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=ED= November 15th, 2013 - Patch Notes - 1.5.39

 
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11/15/2013 17:14:54   
Mecha Mario
Mechanized Plumber


quote:



November 15, 2013
Patch Notes - 1.5.39


NEW CHANGES/FEATURES:
  • 10,000 Varium Promo Packages removed
    • Omega Package
    • Exile / Legion Packages
    • Dread Package
  • Omega Promo items now labeled as Ultra-Rare
    • Omega Obliterator
    • Omega Slayer
    • Omega Onslaughter
    • Omega Impaler
  • Dread / Legion / Exile package items are now sellable
  • Modified all skill effects to play once for performance. Buff / Debuff effects will no longer loop for their duration.
  • Updated battle error and status messages to include skill icons
  • Chairman Platinum battle background updated to "clean" version
  • Retrain, Redeem Code, and Item Finder options have been removed from NPCs and added to the Upgrade Shop

BALANCE CHANGES:

NOTE: For additional information and discussion on these changes, please visit the forums HERE.

-Battle Duration Adjustments-
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.
  • Health per stat point has been increased to 1.25 from 1. Now every 4 stat points will give +5 Max Health.
  • The base damage of all weapons (Primary, Gun, and Auxiliary) has been lowered by 2.
  • Critical Strikes now ignore 30% of defenses, down from 45%
  • Critical Strike minimum damage is now 3-5, down from 4-7. Increases at level 15 and 30.

-Energy Flow Adjustments-
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.
  • Energy per stat point has been increased to 1.25 from 1. Now every 4 stat points will give +5 Max Energy
  • EMP Grenade
    • Base energy drain increased from 7-24 to 12-27
    • Increased cooldown from 2 to 3 turns
    • Level scaling removed
  • Atom Smasher
    • Increased cooldown from 2 to 3 turns
    • Increased drain amount by 2% at all levels
  • Static Charge
    • Now unblockable
    • Cannot critically hit or Rage
    • Increase cooldown from 2 to 3
    • increase amount from 22-37% to 40-70%
  • Static Smash
    • Lower drain from 43-73% to 38-68%
  • Bounty Hunter EMP Grenade has been replaced by Static Grenade
    • Has a base energy drain of 10-25
    • Steals 50% of energy drained
    • 0 Energy cost, 3 turn cooldown
    • Gains +1 energy drain every 4.5 Tech
  • Battery Backup
    • Lower base energy gain from 20-45 to 20-35
    • Fixed a bug where level scaling was not working properly
  • Assimilation
    • Increased energy steal by 4 at all levels
    • Now steals 50% of energy drained, down from 100%
  • Energy Parasite
    • In cases where the enemy has more than 150 Energy, it will work as though they had 150 Energy instead. This is intended to only affect NPC battles.
-General Balance-
  • Plasma / Mineral Armor
    • Increased defenses from 15-60% to 30-100%
    • No longer affected by stat buffs and debuffs
    • Fixed a bug where duration was 3 turns instead of 4
  • Hybrid Armor
    • Increase defenses from 10-30% to 15-50%
    • No longer affected by stat buffs and debuffs
    • Fixed a bug where duration was 3 turns instead of 4
  • Mark of Blood
    • Adjusted energy cost from 13-31 to 15-24
  • Toxic Grenade
    • Lowered energy cost from 15-33 to 10-28
  • Venom Strike
    • Lowered energy cost from 14-32 to 10-28
  • Reflex Boost
    • Energy gain effect has been removed
    • Dexterity bonus increased by 2 at all levels
  • Smokescreen / Malfunction
    • Level scaling removed
  • NPCs
    • Weapon damage lowered by about 4 on all NPCs

BUGS FIXED:
  • NPCs with Bloodlust were gaining twice the intended health back
  • Effects of Color Blast and Shadow Arts now clear upon death in battle
  • Mark of Blood is no longer castable on targets that are already marked
  • Shadow Arts now only darkens the caster. It no longer affects things like robots and skill effects.
  • Energy Parasite no longer restores energy on dead casters, reviving them as disturbing zombie people.
  • Fixed players getting a persistent yellow loop when loading battles
  • Players are now prevented from changing gear while moving
  • Fixed a bug allowing flags to be highlighted in battle
Tags: Patch Notes RabbleFroth


< Message edited by Mecha Mario -- 11/15/2013 17:30:02 >
DF MQ AQW Epic  Post #: 1
11/15/2013 17:18:29   
Ranloth
Banned


Reasonable Poison cost after Poison Bot was introduced as well as the cleanse effect. Weaker debuffs will weaken synergy for some builds which were claimed to be too strong for some. Armors buffed by a reasonable amount - being able to compete with Shields now and cannot be debuffed + last a turn more than a Shield.

Higher HP and EP will also be interesting. Reduction in base damage isn't as high as I've thought it would be, very reasonable yet will have an effect with raised HP. Mark also has more reasonable cost now which is welcome for BHs and BMs alike, but the change to Static Charge seems awfully big - but it's pretty much same as old one, but weaker due to change to stat progression. With no passive PA, it's also reasonable.

Let's see how these changes will work in-game!
AQ Epic  Post #: 2
11/15/2013 17:22:46   
Bionic Bear
Helpful!


This seems like an intriguing update...now us TLMS can finally bring toxic nade back in use!
Static charge, I think, resembles the version from infernal war, now...wasn't it 73% at level 10 during that?
Post #: 3
11/15/2013 17:23:36   
Mother1
Member

Wow a mixed bag for me.

Some changes I like, while others I don't.

But still this does weaken quick kill builds quite a bit. Hopefully this doesn't do a 180 and overpower tank builds since so many defenses got buffed in the process.
Epic  Post #: 4
11/15/2013 17:32:38   
Khannibal
Member

To be honest not as big an update as I anticipated, the changes to health and energy are pretty decent, but all this does is encourage tankability and tech ie 5 focus builds, who were strong as TLM's with their poison anyway.

I believe 5 focus to be the worst thing to happen to EpicDuel, the game killer, and this has actually increased viability.

The BH EMP changes were necessary but decent we'll be seeing a lot more tech bh's I assure you of that.

Also everyone's problem with the TM caster build wasn't actually hit, it wasn't nerfed everything else was buffed and I DO think that's thbe way patches need to go!

Only time well tell, on Dragon..Ball...ED!
AQ AQW Epic  Post #: 5
11/15/2013 17:39:35   
charwelly
Member

So far it's still awesome for me good update.
AQW Epic  Post #: 6
11/15/2013 18:00:50   
  Digital X

Beep Beep! ArchKnight AQ / ED


Just logged in, nice to see a free retrain, and the new icons are great :) Suit the game much better than before.
AQ DF MQ AQW Epic  Post #: 7
11/15/2013 18:27:55   
GearzHeadz
Member

Um... I can't find anywhere to retrain my stats.
DF AQW Epic  Post #: 8
11/15/2013 18:32:09   
  RabbleFroth
Member

quote:

Um... I can't find anywhere to retrain my stats.

It's now in the upgrade shop. :)
Post #: 9
11/15/2013 18:34:32   
beaststyles
Member
 

Hmm intresting. All i can say at the moment. This one needs some time to consider.

Although about static charge... Increasing cooldown to 3 and increasing tankability while decreasing weapon damage semms that static charges new buff has been canceled out.

Any way lets test some more.

Ty devs for update. Although it would have been great if all icons could have been redesigned ;p
Post #: 10
11/15/2013 18:36:13   
Ranloth
Banned


Static Charge's buff hasn't been canceled out, not at all. Its %'s got pretty much doubled, and -2 damage doesn't affect it that much - not mentioning unblockable.
AQ Epic  Post #: 11
11/15/2013 18:38:53   
GearzHeadz
Member

Ha, thanks Rabble! Should of read the top of the notes.

Weird, just got my turn insta-skipped...

< Message edited by GearzHeadz -- 11/15/2013 18:40:20 >
DF AQW Epic  Post #: 12
11/15/2013 18:42:56   
Lqynrzox D. Maszik
Member
 

Good update, but nothing has been done about the poisen bot. still op in 1vs1 and in general

< Message edited by Lqynrzox D. Maszik -- 11/15/2013 18:43:43 >
Post #: 13
11/15/2013 18:44:28   
Ranloth
Banned


@Lqynrzox D. Maszik
In the tagged thread, in ED Balance, Rabble has said that Botanical Hazard will be brought up next week about its Poison. It's one of his concerns too, so we will see. It won't be changed this week for sure though.
AQ Epic  Post #: 14
11/15/2013 19:54:33   
hawkgreen
Member

Looks like Cyber Hunter is once again getting the short end of the stick. I suppose that's really the only thing I've seen (or rather, didn't see) that isn't great about this update.

Solid job.
AQW Epic  Post #: 15
11/15/2013 21:13:26   
Jekyll
Member

The poor TLM has been nerfed once again.
-Lower battery
-Cost of armor still the same
-Only class besides CH that doesn't have a free energy regain skill
-Usefulness of support has been reduced
AQ DF AQW Epic  Post #: 16
11/15/2013 21:15:49   
GearzHeadz
Member

How has usefulness of support been reduced?
The cost is fine, the armor gives better protection now...
Um... Battery? That's a free energy regain skill.
DF AQW Epic  Post #: 17
11/15/2013 21:21:09   
Jekyll
Member

1) Critical strikes have been nerfed. Less effective support, more effective defenses?
2) 31 EP for a 4-turn skill (including 1 turn to use). Not worth it IMO.
3) Errata. *Free energy drain-and-regain skill

Just look around. How many TLMs and CHs are left, compared to TMs, BMs and BHs?

< Message edited by Jekyll -- 11/15/2013 21:23:14 >
AQ DF AQW Epic  Post #: 18
11/15/2013 21:22:50   
Mother1
Member

@ gearzheadz

Offense was nerfed and support is an offensive stat. that right there makes support usefulness go down.

But this update make tech bounty hunters extremely powerful now.

They are the only class with a debuff that improves with a defensive stat which was buffed due to this update so even though smoke was nerfed the fact that it works with tech is still overwealming. Especially since their new energy drain works with tech as well. They can basically tank, take your energy away in high amounts, and destroy your defenses with a strong debuff.
Epic  Post #: 19
11/15/2013 21:24:13   
Jekyll
Member

Thanks, Mother1. Always good to have someone who can analyse the game well.

A high-tech BH can do the following:
-Massive debuff on Dex
-Use MoB on the low Dex to get high HP regain
-Possibly use 5 Focus
-Drain massive amounts of EP while regain rather large amounts
-High resistance

< Message edited by Jekyll -- 11/15/2013 21:25:39 >
AQ DF AQW Epic  Post #: 20
11/15/2013 21:29:09   
GearzHeadz
Member

@Mother1, so basically they can do what the techies did.

@Jeykll, a max battery back-up gives 37 ep, not 31.
191 tech debuffs 62 dex points. Smoke got nerfed.
191 tech will drain 60 energy points, returning 30. That, I will admit is high. But most players won't be using that kind of tech. But if they do, they could abuse bot damage as well.

The damage that artillery dishes out plus the aux is still high, I've fought several still using that build, and they still crit on me because of the massive support.

< Message edited by GearzHeadz -- 11/15/2013 21:38:40 >
DF AQW Epic  Post #: 21
11/15/2013 21:33:10   
Mother1
Member

@ gearzheadz

TM could not debuff you hard while having high defenses. Malfuction unlike smokescreen improves with support not technology. Also TM energy drain in nowhere near as strong as bounty hunter's new energy drain/regain is.

Plus as I mentioned before this update promotes tanking while discouraging offensive builds since they buffed defenses and nerfed offenses.
Epic  Post #: 22
11/15/2013 21:34:57   
GearzHeadz
Member

@Mother1, yes I have to agree with you on the tanking part. Wasn't too happy about damage lowering if they were going to buff defenses.
DF AQW Epic  Post #: 23
11/15/2013 21:36:57   
Noobatron x3000
Member

OK yes I have to admit the Bhes emp could do with nerfing its abit to powerful and works abit to well

However They aren't that difficult to deal with for mages at least just use your equivalents on separate classes

1)keep your hp 90+
2) abuse the stat that go's with your main damage in a mages case dex/tech + overlord/bolt
3_ keep the skill lowish level 4-6 so its easier to spam with a low energy cost
4) spam assimilate the minute they emp use battery and get your heavy hits/ heals out

Follow all of the above and usually you will beat the bh's


One more thing that poison bot absolutely needs addressing its ridiculous .


< Message edited by Noobatron x3000 -- 11/15/2013 21:40:58 >
Post #: 24
11/15/2013 21:37:01   
Jekyll
Member

So what if Smoke got nerfed? This shortcoming was made up for by the increased viability of Tech. Opportunity cost must be considered.

You say a max Battery gives 37. Essentially you are asking me to spend almost ALL of it on a single skill to increase my defenses. As with ALL shields, there will always be one turn where you are left vulnerable. Opponent does damage, I am forced to heal, leaving me with either no time, or no EP to use my shield. Tautological.

@noobatron:

What you've suggested definitely works, but only the TM can pull that off. Other classes can't.

< Message edited by Jekyll -- 11/15/2013 21:38:38 >
AQ DF AQW Epic  Post #: 25
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