Balance and Battlepass

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EpicDuel Balance Redux

Nightwraith | Thursday, December 1, 2022

With all the changes from last week, there were bound to be adjustments, additions, and fixes to better tweak balance back into a healthy place. Remember that balance is an ongoing process that will never be perfect, but it can certainly always be improved through build diversity and intriguing new strategies.

 

Epic Legendary Supporter

As of this update, the 40K Varium package was removed from the game. Congratulations to all who managed to grab EpicDuel's best deal of the year. The 18K Varium and 10K Darkeater promotional packages are still available along with the 2022 Epic Supporter achievement.

 

Battlepass Conclusion

This season's Battlepass will conclude at the end of the day December 4th so you still have some time to collect the last of the rare rewards if you've fallen behind on your challenge grinding! We don't have a set date for the next season, but we should have a better idea as the content is completed.

 

Class Balance Redux: 

  • Tech Mage
    • Concentration: 15% damage reduction → 10%. Reduce energy conversion values by 5% across all levels (27% max).
    • Assimilation: Reduce drain value by 40 across all levels. 100% damage → 85% damage.
    • Deadly Aim: Requires Tech → Dex.
    • Defense Matrix: Improves every 0.35 Supp → 0.55 Supp; Buffed base amount by 50 across all levels.
  • Tactical Mercenary
    • Mineral Armor: Buffed values by 6% across all levels.
    • Energy Shield: Improves every 0.7 Dex → 0.6 Dex.
    • Adrenaline: 20% initial Rage gain → 35%.
    • Barbed Grenade: Buffed damage by 20; improves every 0.37 Tech → 0.35.
  • Blood Mage
    • Terrify: Reverted to pure strength debuff; added 15% defense reduction; new values 18, 20, 22, 24, 26, 28, 30, 32, 34, 36; improves by 1 str point per every 3 Supp; improves by 1 Str point per 2.4 levels above 20; last 4 turns.
    • Blood Instinct: Improves with 2.5 supp → 3 tech.
    • Energy Parasite: Gain 135% → 150%.
    • Plasma Cannon: Lowered energy cost from 20 energy per level → 15 (260 max); gain 10% damage dealt to energy.
    • Fire Scythe: 100% damage → 110%. Cost 15 energy per level → 10; changed values to 30, 32, 34, 36. 38. 40, 42, 44, 46, 48.
    • Fire Rain: Lowered energy cost by 40.
  • Cyber Hunter
    • Static Charge: Drain flat 100 energy instead of 50% of damage dealt.
    • Plasma Grenade: 15% lifesteal → 25%.
    • Memory Leak: Buffed by 20 across all levels; lowered energy cost by 20. 85% damage.
    • Neural Scythe: 3 turn CD → 2 turns.
    • Master of Arms: Renamed to Cyber Edge to better follow the Cyber Hunter's theme.
  • Mercenary
    • Hybrid Armor: Added back 10% highest stat buff.
    • Static Smash: Mechanics now match that of Assimilation with a 100% absorption rate; improves with strength; 85% damage; drain values 110, 125, 140, 155, 170, 185, 200, 205, 230, 245; improves every 1.1 str; improves by 1 every 1.4 levels above 20; weakens by 1 every 3 levels below 20.
    • Bunker Buster: Lowered energy cost from 20 energy per level → 15 (260 max).
    • Surgical Strike: Lowered energy cost by 30.
    • Artillery Strike: Lowered energy cost by 40.
    • Berzerker: Lowered energy cost by 20.
    • Intimidate: Improves every 4 Supp → every 3 Supp.

 

Cores Balance:

  • Wolf’s Fury: Remove 15% stun chance; add 30% lifesteal.
  • Captain’s Charge: Added 40% lifesteal.
  • Blood Shot: 30% lifesteal → 50% lifesteal.
  • Bloodseeker Blast: 30% lifesteal → 50% lifesteal; added 15% defense ignore.
  • Crow Frenz P/E: 30% lifesteal → 50% lifesteal; added 15% defense ignore and 25% crit chance.
  • Om Nom Bomb E/P: 60% lifesteal→ 75% lifesteal.
  • Minor Om Nom Bomb E/P x25: 50% lifesteal → 60% lifesteal.
  • Saw Strike E&P/Infinity Mind Spears: 25% defense ignore → 40% defense ignore.
  • Minor Infinity Mind Spears: 25% defense ignore → 40% defense ignore.
  • Stalagrenade E/P x25: 30% defense ignore → 50% defense ignore.
  • Minor Stalagrenade E/P: 20% defense ignore → 35% defense ignore. 
  • Omega Override: 35% stat reduction → 75% stat reduction.
  • Tranquility: 525 HP → 500; cost 100 energy → 150.
  • Resonant Armor: 20% energy reduction → 10%.
  • Core Corruption: Reduce 40 Dex/Tech → 30.
  • Critical Heal (Armor): 30% heal increase → 20% heal increase; no longer requires critical health (less than 25% HP) to activate; does not stack with Critical Heal (Primary).
  • War Commander: Added +4 strength.
  • Deep Plague/Molten Bullet/Molten Shrapnel/Hunter’s Retribution: Increase by 10% damage per turn → 15% damage per turn; 6 turn duration → 5 turn duration. 

 

Bug Fixes:

  • Adrenaline: Initial Rage gain goes to target rather than sender.
  • Adaptive Armor: Can now be reduced by Azrael’s Torment or Heart Attack.
  • Growth Serum/Minor Growth Serum: Properly stacks with Legendary points and Critcal Heal.
  • Pulse Punch: Was bypassing 50% defense instead of 20%. Damage was still tied to skill level.
  • Blood Bullet / Titan's Barrage: No longer gives opponent energy.
  • Kernel Panic: Uses correct Kernel Panic animation.

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