arturako22 Posted November 5, 2022 Share Posted November 5, 2022 With the new version of duelists, their survival has increased considerably against bosses and enemies with high damage (such as the depths worm), adding to that their damage and low cost makes them very powerful against this type of enemy. However, in my experience they have become weaker against normal enemies. I think they should restore their health regeneration and keep the damage cap. although it should be increased to 50 or 60 instead of the current cap of 15. That way, they can still survive long enough to do a few hits on bigger bosses with AoE (enough to deal a fair amount of damage for their cost before dying, but not enough to solo bosses like on their current state) while also, being able to survive longer when dealing with bigger groups of enemies, where the new damage cap doesn't really help all that much. Keeping the damage cap would allow them to be useful against bosses while the regeneration (along with the new teleport on taking damage) would allow them to be more effective against non boss enemies. With their numbers, current costs and how easy they are spawn I think this will help create some duelists that are relevant but not overly powerful. Link to comment Share on other sites More sharing options...
Copyafriend Posted November 5, 2022 Share Posted November 5, 2022 10 minutes ago, arturako22 said: With the new version of duelists, their survival has increased considerably against bosses and enemies with high damage (such as the depths worm), adding to that their damage and low cost makes them very powerful against this type of enemy. However, in my experience they have become weaker against normal enemies. I think they should restore their health regeneration and keep the damage cap. although it should be increased to 50 or 60 instead of the current cap of 15. That way, they can still survive long enough to do a few hits on bigger bosses with AoE (enough to deal a fair amount of damage for their cost before dying, but not enough to solo bosses like on their current state) while also, being able to survive longer when dealing with bigger groups of enemies, where the new damage cap doesn't really help all that much. Keeping the damage cap would allow them to be useful against bosses while the regeneration (along with the new teleport on taking damage) would allow them to be more effective against non boss enemies. With their numbers, current costs and how easy they are spawn I think this will help create some duelists that are relevant but not overly powerful. This man balances Link to comment Share on other sites More sharing options...
Mr.Fun Posted November 5, 2022 Share Posted November 5, 2022 Do they still regen health? Didn't they chance that in the last update? Link to comment Share on other sites More sharing options...
arturako22 Posted November 5, 2022 Author Share Posted November 5, 2022 8 minutes ago, Mr.Fun said: Do they still regen health? Didn't they chance that in the last update? In the current version of the beta they do not have health regeneration, what happens is that they only take up to 15 damage per hit ignoring the rest of the damage. My suggestion is to nerf the cap from 15 to 50 and give them back the health regen they previously had. Link to comment Share on other sites More sharing options...
Gi-Go Posted November 5, 2022 Share Posted November 5, 2022 No. Wendy shall deal with pleb mobs. Maxwell shall continue to destroy bosses with low efford. Link to comment Share on other sites More sharing options...
Wexton Posted November 5, 2022 Share Posted November 5, 2022 Not sure if the health regen is needed on the current state, but it will definitly be needed once the damage cap is nerfed (which should definitely happen to stop them from soloing bosses) Some good balancing between the regen and the shield so they can survive enough during a fight to be relevant, but not enough to solo bosses for you sounds like the sweet spot. Link to comment Share on other sites More sharing options...
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