Aller au contenu

Photo

Does the game need rebalancing?


  • Veuillez vous connecter pour répondre
666 réponses à ce sujet

#476
DragoonKain3

DragoonKain3
  • Members
  • 423 messages
Spell Might is useless because...

1) It only gives you 10% increase in spellpower, but it imposes you a mana drain that you can't offset with skills/talents/equips. You're much better off with Spell Wisp, since its 5% increase in spellpower at no mana drain, and you only have to spend 1 point



2) Storm of the Century is like using a sledgehammer to swat a fly. Blizzard + Earthquake into Tempest is more than enough to take care of trash mobs, and just like Storm is a sledgehammer that will probably miss the fly (it unfreezes the enemy since it 'dispels' blizzard), Blizzard/Earthquake/Tempest makes sure they stay in the AoE for them to die.



3) Powered Animate Dead is useless. Against waves of trash mobs, the upkeep is not nearly worth it to keep it perpetually running (80 upkeep?), so you have to recast it mid battle, BUT you can use this time to sling another spell. Against vast majority of bosses, they don't have minions OR don't have minions you can actually raise.

#477
surrealitycheck

surrealitycheck
  • Members
  • 122 messages
That's hardly true. It's not either or - you can use both spell wisp and spell might (I do), and if you stack your magic stat you will never go oom due to the absurd nature of lyrium potions. A mana drain is totally irrelevant.

#478
Jtrdi

Jtrdi
  • Members
  • 7 messages

Pocketgb wrote...

Shappy1010 wrote...

egervari I think by now you have stated your case. And to be honost I don't think this will be fixed or perhaps should be...


Er. Why not, if I may ask?

Maybe because a lot of RPG fans think that game is not broken at all? Just giving a possible explanation... Some of people in this topic simply take "Game is broken" to be a fact, while it is definitely not a fact, it can be discussed, but it is not a fact. BW don't see it as broken and I would say that most RPG players don't see the game to be broken.

Pocketgb wrote...
People stating their opinions and beliefs - that harm noone - is trolling???

Come on, some people are just going irrational in this topic. Isn't it enough to write opinion once and repeat 5 times? Why repeating 50 times, everytime someobdy disagrees? Not meaning necessary you, but this topic consists of 5 whiners who wrote 50% of posts that look exactly the same. -_-

#479
Blue_dodo

Blue_dodo
  • Members
  • 391 messages

Schyzm wrote...

DragoonKain3 wrote...

Schyzm wrote...

fireball, blizzard, storm of the century, death hex, sleep, horror, mass paralyize, glyph of repulsion, revival, lifeward, glyph of paralyize, petrify, waking nightmare.  and that's just off the top of my head.

and how is a third aoe spell superfluous, it does just as much insane damage as the first blizzard.  earthquake ain't so hot, why not just throw some death clouds up if you think you only need 1 blizzard?  you want some silly rogue to walk into your blizzard get frozen and maybe die?  sounds like a pretty bad idea to me.


LOL, those spells aren't OP'ed at all. Are you seriously arguing those are OP'ed? Because not one person here have ever mentioned any of the above to be OP. Unless you care to tell me how they're OP in the way how multiple Cone of Cold/Force Field currently can make even red enemies TOTALLY harmless by stacking them? I'm seriously thinking you're just arguing for the sake of arguing.

And third mage is superfluous because the entire point of Earthquake is to make sure they stay within Blizzard's AoE so that they get rooted. You need some time to get confirmation for freeze, so there's no need for a third mage to cast tempest when the first or second mage can do it immediately after the freeze confirmation.


cone of cold and forcefield are probably a littler better than those spells.  realize the game is new, and I'm not a power gamer.  I did hear someone mention that death hex and death cloud stack, though I haven't used them.

but yes all those spells are massively massively better than anything a rogue or warrior could ever hope to get.  you should try sleep, its pretty hawt.  

3 mages aoeing worked amazing wonders for me.  I don't know why you seem to have a hardon against 3 aoe spells.  but let me put your mind at ease, its frickin awesome.


sleep + waking nightmare :wub:

one thing I find is not to take a spell that acts very similer to each other, taking both mass paralysis an sleep is a utter waste since both are the same (except that sleep cancels if you attack the enimy)

#480
Pocketgb

Pocketgb
  • Members
  • 1 466 messages

Jtrdi wrote...

Maybe because a lot of RPG fans think that game is not broken at all? Just giving a possible explanation... Some of people in this topic simply take "Game is broken" to be a fact, while it is definitely not a fact, it can be discussed, but it is not a fact. BW don't see it as broken and I would say that most RPG players don't see the game to be broken.


Hence part of the reasons these kinds of threads exist.

Jtrdi wrote...

Come on, some people are just going irrational in this topic. Isn't it enough to write opinion once and repeat 5 times? Why repeating 50 times, everytime someobdy disagrees? Not meaning necessary you, but this topic consists of 5 whiners who wrote 50% of posts that look exactly the same. -_-


While there are some posts in here with actual merit, you do have a point : (

#481
Unbroken Lineage

Unbroken Lineage
  • Members
  • 161 messages

Blue_dodo wrote...
sleep + waking nightmare :wub:

one thing I find is not to take a spell that acts very similer to each other, taking both mass paralysis an sleep is a utter waste since both are the same (except that sleep cancels if you attack the enimy)


Sleep checks against Mental Resistance, Mass Paralysis checks against Physical Resistance.

#482
DragoonKain3

DragoonKain3
  • Members
  • 423 messages

Schyzm wrote...

well as the game hands you premade mages in general waltzes down the lines given is usually efficient.  at any rate you still have no even remotely addressed the point.  mages are not GIMPED AT ALL by taking good spells that perform different "roles" your cone of cold is not ".5" as good because you have heal spells or mass paralyze.  neither is your blizzard.  your sleep spell does not last ".5" as long if you get fireball.  


Yes I did address the point. While you do not gimp your existing spells by taking spells outside of your 'spec', the fact is that every talent you spent doing so means one less spell you don't have in your 'spec'.

So while sure, you might have an entire team who can heal and nuke, but you probably don't have any way to dispel enemy magic, or might not have much spells that increases your durability or the durability of your tank, or whatever. See what I'm getting at?



cone of cold and forcefield are probably a littler better than those spells. realize the game is new, and I'm not a power gamer. I did hear someone mention that death hex and death cloud stack, though I haven't used them.


And I am a min/max power gamer who has played the game for over 70 hours already. I say only Cone of Cold/Force Field is truly OP that needs to be fixed.


but yes all those spells are massively massively better than anything a rogue or warrior could ever hope to get. you should try sleep, its pretty hawt.  


Your'e comparing apples to oranges. Can mages infinitely keep aggro via taunt/threaten and actually survive it like the Warrior (outside of Shimmering Shield exploits of course)? Can mages do 286 single target dps infinitely like a rogue can forever put up his momentum?

While the Mage is powerful in some areas (in terms of Support, CC and AoEs), you don't expect them to keep aggro/good survivability like the warrior, or the insane single target dps/utility of the rogue. On the same token, you can't expect the War/Rogue to have access to Support, CC and AoE as good as the mage, especially when the mage already has crappy normal dps and paper-like durability on top of it.


3 mages aoeing worked amazing wonders for me. I don't know why you seem to have a hardon against 3 aoe spells. but let me put your mind at ease, its frickin awesome.


I'm not so much against the fact that 3 AoE spells is bad (in fact I name 3 different spells for my 'combo'), its just that I am against the fact that having 3 different mages cast it is not optimal (blame me, I'm a min/maxer).  The third mage gives you very little in terms of party usefulness in that replacing him with a rogue for insane single target dps/utility would go much farther.

Granted, you'd still have an easier time with 3 mages than 1 or no mages at all, but I already established that before.

#483
surrealitycheck

surrealitycheck
  • Members
  • 122 messages
I'm not so much against the fact that 3 AoE spells is bad (in fact I
name 3 different spells for my 'combo'), its just that I am against the
fact that having 3 different mages cast it is not optimal (blame me,
I'm a min/maxer).  The third mage gives you very little in terms of
party usefulness in that replacing him with a rogue for insane single
target dps/utility would go much farther.


Imo taking a third mage and exploiting entropic death actually alleviates the need for good single target dps!

Given the only mobs you need to do good single target dps to are bosses, and every boss I have fought so far goes down to 3 lots of entropic death, I'm not really sure of the benefit bringing a rogue gives you, especially when compared to 3 mages with blood wound, force field, all the ccs etc. The other advantage of having a third mage is that it lets you do everything faster - you can have one mage winding up an aoe while the other two cast glyphs simultaneously, etc.

#484
DragoonKain3

DragoonKain3
  • Members
  • 423 messages

surrealitycheck wrote...

That's hardly true. It's not either or - you can use both spell wisp and spell might (I do), and if you stack your magic stat you will never go oom due to the absurd nature of lyrium potions. A mana drain is totally irrelevant.


Sure you can down lyrium pots like... eh, pot, but is the 10% increase in effectiveness worth the cost, time, and micro to do so?

Heck, if you have to down a lesser lyrium potion every 5 seconds just to keep it up, thats one extra spell every 5 seconds you can sling. That's at around a 25% increase in effectiveness already. Even if you don't down a pot every 5 seconds (which is HIGHLY doubtful, as mana drain gets you down to zero pretty fast), at every 10 seconds you would break even with casting and not spend resources while you're at it.

#485
AlphaMagnum

AlphaMagnum
  • Members
  • 66 messages
To everyone who thinks rebalancing is needed:

Why don't you change it yourself?  It's not like it's actually difficult to do.

There's a nice tutorial as to how to access the cooldown/cost info for spells, if you search properly.
Likewise, modifying spell scripts to adjust the length of a spell's effect or the damage it inflicts isn't terribly hard, and for some of you who somehow find ways to spend hours on the forums complaining or arguing, let me suggest that your time could be far better spent *doing something about it.*

In my case:

I found that I didn't like the ways in which some things functioned in game, so I changed the following:
  • Force field lasts 10 seconds and has a 40s cooldown.
  • Crushing Prison lasts 15s instead of 20s. Same damage over shorter duration.
  • Cone of Cold's cooldown increased to 15s, iirc.
  • Lightning deals more base damage (close to double) and scales more with spellpower, but has double the cooldown and a larger manacost to compensate.
  • Chain Lightning does more damage.

  • Health Poultices have increasing cooldowns dependent on their potency: 15s, 20s, 25s, 30s
  • Lyrium Potions have increasing cooldowns dependent on potency: 20s, 30s, 45s, 60s
  • Health Poultices heal effect increases depending on the character's Constitution, not Magic.
  • ---->Someone with a better natural constitution heals faster with help than someone who's less naturally healthy.
  • Lyrium Potions have a similar increase in effectiveness dependent on the caster's Willpower.
  • ---->More willpower means better concentration and more focus, so casters more efficiently use the lyrium in the potion, increasing its effect.
**My lore reasons were 10second creations while shaving this morning; it just goes to show that it's not difficult.
  • Punisher deals *much* more damage than before.  It's actually worth using as serious burst damage, even in endgame with high autoattack DPS.
  • Cripple does more damage as well, likewise making it more useful.
  • Arrow of Slaying no longer has its damage reduced vs elite bosses.
Now, I don't really care *what* people think of my changes (imbalanced, non-lore-related, or otherwise), the point is that almost any of you with the time to spend here can probably make most of these changes.

Hell, *almost anything* relating to cost, cooldown, fatigue, or spell/talent attribute requirements can be changed without using the scripts at all.  It's just simple modification of an Excel file and then pasting it into your override.

Modifié par AlphaMagnum, 18 novembre 2009 - 07:03 .


#486
surrealitycheck

surrealitycheck
  • Members
  • 122 messages
I barely ever use a lyrium pot, oddly enough. The way things go down with a 3 mage party is that most fights end after 2-3 spells being cast :P



I'm seriously not arguing to be difficult here, I just quite genuinely do not see a problem with spell might. It barely drains your mana at all! (Test it, you'll be surprised).

#487
Nerhesi

Nerhesi
  • Members
  • 49 messages

DragoonKain3 wrote...

aberdash wrote...

I find it interesting that F-C avoids a thread about a mage 1 shotting a boss but immediately claims that a thread about the highest dps melee class is definitive proof mages are not op.


And I said in such a thread, having to waste 4  points in that 1 spell to oneshot maybe 5 reds in the entirety of the game is such a waste of talent points.


I'm going to have to comment since that was my thread - about one-shotting the boss.

5 Spells to 1-shot 5 reds?  F-C, lets not be obtuse just to try to push forth an agenda here.

There are tons of casters - Mana clash basically makes me ignore casters completely. Not just bosses or elites that have mana - no no, every single caster in the game is like a free bag of xp with 1 cast.

However, is this broken? Probably *NOT* now that I have been experimenting with dual-weilder damage.  We have to realise that this is not a multiplayer game. 1-shotting can be acceptable if a rogue/warrior will simply charge in, spamming aoe stuns (warrior) or coming out of stealth, then dealing ridiculous damage non-stop regardless of the target's class.

#488
Wonderboy2402

Wonderboy2402
  • Members
  • 29 messages

Sloth Of Doom wrote...

I am currently running a DW warrior with Sten, Alistair and Ohggy tagging along, on normal mode.

It is a bit rough in places, usually where there are a lot of enemy ranged opponents, but t is by no mans unplayable.


This is what I am runnning too, except isntaed of sten I have the bard/rogue chick. The game difficulty runs fine but SPIKES as soon as more then two mages are in an enemy mob, or archers with shatter shot. I challenge people to try those fights on hard or nightmare. It definately is a hard game were you don't have cone of cold or a healer keeping your men up. Basically as soon at the fight begins you the clock starts ticking on your party.

#489
Marvin TPA

Marvin TPA
  • Members
  • 82 messages
What a very strange thread.

#490
Nerhesi

Nerhesi
  • Members
  • 49 messages

F-C wrote...

aberdash wrote...

I find it interesting that F-C avoids a thread about a mage 1 shotting a boss but immediately claims that a thread about the highest dps melee class is definitive proof mages are not op.


i just dont see the point in arguing about a spell that is so situationally useful when other people already made the points about it.

its a 4th tier spell and its one of the more situationally useless spells in the game.

sure its powerful when you can use it, but most the time its just going to sit there collecting dust.


That spell sees use anywhere between 1 in 2 to 1 in 5 fights - depending on what subplot your on.

Fight starts
a) All casters dead
B) continue

It's not collecting dust at all.

#491
F-C

F-C
  • Members
  • 963 messages

AlphaMagnum wrote...

To everyone who thinks rebalancing is needed:

Why don't you change it yourself?  It's not like it's actually difficult to do.

There's a nice tutorial as to how to access the cooldown/cost info for spells, if you search properly.
Likewise, modifying spell scripts to adjust the length of a spell's effect or the damage it inflicts isn't terribly hard, and for some of you who somehow find ways to spend hours on the forums complaining or arguing, let me suggest that your time could be far better spent *doing something about it.*

In my case:

I found that I didn't like the ways in which some things functioned in game, so I changed the following:

  • Force field lasts 10 seconds and has a 40s cooldown.
  • Crushing Prison lasts 15s instead of 20s. Same damage over shorter duration.

  • Cone of Cold's cooldown increased to 15s, iirc.
  • Lightning deals more base damage (close to double) and scales more with spellpower, but has double the cooldown and a larger manacost to compensate.
  • Chain Lightning does more damage.


  • Health Poultices have increasing cooldowns dependent on their potency: 15s, 20s, 25s, 30s
  • Lyrium Potions have increasing cooldowns dependent on potency: 20s, 30s, 45s, 60s
  • Health Poultices heal effect increases depending on the character's Constitution, not Magic.
  • ---->Someone with a better natural constitution heals faster with help than someone who's less naturally healthy.
  • Lyrium Potions have a similar increase in effectiveness dependent on the caster's Willpower.
  • ---->More willpower means better concentration and more focus, so casters more efficiently use the lyrium in the potion, increasing its effect.
**My lore reasons were 10second creations while shaving this morning; it just goes to show that it's not difficult.

  • Punisher deals *much* more damage than before.  It's actually worth using as serious burst damage, even in endgame with high autoattack DPS.
  • Cripple does more damage as well, likewise making it more useful.
  • Arrow of Slaying no longer has its damage reduced vs elite bosses.
Now, I don't really care *what* people think of my changes (imbalanced, non-lore-related, or otherwise), the point is that almost any of you with the time to spend here can probably make most of these changes.

Hell, *almost anything* relating to cost, cooldown, fatigue, or spell/talent attribute requirements can be changed without using the scripts at all.  It's just simple modification of an Excel file and then pasting it into your override.


at least some people out there get it.

Modifié par F-C, 18 novembre 2009 - 07:05 .


#492
Schyzm

Schyzm
  • Members
  • 344 messages

DragoonKain3 wrote...

Schyzm wrote...

well as the game hands you premade mages in general waltzes down the lines given is usually efficient.  at any rate you still have no even remotely addressed the point.  mages are not GIMPED AT ALL by taking good spells that perform different "roles" your cone of cold is not ".5" as good because you have heal spells or mass paralyze.  neither is your blizzard.  your sleep spell does not last ".5" as long if you get fireball.  


Yes I did address the point. While you do not gimp your existing spells by taking spells outside of your 'spec', the fact is that every talent you spent doing so means one less spell you don't have in your 'spec'.

So while sure, you might have an entire team who can heal and nuke, but you probably don't have any way to dispel enemy magic, or might not have much spells that increases your durability or the durability of your tank, or whatever. See what I'm getting at?



cone of cold and forcefield are probably a littler better than those spells. realize the game is new, and I'm not a power gamer. I did hear someone mention that death hex and death cloud stack, though I haven't used them.


And I am a min/max power gamer who has played the game for over 70 hours already. I say only Cone of Cold/Force Field is truly OP that needs to be fixed.


but yes all those spells are massively massively better than anything a rogue or warrior could ever hope to get. you should try sleep, its pretty hawt.  


Your'e comparing apples to oranges. Can mages infinitely keep aggro via taunt/threaten and actually survive it like the Warrior (outside of Shimmering Shield exploits of course)? Can mages do 286 single target dps infinitely like a rogue can forever put up his momentum?

While the Mage is powerful in some areas (in terms of Support, CC and AoEs), you don't expect them to keep aggro/good survivability like the warrior, or the insane single target dps/utility of the rogue. On the same token, you can't expect the War/Rogue to have access to Support, CC and AoE as good as the mage, especially when the mage already has crappy normal dps and paper-like durability on top of it.


3 mages aoeing worked amazing wonders for me. I don't know why you seem to have a hardon against 3 aoe spells. but let me put your mind at ease, its frickin awesome.


I'm not so much against the fact that 3 AoE spells is bad (in fact I name 3 different spells for my 'combo'), its just that I am against the fact that having 3 different mages cast it is not optimal (blame me, I'm a min/maxer).  The third mage gives you very little in terms of party usefulness in that replacing him with a rogue for insane single target dps/utility would go much farther.

Granted, you'd still have an easier time with 3 mages than 1 or no mages at all, but I already established that before.


considering your spec uses upwards of a half dozen relatively bad spells I don't see that as a problem.  the reality is mages should take the best spells they can reasonably get their hands on.  "speccing" is an anachronism from another game that has no basis in dragon age mechanics(at least for mages).

mages are better than rogues and warriors by a long ass ways.  warriors dont even take damage as good as mages, and rogues while some min/maxers have found very high dmg auto attack reliant setups you essentially give up literally everything else to stand behind someone(lol try on dragon) and auto attack, and of course that dps only counts if your actually doing it, getting tailwhipped or knocked back or cced or being unable to get behind something that moves a lot will essentially destroy dps.  the tradeoff is just not worth it.  now I suppose if they were to patch warriors and rogues so they did so much more dmg than mages that taking more than 2 mages made you really bad at dmg than...well then some ppl if they wanted to could replace one of their 3 mages with a rogue.  haha.  

#493
DragoonKain3

DragoonKain3
  • Members
  • 423 messages

surrealitycheck wrote...

Imo taking a third mage and exploiting entropic death actually alleviates the need for good single target dps!

Given the only mobs you need to do good single target dps to are bosses, and every boss I have fought so far goes down to 3 lots of entropic death, I'm not really sure of the benefit bringing a rogue gives you, especially when compared to 3 mages with blood wound, force field, all the ccs etc. The other advantage of having a third mage is that it lets you do everything faster - you can have one mage winding up an aoe while the other two cast glyphs simultaneously, etc.


What difficulty are you playing as? Because at Nightmare, Entropic Death would be lucky to break 500 against reds even for my max magic mage + wisp + spellmight + vulnerability hex, and she stacks spirit damage equips on top of it.

In comparison, a rogue can do 286 dps via backstabs (ignoring armor, since you'd have telekintetic weapons on before you do this anyways), and with pinpoint stirking, he can do this from any angle for 15 seconds. That's 4k damage over for as long as shock gets to recharge.

And in exchange for more CC of a third mage (which I think is superflous, since one mage specced in CC is more than enough to keep guys rooted especially when your tank has the broken taunt/threaten combo), you get the lockpicking/trap disarming/stealing skills of the rogue. No matter how I look at it, you have more to gain by taking a rogue than a third mage.

#494
Nerhesi

Nerhesi
  • Members
  • 49 messages
Double post

Modifié par Nerhesi, 18 novembre 2009 - 07:11 .


#495
Nerhesi

Nerhesi
  • Members
  • 49 messages
I think what is important to realise, is even though magic sometimes seems so broken because of the... "I'll cast this, then that.. then BAM" effect resulting in either 1k+ damage or massive-aoe-damaging locks.

Other classes have just as much power, but which is less evident or flashy. I mean - a rogue that is "stealthing" in and out of combat, using a couple of blades/gems/gear to sit at 75% spell resist (PASSIVE) and 50% "chance to dodge attacks" is pretty disgusting if not more disgusting.

Same with the warrior who simply runs in and things start disappearing around him while spamming that aoe knockdown shout.

It may not be very clear, because due to the gold cost, it may be very hard to maximize all party members... so you may end up with only 1 star in the party, and then suddenly "Wow! Why is XXX so amazing?!"  Mages just need less gear to start dishing out some numbers, just one spell combo here and there and bam - you're mesmerized.  Melees may need more work to get them to that point, but when you do - it's just switch to like the healer and watch :)

Modifié par Nerhesi, 18 novembre 2009 - 07:18 .


#496
Schyzm

Schyzm
  • Members
  • 344 messages

Nerhesi wrote...

I think what is important to realise, is even though magic sometimes seems so broken because of the... "I'll cast this, then that.. then BAM" effect resulting in either 1k+ damage or massive-aoe-damaging locks....

Other classes have just as much power, but which is less evident or flashy. I mean - a rogue that is "stealthing" in and out of combat, using a couple of blades/gems/gear to sit at 75% spell resist (PASSIVE) and 50% "chance to dodge attacks" is pretty disgusting if not more disgusting...

Same with the warrior who simply runs in and thinks start disappearing around him while spamming that aoe knockdown shout...

It may not be very clear, because due to the gold cost, it may be very hard to maximize all party members... so you may end up with only 1 star in the party, and then suddenly "Wow! Why is XXX so amazing?!"



except they aren't, and just to prove you're wrong.

"Same with the warrior who simply runs in and thinks start disappearing around him while spamming that aoe knockdown shout..."

20 sec cd, and knockdown lasts like 2 seconds.  oh and its also inside a specialization.

#497
Unbroken Lineage

Unbroken Lineage
  • Members
  • 161 messages

AlphaMagnum wrote...

To everyone who thinks rebalancing is needed:

Why don't you change it yourself?  It's not like it's actually difficult to do.

There's a nice tutorial as to how to access the cooldown/cost info for spells, if you search properly.
Likewise, modifying spell scripts to adjust the length of a spell's effect or the damage it inflicts isn't terribly hard, and for some of you who somehow find ways to spend hours on the forums complaining or arguing, let me suggest that your time could be far better spent *doing something about it.*

In my case:

I found that I didn't like the ways in which some things functioned in game, so I changed the following:

  • Force field lasts 10 seconds and has a 40s cooldown.
  • Crushing Prison lasts 15s instead of 20s. Same damage over shorter duration.
  • Cone of Cold's cooldown increased to 15s, iirc.
  • Lightning deals more base damage (close to double) and scales more with spellpower, but has double the cooldown and a larger manacost to compensate.
  • Chain Lightning does more damage.

  • Health Poultices have increasing cooldowns dependent on their potency: 15s, 20s, 25s, 30s
  • Lyrium Potions have increasing cooldowns dependent on potency: 20s, 30s, 45s, 60s
  • Health Poultices heal effect increases depending on the character's Constitution, not Magic.
  • ---->Someone with a better natural constitution heals faster with help than someone who's less naturally healthy.
  • Lyrium Potions have a similar increase in effectiveness dependent on the caster's Willpower.
  • ---->More willpower means better concentration and more focus, so casters more efficiently use the lyrium in the potion, increasing its effect.
**My lore reasons were 10second creations while shaving this morning; it just goes to show that it's not difficult.
  • Punisher deals *much* more damage than before.  It's actually worth using as serious burst damage, even in endgame with high autoattack DPS.
  • Cripple does more damage as well, likewise making it more useful.
  • Arrow of Slaying no longer has its damage reduced vs elite bosses.
Now, I don't really care *what* people think of my changes (imbalanced, non-lore-related, or otherwise), the point is that almost any of you with the time to spend here can probably make most of these changes.

Hell, *almost anything* relating to cost, cooldown, fatigue, or spell/talent attribute requirements can be changed without using the scripts at all.  It's just simple modification of an Excel file and then pasting it into your override.

You win the thread.  Nice work.  Hopefully your work is inspiring to those already motivated enough to gripe with such enthusiasm and endurance.

#498
Schyzm

Schyzm
  • Members
  • 344 messages

DragoonKain3 wrote...

surrealitycheck wrote...

Imo taking a third mage and exploiting entropic death actually alleviates the need for good single target dps!

Given the only mobs you need to do good single target dps to are bosses, and every boss I have fought so far goes down to 3 lots of entropic death, I'm not really sure of the benefit bringing a rogue gives you, especially when compared to 3 mages with blood wound, force field, all the ccs etc. The other advantage of having a third mage is that it lets you do everything faster - you can have one mage winding up an aoe while the other two cast glyphs simultaneously, etc.


What difficulty are you playing as? Because at Nightmare, Entropic Death would be lucky to break 500 against reds even for my max magic mage + wisp + spellmight + vulnerability hex, and she stacks spirit damage equips on top of it.

In comparison, a rogue can do 286 dps via backstabs (ignoring armor, since you'd have telekintetic weapons on before you do this anyways), and with pinpoint stirking, he can do this from any angle for 15 seconds. That's 4k damage over for as long as shock gets to recharge.

And in exchange for more CC of a third mage (which I think is superflous, since one mage specced in CC is more than enough to keep guys rooted especially when your tank has the broken taunt/threaten combo), you get the lockpicking/trap disarming/stealing skills of the rogue. No matter how I look at it, you have more to gain by taking a rogue than a third mage.


lockpicking, stealing?!  I'll giveup my mages this minute!  can rogues do embroidery too? :)

#499
DragoonKain3

DragoonKain3
  • Members
  • 423 messages

surrealitycheck wrote...

I barely ever use a lyrium pot, oddly enough. The way things go down with a 3 mage party is that most fights end after 2-3 spells being cast :P

I'm seriously not arguing to be difficult here, I just quite genuinely do not see a problem with spell might. It barely drains your mana at all! (Test it, you'll be surprised).


If battles end within 2/3 spells cast between three mages, then a 10% difference in power for one mage would not be visible at all. You would've done the exact same thing with casting w/out spell might. Heck, I don't run spell wisp either unless its a boss fight, and most fights end within 2/3 casts as well.

And I have Spell Might, so yes I have tested it. And I really hate it when I forget to turn it off when I cast Storm just for the hell of it, only to see that I can't cast spells 10 seconds after.

#500
Pocketgb

Pocketgb
  • Members
  • 1 466 messages

AlphaMagnum wrote...

To everyone who thinks rebalancing is needed:

Why don't you change it yourself?  It's not like it's actually difficult to do.


Regarding "doing something about it": I've been using the Hardcore mod and things have been quite a bit more rewarding.

That said, devs shouldn't neglect thier game, and neglecting balance is doing just that. It should lie in the devs to fix their game, not the players.

If the devs feel that there's more important things to do than balancing then that's somewhat acceptable. It doesn't excuse any of the problems, however.