Patch 1.02/1.03 Gameplay Changes Discussion Thread
#301
Posté 01 juin 2011 - 08:17
#302
Posté 01 juin 2011 - 08:19
Luke Barrett wrote...
And by appeared he means before its item properties are cached in the game and not when you actually loot them - for the BE this is right away. But yes, pre-existing items will not be updated.
Since I have one on my character right now, Sataareth should have:
29 fire damage and +12% fire damage
also, Final Thought, as was previously mentioned by someone, deals Nature Damage.
hold on, is that really +12% fire damage?
edit: because it was earlier +8% only
Modifié par chiccorocks, 01 juin 2011 - 08:23 .
#303
Posté 01 juin 2011 - 08:21
Peter Thomas wrote...
Hm... one thing that was in but I don't see in the patch notes is that Healing Aura should only give 1/4 benefit to the caster.
...so disappointed.
With the cooldown and health nerf to Group Heal, and having to spend another skill point to upgrade Healing Aura to give back the same self-regen as before, Spirit Healer became kind of pointless for anything but roleplay reasons(the spec was already bordering on underpowered pre-1.03). Party members don't have the spare stats that Hawke does to really take advantage of health regen(by pumping constitution) without gimping their offense. This would've been fine if Healing Aura didn't neuter Hawke's offensive ability, but as it stands the disadvantages outweigh the advantages.
Modifié par rumination888, 01 juin 2011 - 08:29 .
#304
Posté 01 juin 2011 - 08:24
Luke Barrett wrote...
I believe this is because requirements are just a mathematical formula whereas properties are set when the item is 'created' by the game.
Item property values are from a formula.
The fact that a particular item property is on the item is that it's a local copy that's saved with the game. It's important that it's done this way to prevent savegame corruption. This is also the reason that effects applied to characters have all their data stored in the effect itself, rather than referencing an external source. If the item is created new from the template (not already created in the world), then it will have the correct item properties.
Edit: removed overly complicated explanation.
Modifié par Peter Thomas, 01 juin 2011 - 08:26 .
#305
Posté 01 juin 2011 - 08:25
Modifié par Sabotin, 01 juin 2011 - 08:25 .
#306
Posté 01 juin 2011 - 08:30
Sadly, yes, I just checked.
#307
Posté 01 juin 2011 - 08:34
I wish you hadn't done that.Peter Thomas wrote...
Edit: removed overly complicated explanation.
#308
Posté 01 juin 2011 - 08:35
Does Bioware hate Spirit healers or simply not want anyone to play one? Echoing Rumination's thoughts from above. That added unpublished nerf to healing Aura seems to be unwanted, unnecessary, and frankly IMO over the top.
-Polaris
Modifié par IanPolaris, 01 juin 2011 - 08:36 .
#309
Posté 01 juin 2011 - 08:41
My party was never knocked around. Does that even happen on easy difficulty?rumination888 wrote...
If you want to know the two biggest reasons why, it has to do with the knockback changes(party DPS increases sharply when your allies stop being knocked around) and the lowered health(very noticable) on elites and bosses.
Modifié par Maria Caliban, 01 juin 2011 - 08:42 .
#310
Posté 01 juin 2011 - 08:44
It's a lot less 'bouncy' at lower levels now. If you played on casual you probably won't really notice.
#311
Posté 01 juin 2011 - 08:47
Luke Barrett wrote...
Force, which is the DA2 factor for knockback progressively goes up as you get higher level. The higher difficulties will see a higher amount - on casual you had to get quite far before you started getting tossed around, on Nightmare it happened pretty much immediately.
It's a lot less 'bouncy' at lower levels now. If you played on casual you probably won't really notice.
Unless you got gear that either reduced it to nearly nothing or even made you immune. I know the item DLC gloves make you immune, so I think you are overestimating the impact.
-Polaris
#312
Posté 01 juin 2011 - 08:47
But one area in which I think DA2 handled knockback very badly was in how the controlled character wouldn't move to pursue an enemy he'd knocked back with an autoattack. If I have Hawke autoattack an enemy, and that autoattack causes a knockback effect, Hawke then just stands there and does nothing rather than continue attacking that target.
That's really irritating. I hope that was fixed in 1.03, as well.
#313
Posté 01 juin 2011 - 08:47
IanPolaris wrote...
Peter,
Does Bioware hate Spirit healers or simply not want anyone to play one? Echoing Rumination's thoughts from above. That added unpublished nerf to healing Aura seems to be unwanted, unnecessary, and frankly IMO over the top.
-Polaris
The effect of Healing Aura was doubled in the patch. Even without that, it was possible for some SHs to have enough regeneration that they could never be seriously threatened. The SH spec was also created as a party support class. You're there to support other people, not necessarily be that great to yourself. If you want a selfish healer ability, that's what Merrill has.
#314
Posté 01 juin 2011 - 08:49
Sylvius the Mad wrote...
Knockback is, I think, an interesting idea. I don't have a strong opinion one way or another regarding these patched changes.
But one area in which I think DA2 handled knockback very badly was in how the controlled character wouldn't move to pursue an enemy he'd knocked back with an autoattack. If I have Hawke autoattack an enemy, and that autoattack causes a knockback effect, Hawke then just stands there and does nothing rather than continue attacking that target.
That's really irritating. I hope that was fixed in 1.03, as well.
That's actually an AI bug which came too late for the patch.
#315
Posté 01 juin 2011 - 08:50
Peter Thomas wrote...
IanPolaris wrote...
Peter,
Does Bioware hate Spirit healers or simply not want anyone to play one? Echoing Rumination's thoughts from above. That added unpublished nerf to healing Aura seems to be unwanted, unnecessary, and frankly IMO over the top.
-Polaris
The effect of Healing Aura was doubled in the patch. Even without that, it was possible for some SHs to have enough regeneration that they could never be seriously threatened. The SH spec was also created as a party support class. You're there to support other people, not necessarily be that great to yourself. If you want a selfish healer ability, that's what Merrill has.
Spirit Healer was already underpowered as it was, though, so why make it even weaker? So what if the SH himself (or herself) is not seriously threatened if they don't have any DPS. Surely you know that most SHs would turn the aura on and off again to case their spells, no?
-Polaris
#316
Posté 01 juin 2011 - 09:06
I got to occasionally toss a second heal at Aveline and that was it. There's supposed to be a passive bonus to health/stamina/mana regen, but I never saw it.
My second playthrough, I just stocked up on health potions and my group was far more effective than if I used a SH, so as a support class, I think it sucks. That someone was able to create a SH who could survive a few hits doesn't bother me; someone also created a shield/dagger rogue who one-shotted the Arishock.
Modifié par Maria Caliban, 01 juin 2011 - 09:11 .
#317
Posté 01 juin 2011 - 09:07
Maria Caliban wrote...
I went full spirit healer my first game and I regretted it. Not only did it mean I couldn't contribute to the party's DPS, but I didn't see how my PC's support helped the other characters at all.
Agree totally.
#318
Posté 01 juin 2011 - 09:10
Peter Thomas wrote...
IanPolaris wrote...
Peter,
Does Bioware hate Spirit healers or simply not want anyone to play one? Echoing Rumination's thoughts from above. That added unpublished nerf to healing Aura seems to be unwanted, unnecessary, and frankly IMO over the top.
-Polaris
The effect of Healing Aura was doubled in the patch. Even without that, it was possible for some SHs to have enough regeneration that they could never be seriously threatened. The SH spec was also created as a party support class. You're there to support other people, not necessarily be that great to yourself. If you want a selfish healer ability, that's what Merrill has.
Before the patch, you could have +50 self-regen with 1 point, +150 self-health regen with 6 points, +200 self-regen with 7 points.
After the patch, you can have +25 self-regen with 1 point, +125 self-regen with 6 points, +150 self-regen with 7 points.
In order for a SH to have enough regeneration that they could never be seriously threatened requires either the abuse of the Healing Aura bug, or dumping the majority of your stats into constitution, further reducing your offense. The former got fixed, and doesn't the latter seem like a fair trade off in a game where the goal is to deplete the opponent's health in order to progress?
You may have doubled it for allies, but its still a nerf for Hawke - whose higher stats was the only one truely capable of utilizing the regen without suffering from serious disadvantages.
And if you're going to give an excuse that "spirit healers are meant to support other people", then why did you nerf Group Heal?
Modifié par rumination888, 01 juin 2011 - 09:13 .
#319
Posté 01 juin 2011 - 09:12
It's good to know you're aware of it.Peter Thomas wrote...
Sylvius the Mad wrote...
Knockback is, I think, an interesting idea. I don't have a strong opinion one way or another regarding these patched changes.
But one area in which I think DA2 handled knockback very badly was in how the controlled character wouldn't move to pursue an enemy he'd knocked back with an autoattack. If I have Hawke autoattack an enemy, and that autoattack causes a knockback effect, Hawke then just stands there and does nothing rather than continue attacking that target.
That's really irritating. I hope that was fixed in 1.03, as well.
That's actually an AI bug which came too late for the patch.
#320
Posté 01 juin 2011 - 09:13
I'll be doing this fight a second time around, with the patch. The first time, I will replicate exactly what I did the first time, to get it done so quickly, and the second time, I will modify my companions and tactics to better fit the post-patch changes.
Once I get the video finished, I will upload it so people can compare against the three runs.
#321
Posté 01 juin 2011 - 09:17
Luke Barrett wrote...
And by appeared she means before its item properties are cached in the game and not when you actually loot them - for the BE this is right away. But yes, pre-existing items will not be updated.
Is Sataareth a Black Emporium item? I thought it was a drop from some optional demon or somesuch.
And can I have this filed away for DAIII? All that save-caching is really obnoxious. As a mod-user and modder, it's borderline painful
#322
Posté 01 juin 2011 - 09:19
ishmaeltheforsaken wrote...
Is Sataareth a Black Emporium item? I thought it was a drop from some optional demon or somesuch.
And can I have this filed away for DAIII? All that save-caching is really obnoxious. As a mod-user and modder, it's borderline painfulI shouldn't have to start a whole new game (or start the act over or whatever) just to have an item appear properly on a merchant.
Sataareth is one of the Arishok's swords, I think they auto-give it either when you defeat him or when you start act 3.
And yes, I agree about the caching.
#323
Posté 01 juin 2011 - 09:22
[and apologies for the gender pronoun error, I'll lock it in the old memory bank and not do that again]
Modifié par Luke Barrett, 01 juin 2011 - 09:24 .
#324
Posté 01 juin 2011 - 09:27
Luke Barrett wrote...
I was specifically referring to the Final Thought; the other three are regular items and get set the first time you enter the zone they are in per act.
Ah, okay. I knew about Final Thought, but I thought you were including Sataareth
[and apologies for the gender pronoun error, I'll lock it in the old memory bank and not do that again]
No worries
[EDIT]
And I just noticed Mr. Thomas's comment about the save-caching being used to prevent save corruption.
I still stand by my criticism of it, but I understand that there are reasons. I'd like to see some better method implemented in future games.
Obviously, I'm not making demands or anything
Modifié par ishmaeltheforsaken, 01 juin 2011 - 09:32 .
#325
Posté 01 juin 2011 - 09:39
Luke Barrett wrote...
Firky wrote...
That's a really cool stat. Any chance you could say how many finish on NM? Do you even have that stat available?
I'm very slowly making my way through on NM, as a 2nd playthrough, and enjoying learning from this forum again. (Which I first discovered when I wanted tips to beat Firkraag, back in the day.)
I could tell you how many people have nightmare on when they finish the game (<1%) but not how many actually stuck it on Nightmare through the whole thing without changing it. We should have had that achievement like ME2 does^_^
Haha. Wow, less than 1%. Don't get me wrong, I'm not an achievement junkie or trying to prove something. I'm just enjoying the fact that this is the first "party based RPG" (whatever that means nowadays) that has kicked my ass in a while. Promise I wont turn it down. (But I am at the point where I need to go find some info for increasing damage.)





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