Mark of Blood. This should make the skill feel worth casting in more situations and lessen the drain on the relevant classes' energy pools.
  • As partially covered in the previous section, we're also lowering the Energy gain from Battery Backup.
  • Not directly affecting any one skill, but relevant to the removal of passives, NPCs got a bit harder in the last update. Part of this was due to a bug in the Bloodlust values on them that was giving them twice the intended amount of lifesteal (Oops!). But they also needed to deal a bit less damage, so we're lowering their base weapon damages across the board.

There are a few other balance changes coming this week that weren't covered here, but since there are so many I wanted to cover some of the major ideas and explain our reasoning behind them.

I'll be happy to answer questions or concerns you have, but I might not be able to delve too deep into specifics since things are liable to change before the update. I also might not be able to respond tonight, but I'll be around tomorrow so I'll make sure to address what I can then!
Post #: 1
11/13/2013 19:50:59   
ur going to fail

Sounds like tank merc will benefit the most from this update, especially in jug. I like how you didn't make a big deal out of caster TM. Also looks like BH are going to become much more useful.. MoB buff, new energy regaining skill, and more.. Only class left out would be CH. Static charge a skill that makes CH unique, but in its currently state is something to laugh at. All in all, I hope its gonna be a good update.
Epic  Post #: 2
11/13/2013 19:52:32   

1)Are formulas for Crits, Deflects and Block being adjusted? They have been taking too much importance and happen about more than they should lately, one of the aspects I hope you revise.
2)Are classes getting more skills added to their skill tree or will you just replace skills?
3) Are you clarifying what's the percentage that Shadow Arts currently protects?

That's all for now and thanks for the news.


AQ DF AQW Epic  Post #: 3
11/13/2013 20:14:41   

Also, maybe some incentive to actually invest in energy points.
AQ DF MQ  Post #: 4
11/13/2013 20:43:40   


Now that the classes that use Reflex Boost have more reliable ways to generate Energy, we feel that this effect can be comfortably removed.

Ummm.... Bounty Hunter?


As partially covered in the previous section, we're also lowering the Energy gain from Battery Backup.

This is going to affect TLMs too. If you really want to nerf the Caster TM, you need to look at Assimilation instead.
AQ DF AQW Epic  Post #: 5
11/13/2013 20:44:53   
Lord Of K1lling

Energy parasite is bad now, and your lowering the general effects of energy draining effects?


I may not win, but i'll try like crazy to win.

Officer of Unholy Elites
Epic  Post #: 6
11/13/2013 20:51:54   

Starting to get the hang of these balance updates Rabble! Good job. Lots of tiny tweaks, not one big nerf/buff.

But as Ur Going To Fail said, I would suggest addressing the problems with it.

1.) If blocked there is almost NO gain
2.) The percents are way to low, especially since you'll be reducing the damage weapons do. (a nerf to the already terrible Static Charge)
3.) The steal is based on damage, which means the only way its even worth using is with glass cannon or strength builds. (glass cannons don't need much mana anyways)

Heres some ways I would suggest solving the problem.

1.) Change the energy gain to overall EP. (maybe 45% overall at max?) That would be about 30 energy for the average cyber hunter.
2.) Change it to stealing energy, kinda like atomic smash.
3.) Change it to a gains a percent of your opponents CURRENT EP. (not steal) Maybe 60-70% at max? (Remember its current EP, not max)

Oh, and to add

Ummm.... Bounty Hunter?

After the update, Bounty Hunter will have a way to regain mana.

< Message edited by AQWorldsFarmer -- 11/13/2013 20:54:13 >
Post #: 7
11/13/2013 20:58:21   

Great idea Rabble, hopefully this will work and fix a lot of the problems that are in the game. Though I do feel for those who brought the weapon that powers up crits and once again it will be taking another nerf.
Epic  Post #: 8
11/13/2013 21:23:37   

You make all these balance changes and yet you don't even mention poison bot which is clearly OP!
Infinite free damage for no energy cost. As strong as a lvl 8 venom strike for 0 energy! And can be used multiple times!
I have been complaining about this for 1 year now but noooooo change. Makes me wonder how you make these big balance changes
if you cannot even correct small OBVIOUS balance issues like this.
Post #: 9
11/13/2013 21:39:33   


Though I do feel for those who brought the weapon that powers up crits and once again it will be taking another nerf.

Infernal Interdictor? Of course, they just love nerfing that weapon. If that's the case, I believe they should increase the weapon's core from 10% to 15/20%. This won't be buffing a rare, because they are just restoring it to what it should be. They want to weaken crits in general, but the core must retain its ability, so by nerfing and buffing the weapon, it's essentially the same thing.
AQ DF AQW Epic  Post #: 10
11/13/2013 21:47:22   

@ jekyll

The first nerf on it was understandable since it was causing crits to ignore almost all their opponents defenses. However the second nerf was uncalled for. The staff themselves overpowered support on that one, and just because that weapon powered up crits they decided to nerf it along with support. TO add injury to insult they then introduced nano tech steel which would make this weapon's power only add 2% more instead of 10 if someone has the core equipped.

Next they nerfed the extra damage crits would award from 4-9 to 3-7

and now another nerf to crits. Makes me wonder if using this weapon will be worth it anymore the way they keep nerfing crits.
Epic  Post #: 11
11/13/2013 21:47:45   

I am glad Rabble has posted many issues to show his recognition of the situations in balance. I think he should do this more often. I hope he does something for Static Charge.
DF AQW Epic  Post #: 12
11/13/2013 22:16:58   

Exactly, Mother. Luckily you agree.

The devs MUST NOT nerf this weapon anymore. Since the Infernal War almost 2 years ago, this weapon has been repeatedly nerfed to the ground. What's the pint of using it if it has no effect? Absolutely ridiculous.
AQ DF AQW Epic  Post #: 13
11/13/2013 22:42:42   

Finally another balance. I like how they make the battle duration longer where they increase Health. I guess They will return the 2 health points per 1 stat And also reduce the effect of critical strikes.

But why would they nerf battery backup. I mean nerf TM but not TLM

Btw I think Cybers need a little power. IDK what to give them more power (probably static charge) but perhaps this class needs more power.
AQ Epic  Post #: 14
11/13/2013 22:45:11   

Ah, looks like they read up on my points of BH lack of energy gain. Or they noticed it on their own, either way, glad about that... But lowering weapon damage? If there is more health and ep, why lower damage? Guess we'll have to see how it goes.
DF AQW Epic  Post #: 15
11/13/2013 23:07:16   

@ gearzheadz

More health + less damage from skills = longer battles with more planning, with luck having less of an effect on the outcome of the fight.
Epic  Post #: 16
11/13/2013 23:16:18   
Dual Thrusters

I'm glad that Plasma Armor is getting a buff . Hopefully Hunters (Bounty and Cyber alike) will be able to make more effective builds based on more of their skills (not just debuff and shield, which is really what every Hunter's build is). I'm looking forward to improving my Multi-Shot build
MQ AQW Epic  Post #: 17
11/14/2013 1:44:05   

If the weapon damage will be lowered then static charge need a buff!

< Message edited by Synner -- 11/14/2013 1:46:27 >
Post #: 18
11/14/2013 1:44:39   

Good to see that BH will be able to regain Energy more effectively now! :) Looking forward to this update a lot, as I have been staying away from ED this whole week due to balance changes.
AQW Epic  Post #: 19
11/14/2013 1:55:35   

ive quit a few days due to the changes because i cant beat nw im hoping for the update soon :)
AQ DF AQW Epic  Post #: 20
11/14/2013 2:59:47   

The weapon has been nerfed to 10%, nothing else. Only because Crits are being adjusted, it doesn't mean your weapon is taking a nerf too - you still get the 10% boost but they are less effective overall, for everyone, so you benefit from it as well. I've invested in Deflection and Block cores, and now I see them get nerfed - why is no one complaining about that? Ah, perhaps because I still get what I paid for (yes, the core was nerfed to 10% so that was an actual nerf) and I still have the advantage over everyone.

Also, Rabble has mentioned the major areas being adjusted so perhaps minor changes haven't been forgotten in this week's update - such as Static Charge being less effective due to lower weapon damage. At the same time, Energy draining will also be less effective so it partially averages out. With higher Energy on top of it and longer battles, it will add up.
AQ Epic  Post #: 21
11/14/2013 6:05:58   

the dev's are doing everything in order to balance this game. kudos.

Longer battles means more strategies in game. No problem about that. My only concern is really the POISON BOT. I want to emphasize this not because i don't own one, but because longer battles and less base damage can simply means giving huge advantage to players who posses this bot. Imagine a robot that inflicts damage overtime (even with 0 focus ) without the cost of energy and unlimited times. yes i know that the poison can be vanished using field medic but the fact remains that the number of times you can potentially used the poison is not equal to the number of times you can always heal. Even with level 1 heal, i guess the maximum times you can use field medic in a single battle is 4 times. But the bot can be used without limitations. Not to mention you also need to allocate some energy on your cores and defense and stuffs like that. I just hope the poison bot can also be fixed in this next balance release. Because if not, same scenario will occur. Hope the devs can read this.
DF Epic  Post #: 22
11/14/2013 6:26:10   

Have you considering changing the debuffs?
At this moment we are using delta scaling debuffs with Omega skill points...
AQW  Post #: 23
11/14/2013 6:48:21   

Whait, so NPCs will keep passive skills, they wil just get a damage nerf?
Post #: 24
11/14/2013 6:50:53   

Poison Bot can always be put to 50% damage for DoT (12.5% per turn), down from 60% damage (15% per turn). If you add "always round down/ceiling" into the formula for the Bot, decimals won't round up but round down which means you can boost its DoT every few damage or so - as opposed to decimals being always rounded up (or in most cases).

Also, to Rabble, will you change Focus too? If total damage with weapons will go down, it'd be wise to scale Focus down a little bit too - just like how you've done at the beginning of Omega. At the same time, that would nerf the Poison Bot which has been mentioned above - thus killing two birds with one stone.

In addition, will Reflex Boost get a mini buff to its +Dex boost? IIRC, it had minimally lower values to compensate for the effect (Energy return), but with the effect gone, it's a bit weaker. Although can't say I won't miss it, because it did come in handy at times with my build. <.<

Lastly, won't that make us more dependant on skills - since these will retain their current damage?

< Message edited by Trans -- 11/14/2013 7:27:35 >
AQ Epic  Post #: 25
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