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Remove 10x and Rage %-Decrease battle trolling

 
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12/27/2014 19:52:10   
DeltaNoob123456789
Member

I suggust a removal of 10x everything and rage % cause its really trolling, and make a slight improvement

During battles and when you do a strong move and you're oppenent ends up with 1-29 hp(.1 - 2.9 without 10x) most of the time they win while you get mad. I think its pretty trolling, I think suggust once you're at 0-29(old way 0 - 2.9) you immediately die, at least and would make it less of a troll.

Rage, when you hit 95-99% rage, thats troll cause you can't rage and need 1-4 % more, I suggust that when you hit anywhere between 90-100% you just rage, that way its less trolling

Moved to ED Balance. ~WhiteTiger

< Message edited by WhiteTiger -- 12/28/2014 16:24:06 >
Post #: 1
12/27/2014 20:20:28   
Mother1
Member

This would mean my stats would count for less since you needed 3-4 points to get extra damage in some cases, where as now every stat point does count for something. It would also mean whole numbers of damage would go back to being decimals which in many cases trolled players myself included.

Over all not supported.
Epic  Post #: 2
12/27/2014 22:45:42   
  Exploding Penguin
Moderator


There is 0 valid reason as to why x10 was a bad change. Just outright, 0 reason no matter what. Many threads have been made opposing it and I have yet to see a single, viable rationale as to why it should be removed.

I think a lot of people confuse it with the damage reduction on everything, which is a change that happened way before the x10 update.

And if you can't manage your rage right, plan 2-3 turns ahead so you make sure you have 100% rage instead of being just a bit short of it.
Epic  Post #: 3
12/27/2014 22:52:26   
king altoen
Member

x10 is sooooo troll... now people still survive with 1 hp.. which = 0.1 hp in the old system.
Epic  Post #: 4
12/28/2014 4:07:32   
Remorse
Member

^ I don't see how that is much worse to losing to someone with 1hp in the old system.

Just cause 1hp is technically lower now (0.1%) does not mean this is some how an issue.




In every game with some sort of pvp element to it you are gonna lose occasionally to the slightest of variables and we all have to accept this fact and live with it, if you don't like it then maybe games in general is not for you.

< Message edited by Remorse -- 12/28/2014 4:08:18 >
Epic  Post #: 5
12/28/2014 9:11:30   
Ranloth
Banned


For the n'th time, x10 is here to stay. It won't be removed at all, whether players like it or not. It's one of the balance changes which has no drawbacks - having to do your math a bit more carefully and "not simple anymore", is not an excuse, especially in a PvP strategy game when many claimed there's a lack of strategy, and now want even simpler gameplay. Tip: Cover the last number and play as usual. Simple yet effective.
AQ Epic  Post #: 6
12/28/2014 16:14:22   
  Exploding Penguin
Moderator


quote:

x10 is sooooo troll... now people still survive with 1 hp.. which = 0.1 hp in the old system.


Just do the math before you attack so this doesn't happen...

Or if you think about it, there's almost always another better move you could've done in the battle prior to the move leaving the opponent at 1 HP. Focus on improving your play and making it perfect rather than focusing on the problems that result from your mistakes earlier in the fight.
Epic  Post #: 7
12/28/2014 17:22:37   
Lord Machaar
Member

Two posts above.

The thing is, the damage interval is huge, between 2 strikes of the same sword, in same conditions, you get 300 in first one and 225 in second one is just unpredictable.

The problem is not in the multiplier, but I think it's in the damage interval. No matter how much you take in consideration, you end up missing the K.O with few health points.

I think the damage interval should be lowered, to be predicted. The Intergral ʃ should be lowered to the point where you atleast can have a close value to the damage your weapon will do.

Instead of working on maximum stats and minimum stats of primary/sidearm/auxiliary/robot versus resistance/defense, there should be like an average damage should be used based on calculations of Top damage and Least damage, and on Top Def/Resis and least Def/Resis. But this average damage should have a maximum value and minimum value, but closer to the average one to be predictable.

< Message edited by Lord Machaar -- 12/28/2014 17:32:13 >
MQ Epic  Post #: 8
12/30/2014 15:12:56   
zion
Member

You have to see how close your min damage is to their max defense if you want to be sure! Otherwise just view it as a percentage chance to be enough damage - just like blocks and deflections...
AQ DF MQ AQW Epic  Post #: 9
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