Melchiah they plan on adding coop and pvp
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BH could benefit from some sort of agility-tank synergies on the sets, making some neglected stats more impactful and relevant. A few examples of 4-piece bonuses or other things:
Two Dodge attempts when attacked vs one.
Double Dodge Rating.
A stat % as a bonus to dodge rating.
Dodge Rating total added to another stat.
Dodge rating procs on hit/kill/crit.
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Originally posted by Trouble View PostBH could benefit from some sort of agility-tank synergies on the sets, making some neglected stats more impactful and relevant. A few examples of 4-piece bonuses or other things:
Two Dodge attempts when attacked vs one.
Double Dodge Rating.
A stat % as a bonus to dodge rating.
Dodge Rating total added to another stat.
Dodge rating procs on hit/kill/crit.
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Eternium 2: Rise of the bounty Hunters
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and https://forum.makingfun.com/forum/et...414-eternium-2
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Originally posted by GrauGeist View Postby bringing Mage up.
ANB #1- Mage Rank 17... T107 in 9:47
ANB #2- Mage Rank 1..... T116 in 9:54
Live LB- Mage Rank 3..... T122 in 9:05.
Live LB- XP Mage ........... T112 in 7:55/ T100 in 3:25.
Click here to see my gameplay videos.
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BH isn't a mage. It isn't meant to be played like a mage. A mage needs the extra range & spread of AB because they'll die if a mob so much as sneezes at them. BH is meant to be played as that 'bobbing and weaving' character. That's why Scatter is fine as is, with the range it is. And why Assault 4 has the speed bonus: so they can get in quick, get scatter shots off, get out, and line up snipe shots.
Plus it has RF which helps to rapidly reset cooldowns. And one of the specials that assault BHs use is Smoke Screen... which completely shuts down enemies for a few seconds. Snipe also shuts down enemies for a few seconds.
Pretty sure it's working as intended. And the fact is that BHs are currently ruling the global LB (TL122). So there's gotta be something working with their skillset...
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Originally posted by GrauGeist View PostThere's nothing stopping Mages from adding Vit and Armor...
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Originally posted by Rytrik View Post
Except the timer... because you have to give up damage to add vit and armor (outside of celestials) which means that you won't have the necessary damage to clear the trial mobs & beat the boss.Bounty Hunters: Aice Sang (Assault), Natalia (Stalker)
Mage: Seulgi (Exp), Suzybae (ANB 3 3rd & Live-LB 11th)
Warrior: Asuna
FIRU VARI WAFI 3808 (Mobile & PC)
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Originally posted by Trouble View PostBH could benefit from some sort of agility-tank synergies on the sets, making some neglected stats more impactful and relevant. A few examples of 4-piece bonuses or other things:
Two Dodge attempts when attacked vs one.
Double Dodge Rating.
A stat % as a bonus to dodge rating.
Dodge Rating total added to another stat.
Dodge rating procs on hit/kill/crit.
BH is very much as fragile a Class as Mage. My BH has about 40K more T than my Mage, but he still gets one-shotted when running 10 TLs lower than the Mage. Summoned meatshields would benefit BH.Champion Level 1035 -
Artemis (DPS Mage): 920K/104K/25K, TL94
Synergy 178 • Arc/Adv 4/2 • Marcus, Robin, Endar
Estrago (Bounty Hunter): 482K/142K/51K, TL87
Synergy 101 • Havoc 4 • Marcus, Robin
Athena (XP Mage): 446K/85K/22K, TL91
Synergy 129 • Adv/Arc 4/2 • Marcus, Eileen, Robin
Mobile • As Of May 24th, 2018
#JustSpamLess: Responsive Controls Are For Skrebz
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Originally posted by Nikko.mendoza89 View Post
Well I think if we're talking about mobile device - mages, then it's not bad and you won't beat PC user trials via mobile anyway and can't dodge as slick as a PC user so it makes sense to get Vitality (if you don't have celestials yet).
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To get an idea of how PvP will be between the 3 classes, have a look at how much time each class needs to bring a boss down. As it stands, time to kill all mobs in a high TL Vs time to kill the boss, is something like 85/15 for the BH and close to 50/50 for the Mage.
Then there's the need for a complete rework of the crowd control features for each class. How many lightning "slowballs" is a Mage going to be able to launch before a 2k AR Assault BH permamutes him to the wall?
I don't want to be a pessimist and I hope the dev team proves me wrong and comes up with a kickass PvP mode, but I have seen the dream before (*cough*D3*cough*) so I don't get my hopes up too much.
Co-op is a different fruit though and it should require a different type of effort (more on the game's engine and less on balance) and it should hopefully be delivered earlier/easier.
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Originally posted by Chosen View PostTo get an idea of how PvP will be between the 3 classes, have a look at how much time each class needs to bring a boss down. As it stands, time to kill all mobs in a high TL Vs time to kill the boss, is something like 85/15 for the BH and close to 50/50 for the Mage.
Then there's the need for a complete rework of the crowd control features for each class. How many lightning "slowballs" is a Mage going to be able to launch before a 2k AR Assault BH permamutes him to the wall?
I don't want to be a pessimist and I hope the dev team proves me wrong and comes up with a kickass PvP mode, but I have seen the dream before (*cough*D3*cough*) so I don't get my hopes up too much.
Co-op is a different fruit though and it should require a different type of effort (more on the game's engine and less on balance) and it should hopefully be delivered earlier/easier.
So yeah, I'm skeptical of a possible PvP mode too, to put it lightly. Wallet warriors tend to run amok in freemium PvP. Now, clan vs. clan would be kinda cool, like with 4v4 instead of 1v1 (various modes like CTF and DM), and Championship-type events for clans. But there would have to be a LOT of balancing either way for any kind of direct PvP, probably to the point where regular mode and PvP mode would be using two drastically different sets of mechanics and values.
Co-op would indeed be an easier roll-out since it would just be single-player amplified, but it would still be a good idea to hang more on it: Things like co-op-only modes/events (like Apocalypse and Nightmare mode were on SAS:ZA4), and maps like huge dungeons and boss raids designed to make co-op really shine. Just dropping it into the normal game would be fine and good and all, but it should also be treated as a foundation in itself, just like PvP.
Oh, and still wanting to hear more BH ideas. Might start adding to the OP as we go.Champion Level 1035 -
Artemis (DPS Mage): 920K/104K/25K, TL94
Synergy 178 • Arc/Adv 4/2 • Marcus, Robin, Endar
Estrago (Bounty Hunter): 482K/142K/51K, TL87
Synergy 101 • Havoc 4 • Marcus, Robin
Athena (XP Mage): 446K/85K/22K, TL91
Synergy 129 • Adv/Arc 4/2 • Marcus, Eileen, Robin
Mobile • As Of May 24th, 2018
#JustSpamLess: Responsive Controls Are For Skrebz
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Originally posted by Melchiah View Post
I could see PvP just turning into a whale trap. I already have my suspicions that the normal LBs were only included to fuel the illusion of competition/relative deprivation between players because that *always* helps to push IAPs in any freemium model. PvP does the same thing to a greater degree by making the competition between players even more direct and face-to-face. Then when you consider the fact that PC players are ranked alongside mobile players despite the significant mechanical advantages that the former enjoys...
So yeah, I'm skeptical of a possible PvP mode too, to put it lightly. Wallet warriors tend to run amok in freemium PvP. Now, clan vs. clan would be kinda cool, like with 4v4 instead of 1v1 (various modes like CTF and DM), and Championship-type events for clans. But there would have to be a LOT of balancing either way for any kind of direct PvP, probably to the point where regular mode and PvP mode would be using two drastically different sets of mechanics and values.
Co-op would indeed be an easier roll-out since it would just be single-player amplified, but it would still be a good idea to hang more on it: Things like co-op-only modes/events (like Apocalypse and Nightmare mode were on SAS:ZA4), and maps like huge dungeons and boss raids designed to make co-op really shine. Just dropping it into the normal game would be fine and good and all, but it should also be treated as a foundation in itself, just like PvP.
Oh, and still wanting to hear more BH ideas. Might start adding to the OP as we go.
As far as trial achievement goes, you have 2 options. Either to nerf the class who's leading or buff the other classes so they can reach it too but before any of those are done, you gotta put into consideration how many of ''that class'' is really leading the leaderboards. It's not a question of one BH for example getting Trial 123 with the remaining BH's at 121 while mages are all in 122. That can be skill based already and (app support-based) since PC users have stuff going in for them and some that do not (some bugs).
There's no sense to talk about PvP balances if it's not even out yet. Like how much do you think are classes going to mitigate from each other's damage? How much does it really take someone to kill one on one? To be honest, BH is not really an OP class as far as I'm concerned when it comes to PvP since people can just get a ton of Move speed and run away waiting for cooldowns. Assassinate is so easy to dodge, Smokescreen just makes you invisible but (shouldn't make you invulnerable as far as AOE skill damage is concerned-PvP).
Just imagine a frost element user mage casting blizzard in your area to slow you down then blink towards youto use frost nova (6 seconds) then freeze you do death with 3x damage frost bolts while not being able to move? Not to mention the combination of the time altering skill mages have (which shouldn't be allowed in PvP really-unless they reduce the effectiveness.
Not to mention the Warrior's devastating strike 1 hit KO'ing a BH or Mage that doesn't have high Vit, LOL.Bounty Hunters: Aice Sang (Assault), Natalia (Stalker)
Mage: Seulgi (Exp), Suzybae (ANB 3 3rd & Live-LB 11th)
Warrior: Asuna
FIRU VARI WAFI 3808 (Mobile & PC)
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