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A change to parasite for the better?

 
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11/26/2013 20:49:41   
ReinVI
Member

Alright I was thinking and... as it stands parasite is easily the worst of the energy effecting skills given it is easy to counter by just burning through energy ( which
most classes can do then regenerate somehow once parasite is gone ) and given the attack only gives 5 damage severely slowing down any build using it's tempo
then what about this

make the strike do at most 10 damage ( completely optional as it's more of a gripe about doing such a poor amount of damage )

but the main thing is make it drain 15% of there 'max' energy every turn not current energy ( if it must remain of there current energy then so be it )

and make it regenerate 15% of the casters max energy per turn. This is where the biggest part of this change comes into play
as it make the skill worthwhile through the whole fight that isn't made useless by them just laughing and smashing your face in with energy using skill
so you gain no benefit from the skill once it's cast. This effect would be entirely separate from the drain so it will not be touched by the energy usage/
drain of the opponent.
Epic  Post #: 1
11/26/2013 20:56:19   
Altador987
Member

so basically the frostbite core but with a regain and more actually stolen (this is a question my question mark button doesn't work and you didn't have one in your post for me to copy)
AQW Epic  Post #: 2
11/26/2013 21:00:16   
ReinVI
Member

to a degree except frostbite is 5 energy per turn? this would be 15% of there energy per turn while the caster gets 15% of there energy back each turn
this is fair enough given 15% isn't truly a lot of energy now with the emp/ draining that's currently running rampant through every single class.
Epic  Post #: 3
11/26/2013 21:05:47   
Altador987
Member

yea yea that was the more actually stolen part, i can't foresee a problem with it but then again, i'll just use my bh for example he has 61 mp (i never really add mp while leveling as i try not to max anything out) and that would be 9 maybe 10 points for 3 turns that could be looped... meh i still can't see a huge deal with it but how would it scale are we saying this is it's max or minimum
AQW Epic  Post #: 4
11/26/2013 21:10:58   
ReinVI
Member

same scaling as it currently is just the effects are redefined plus the energy drain main be 'looped' by a BH or anything really but it also benefits the blood mage to a degree that it helps them put up a fight against these looping builds that can outlast while sitting there draining the meager amounts of energy they happen to regen with parasite. Remember 10-11 energy could be all it takes to get a heal that could win them a game against some of these builds.

one way to see it would be less of an energy drain/ skill stopper and more of a utility skill for a drawn out fight to help against other builds that go for a longer fight.

< Message edited by ReinVI -- 11/26/2013 21:16:27 >
Epic  Post #: 5
11/26/2013 21:16:53   
Altador987
Member

lol i'm all for the idea i just was curious of the max percentage that would be drained and or regained
AQW Epic  Post #: 6
11/26/2013 22:06:47   
ReinVI
Member

all we can do now is hope that a dev see's and likes the idea :P
Epic  Post #: 7
11/26/2013 22:17:46   
Lord Of K1lling
Banned


Energy parasite is really good against Bosses. You get full energy back every turn, too bad thats all it's good for.
Epic  Post #: 8
11/26/2013 23:20:59   
Mother1
Member

So basically same thing as before but now it can't be countered? Nope not supported.

Every energy drain can be countered by getting rid of your energy so they can't be used which includes Energy parasite. Why should Energy parasite get immunity from this?



< Message edited by Mother1 -- 11/26/2013 23:32:08 >
Epic  Post #: 9
11/26/2013 23:59:20   
The Hidden Legend
Member

it should get immunity because its the weakest energy drain/generate skill. i think this would work, supported
Epic  Post #: 10
11/27/2013 0:23:54   
FrostWolv
Member

Blood Mage Parasite is highly situational skill:-


somewhere Supported

Reasons:-

Drain and gain skill goes on for 3 turns ---> so the output they get is in installments which should be always better than a instant drain and gain energy skills
BM normally gets max 13-15 energy and 20-22 energy in return in total after three turns.


All I know that Parasite deserves to be tweaked to be better than what it is right now
Epic  Post #: 11
11/27/2013 0:25:57   
Mother1
Member

@ The hidden legend

This would overpower bloodmage since they would be able to drain energy out of thin air even if it is 0. Why because everytime they would use it it would work as if the opponent has max energy even when they don't.

That my friend is OP for an energy drain.
Epic  Post #: 12
11/27/2013 0:29:16   
ReinVI
Member

and yet static does the same thing as long as the other person has at least 1 drainable energy.

plus you have to remember this is taking away the 'return at 1.5%' what is taken so it's not returning 'as much' plus any other energy drain can easily counter this... heck frostbite ( or the free core version ) is -5 every turn so if I was gaining 10 per turn that's now a lowly 5 per turn which won't equate to much and given that most classes have a 2-3 turn CD energy drain it's not like blood mages would be stockpiling energy with this skill.

< Message edited by ReinVI -- 11/27/2013 0:32:38 >
Epic  Post #: 13
11/27/2013 0:31:30   
Mother1
Member

@ reinvi

and if they use it for 1 drainable energy what do they get? 1 energy. All energy can't drain anymore then what their opponent actually has. Your idea would make it so any bloodmage can get instant energy even if the opponent has none. Plus no counter to it either unlike the other energy drains? Overpowered much?
Epic  Post #: 14
11/27/2013 0:33:26   
ReinVI
Member

last timer I checked static grenade if I have 1 energy and they grenade for 44 they regain 22 .... so no they don't just 'regain 1'
Epic  Post #: 15
11/27/2013 0:40:20   
Altador987
Member

i thought it was doin that too but Mother is right about the the 1 Rein also i was assuming the skill wouldn't be able to gain mp out of thin air i thought it was makin better use of what already was, namely just giving back a little more
AQW Epic  Post #: 16
11/27/2013 0:43:26   
Mother1
Member

I tested this out on a NPC who had 7 energy left. I used it on the NPC and I only got back 7.

But even if what you said where true, that would only be usable if the opponent has energy left. No energy and you can't use energy drains where as this since it would be working with your opponents max energy whether they have it or not, means this can be used when your opponent has 0 energy. that is what I am getting at, and that my friend is OP.

Edit

Just tested it in challenge mode and I got the same result. Used static grenade on an opponent with 15 energy, when the drain would give back 23 and only got back 15 energy.

Finally tested it in actual battle modes that grant wins, and the results were no different. If that is happening for you I would suggest taking a screen shot and posting it in the bug section of the site.

< Message edited by Mother1 -- 11/27/2013 1:07:51 >
Epic  Post #: 17
11/27/2013 0:44:10   
FrostWolv
Member

ya Mother1 its true .... it happened with me that I had 3 energy left ... got hit by 46draining SG and that BH had +23 energy return from his own 0 energy



EDIT:

@ above

well if the dev wants then they can code it to give no return if enemy has 0 energy

quote:

if(enrgypool !=0) then drain
else
break;


< Message edited by FrostWolv -- 11/27/2013 0:47:30 >
Epic  Post #: 18
11/27/2013 1:06:52   
ReinVI
Member

then they can set it to where if there isn't any mana drained then no mana is gained but as it stands 'burning up' there energy is to efficient of a counter to a skill that wastes a turn ( on a pretty bad strike) especially when the next turn they just bash your face in with some kind of melee skill and laugh as that parasite drains like 2 energy and gives back 3... and I still do not see where it's overpowered if they BM can gain energy it's just like a battery backup except spread out over 3 turns instead of one big burst and yet nobodies crying OP about backup now that it doesn't give an insane amount of energy. And with the amount of either low cost - no cost energy drains in this game energy regen of any kind isn't nearly as strong as it 'could' be. So i still remain to be convinced that this change would be anything near the level 'overpowered' represents.
Epic  Post #: 19
11/27/2013 1:15:05   
Mother1
Member

@ Reinvi

Battery back up isn't an energy drain is it? It is like static charge without the melee attack. Those generate energy from nothing. However, they don't drain energy while giving it back from nothing.

Plus as I mentioned before all energy drainers work with their opponents current energy. All energy drainers can be countered by getting rid of energy. You are still suggesting that BM get an energy drain that can't be countered (meaning can't stop the effect) As long as their is one remaining energy just because people use their energy to counter its affect.

If anything they need to change the move completely where it drains one fixed amount like the other drainers so it can be on par with them rather then make it where there is no counter to it.
Epic  Post #: 20
11/27/2013 1:25:48   
ReinVI
Member

no it shouldn't be a set amount because that kind of move falls victim to energy drains way to easily... at least gaining 10 per round means they try and wait it out for maximum effect or they use it early and you regain a little bit more post emp all at once is essentially "hey hit me with an emp now plz" and blood mages do need energy especially now that the thing that made there strength builds viable is gone and they have no real way to punch through armor... they aren't as lucky as bounties to have a debuff as broken as smoke to just laugh off defenses with there strikes -.-
and I even said in the first post they can keep the 15% of enemies current energy ( or did you not read that? ) the main focus of this balance change was to make the energy gain for blood mages not suck so much like it does with how this skill currently works.
Epic  Post #: 21
11/27/2013 1:32:10   
Mother1
Member

quote:

but the main thing is make it drain 15% of there 'max' energy every turn not current energy ( if it must remain of there current energy then so be it )


I took this from your own OP. You stated right here that you wanted it to take 15% of the max energy not current.

Epic  Post #: 22
11/27/2013 1:39:28   
ReinVI
Member

look a little to the right there in parenthesis.... I say "if it must remain of there current energy then so be it" that right there means "if it has to stay a drain of 15% of there current energy" then it is fine but the main thing about this change is to make the energy regain no absolutely suck on BM's who actually need the energy...
Epic  Post #: 23
11/27/2013 2:26:59   
kaierti1
Banned


I WILL SAY AGAIN. BEST WAY TO ENHANCE BLOOD MAGE IS THAT ENERGY PARASITE STATS REQUIRED CHANGE TO: NONE, DEXTERTY OR TECHNOLOGY INSTEAD OF SUPPORT, THEN WE WILL BE ABLE TO USE TANK BUILD AND PLAY WITH STUN MULTI AND ENERGY PARASITE BUT I AM SURE THEY WILL NOT DO THIS BECAUSE THEY DONT WANT BUFF BLOOD MAGE. THEY DESTROYED THIS CLASS BLOOD MAGE.

< Message edited by kaierti1 -- 11/27/2013 2:28:06 >
Post #: 24
11/27/2013 2:32:44   
ReinVI
Member

dude one... I really have no idea what your saying and two lay off the capital letters.
Epic  Post #: 25
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