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Passive to Active Resolution!

 
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3/21/2014 3:07:51   
Remorse
Member

I am starting this thread because I think the lack of focus on the impact of this change has caused a lot of resulting issues that have risen to be unresolved.


The constant feedback from players in the general discussion pages have had little effect on the developers desire to fix these issues, heck we don't even know if they even think these are issues...

Anyway please feel free to add ideas on how you think these issues can be resolved or if you think there are more issues I have not mentioned and would like to be added.


The Resulting issues:


-Energy constraints
-Replacement from passives being the skill that is too vital, to now free costing skills with almost the same requirement as the passives.
-Energy driven battles
-A high imbalance due to differences in energy control among classes
-The reintroduction of heal looping due to no limitations on free costing skills (then a poorly executed band aid fix to this by adding the hatchling rush core which as a result have led to a high imbalance in power abusing builds)
-No limitations on free costing skills





My idea to resolve these issues as many of you may know is my suggestion from a while ago now called Stamina Points, feel free to give your opinion on that suggestion as well since it is within the topic of the passive to actives change, issues.



Thanks Remorse.

< Message edited by Remorse -- 3/21/2014 3:12:28 >
Epic  Post #: 1
3/21/2014 3:19:54   
Mother1
Member

Actually remorse majority of the skills that were once passive have energy costs. The only actives that are free to use that were passive are battery backup and energy parasite for accuracy purposes.

But as for the Stamina I have to ask does the adding a cost to every move include strike, aux, sidearm, and normal bot moves? Because at one point in the stamina thread I remember you saying that all moves would get a cost including these than in the last thread you said those would be free. which leads me to concern number one which is if everything has a cost including moves that were free from the beginning then when you are out of both stamina and energy you will be forced to skip which shouldn't happen ever unless you actually want to skip for a tactical reason.

The second concern I brought up is that while this removes stress in certain areas, it adds restriction in others. I know you address this concern however, for thread purposes it my be best to explain it so others don't bring up the same things I did.

Epic  Post #: 2
3/21/2014 3:26:31   
Remorse
Member

^ I did ponder the idea of adding stamina costs to strikes however that came under the category of possibilities rather then the change I originally intended.

And for reference because you gain 10% stamina back each turn, then technically as long as the cost of so strike is below 10% then you can never be forced to skip a turn since you gain the stamina at the start of the turn. However this is not what I would like for the idea to become when it is first introduced, merely a possibility of what the idea could be, pondering in a seance.




I will quote the Statement I had for your 2 issues before again, let me know if you find the explanation too hard or confusing to understand,

quote:

The first issue you have may be because of a lack of proper explanation in my thread.


But never can you have a time in which you must skip a turn,
Remember that only a select few skills (most of which are free costing skills), robot specials and cores are getting a stamina cost.

Which means if you run out of stamina their is always the multiple options that can be performed such as all the energy costing skills, providing you have energy, and all the free costing attacks such as striking, gun, aux and basic robot attacks.


In a seance Stamina actually gives you more options to do because currently now when you are drained of all your energy as a lot of classes their is not a lot you can do especially because the cores cost energy.

Stamina would mean that if you were drained of all you energy you can still use cores providing you have enough stamina so in certain ways their are more options.



Yes when you run out of stamina you will be lower on available options but this is no way near as bad as the option reduction from when you run out of energy/drained of all your energy and this is because of the gradual return of stamina per turn meaning these options will eventually open up again especially if you manage stamina well.

Which is not the case for a lot of classes who lack decent energy regains who are left to not much at all after running out of energy.






Also I would like to point out that yes this feature adds a sort of restriction but, it is a creative restriction.

It doesn't stop builds from working it merely forces them to manage their skills costs and actually require them to think of the cost of each attack they will do and how this may restrict them later on.


In a seance it actually adds variety and creativity as it may limit dominating builds from being so uncounterable and mindless and actually require them to make some sacrifices such as lowering the level and therefore cost of skills that require stamina simply so they become less restricted in stamina.

This may mean that they are forced to stop spamming skill points in once free skills, or suffer the restrictions, as a result builds that didn't spam free costing skills in the first place are now at a higher level and have a better chance of competing therefore increasing variety.



And also their are many ways restriction in certain areas are actually lowered, for instance restriction in cores are lowered because if they don't cost energy and rather stamina certain builds and classes will have a higher chance of using cores and therefore less restricted.


Yes, stamina adds restrictions however I believe it adds restriction only to where it is required and to provide an increase in variety and creativity and it should actually lower restrictions in other areas in which restrictions need lowering such as cores and energy constraints.


Their are also some areas in which new restriction will be very important for class balance.
For example tech mages now can actually energy loop effortlessly causing them to have a great advanatge in the current meta, stamina tackles this issue by applying a restriction to the frequency in which they can energy loop and therefore give other classes a chance to compete. However it doesn't stop the tech mages strategy from working at all as they can still use these skills just not loop them as easily and without making sacrifices in other areas.


< Message edited by Remorse -- 3/21/2014 3:31:46 >
Epic  Post #: 3
3/21/2014 3:31:11   
Mother1
Member

@ Remorse

Thanks for clearing up the first part because as mentioned that was one of my concerns since it would be really annoying to lose to someone because you couldn't even strike when that would be all you would need to do.

As for the second part I understood it the first time, however I also thought for the sake of this thread it would have been best to post it here so others who would share that concern could read it and understand. Thanks for posting here though.
Epic  Post #: 4
3/21/2014 3:34:22   
Remorse
Member

^ No worries and thanks for the feedback.
Epic  Post #: 5
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