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I don't enjoy the way battles are now

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6/27/2019 10:43:34   

I hate to be dramatic.

But the last balance update didn't do much at all. BH and CH are still ruling 1v1. Probably 90% of the competitive player base is one. TLM and BM don't exist (did 40 battles and didn't see a single one, and that's not an exaggeration). Merc and TM are there (hardly) but struggling. TM energy control definitely needs help because they get locked down within a couple loops of EMP grenade or Static Grenade... I'd imagine TLMs have it worse. That's sad considering EMP is underpowered. Merc stands a decent chance against CH because of Static Smash, and support builds can actually be kind of scary if they don't have every attack blocked or deflected, but in general they clearly aren't doing well in this meta.

The entire game is run on debuff, poison, heal, and energy manipulation, it's ridiculous. CH vs. CH battles are a headache, BH vs. CH is almost as bad. I'm okay with playing a long battle to try to win if I have to, but I honestly don't like this because it's stressful. Every turn you're just trying not to make a wrong move and a single crit can ruin you because then you're forced to heal. CH fights where both players have poison and botanical is not fun. It's endless looping, usually 20 rounds on average as a minimum, no joke, until one guy gives out from the poisons and malfs. BH are similar, where it doesn't end until the CH is locked down with Static Grenade, assuming they win. Not to mention, pure tech CHs are a bit of a thing now, which is nice until you realize they're basically a more extreme version of Focus, and they hardly even use Plasma Grenade (which, by the way, probably needs to get the same buff as Stun Grenade for anyone to use it).

This video (obviously, not mine) gives just a taste of how bad it is: https://youtu.be/ylg73bC8TNs?t=126. Don't have to watch the whole thing but those two CH vs. CH battles show it all. None of those battles were less than 10 rounds, even the BM and Merc squash matches. I had pretty much the same experience playing as CH and it was no fun even though a won a lot.

The problem is everything is on waaaaaaaay too short of a cooldown that every move is either debuff, poison, shielding/assault bot, heal, or energy manipulation. That's 80% of the moves in these battles. This is still the immediate problem with balance and the last update hardly did anything. I sincerely hope heal is moved back to 4 turns and poison only lasts 3 turns. Then maybe make ALL energy manipulation skills have one more turn of cooldown. That will help battle consist of more moves besides the one I listed and not make games such a looping nightmare, and would indirectly buff Reroute. I don't like the idea of nerfing Static Charge only, if it does get nerfed, because that will just kill the class. Smoke probably needs to be nerfed more (and the buggy scaling needs to be fixed), especially since a good BH can actually bash CH consistently (unless the CH has OP varium cores) even though CH is already OP itself and these changes would hurt CH more. And, honestly, I don't think Shadow Arts needs the 10% block and stun chance anymore. These things ought to be dealt with first before trying to help other classes/builds. Only problem is these changes might actually make bosses impossible, which would be a reckless thing to do. But if BM or TM gets a passive Static Charge or something that might help with that as well as balance.

< Message edited by NDB -- 6/27/2019 14:10:24 >
Epic  Post #: 1
6/27/2019 16:18:15   

Well it was bound to happen because:

Level 1 or 2 heal can heal for about 70% of HP
Destruction of burst type builds especially strength
Infinite Energy gain
Post #: 2
6/27/2019 19:00:08   
.Lord Ginger.

I am down for a field medic to 4 turn and an extra cooldown on all energy moves to help bring down the energy meta plague, it's actually a great idea.

Poison is now a bit too useful and basically a necessity and that's a bit annoying now...I'm glad it's useful for BH but...

Same thing with the debuffs, I'm down for some nerfs so we get variety in how people play. Right now, 1v1 is so bland and the strategies are basically always the same.

< Message edited by .Lord Ginger. -- 6/27/2019 19:04:15 >
AQW Epic  Post #: 3
6/28/2019 16:40:35   

Here is something for poison. Make it so any move that would give back health (minus blood lust, blood commander, and the ultimate moves) would cure out poison. This would help counter those toxic (no pun intended) double poison builds that abuse the fact that field medic (which most people only have) is the only way for them to cure out poison.

Or if this isn't possible make it so that when you cure out poison it is impossible for the initial turn to be repoisoned.

As it stands now there are only three counters.

Field medic which while useful only works once every three turns and this leaves you vunerable to being repoisoned.

The assault bot which while useful against poison builds (nerfing the effect of poison by 85%) costs you a turn, and at the same time leave you open for any non poison build/debuff builds.

and lifeline which is only open for P2P players and is unavailable for free to play. plus this only works when you are in critical condition which isn't a good thing.

< Message edited by Mother1 -- 6/28/2019 16:42:17 >
Epic  Post #: 4
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