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Patch 1.02/1.03 Gameplay Changes Discussion Thread


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#351
CoffeeHolic93

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This patch has barely been announced and AreleX makes an optimized post patch speed run.
Why am I not surprised? 

Modifié par Mi-Chan, 02 juin 2011 - 04:08 .


#352
IanPolaris

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Mi-Chan wrote...

This patch is barely announced and AreleX makes an optimized post patch speed run.
Why am I not surprised?


Which only shows that it's impossible to perfectly balance a non-trivial system.  Given that this is a SINGLE PLAYER game, I don't really understand why Bioware is spending the resources trying rather than working on real problems in the game.  Just saying.

-Polaris

#353
mr_afk

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btw, has anyone else tried out a mage post-patch?
I seem to be encountering a strange phenomenon where I keep getting knocked out of my sustains (bloodmagic+heroic aura) for no obvious reason - e.g. after casting haste or getting backstabbed. I don't think any enemy is casting dispel on me (unless assassins have become magical) and it's somewhat of a pain because I go from next to unlimited mana to zero mana and the blood magic sustain now has a massive cooldown.

On another note, dual haste is amazing. I'll see if I can upload a small example of what I mean (last day of slow internet=really ****ty quality)

#354
GEE55E

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"(unless assassins have become magical)".... Doh!, god i love those ASSassin guys >.<

Modifié par GEE55E, 02 juin 2011 - 06:18 .


#355
mr_afk

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Okay, here's the vid I made:

This hopefully manages to demonstrate several things:
1) The good old clunky move-to-position is still as irresponsive as ever :)
2) There's a weird bloodmagic/dispel bug?
3) Double haste is amazing (e.g. exploding the walking bomb)
4) Anders via martyr can get close to continuous haste

#356
GEE55E

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wow, that totally blows turning off BM there, whats the cooldown now? havent played patch yet.

#357
mr_afk

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lol, maybe it hasn't changed. It probably just felt longer- I suppose 20seconds isn't so 'massive' after all.
Though getting knocked out of it at the start of every fight does mean that you can't use bloodmagic for the duration of most fights..

I guess it's a matter of perspective, every other sustain (besides healing aura) has a cooldown of 5s.

Modifié par mr_afk, 02 juin 2011 - 07:00 .


#358
GEE55E

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plus it uses up 20% more mana now so i hope if this is a new bug it gets fixed asap coz ur right about not being able to use it in lots of encounters, which i was looking forward to with what they did to grave robber, etc.

Modifié par GEE55E, 02 juin 2011 - 07:02 .


#359
mr_afk

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don't worry, i tested it some more. It doesn't occur every fight- I'm just wondering what causes it to occur in the first place.

i had it occurring twice in a row and one time before that, but since then haven't really seen it.Maybe it's a rare occurrence or maybe the assassins actually are magical haha :lol:


anyway, I'm a little busy today so can't test it too much more (so probably won't be able to figure out what caused it) but I think most things are working nicely- and having haste working properly more than compensates for almost everything! (besides warriors <_<)


In case luke or anyone is interested, the three cases (i've recorded so can see what actually happened):
1) The Awiergan Scrolls First Aspect: ~Halfway through the fight, the exact instant I cast a pull of the abyss
2) A Murder of Crows: ~The end of the fight, the exact instant I got backstabbed
3) A Murder of Crows: The very start, casting haste (the video I posted).

Modifié par mr_afk, 02 juin 2011 - 07:25 .


#360
GEE55E

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good to hear, i figured it may have been a weird random thing, at the very least i guess you could wait till after casting. and i am also very happy haste now is fixed, that alone is worth it despite any other things IMO in this patch. now.... about those magical assassins... lol

#361
Crocodiles

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mr_afk wrote...

Okay, here's the vid I made:

This hopefully manages to demonstrate several things:
1) The good old clunky move-to-position is still as irresponsive as ever :)
2) There's a weird bloodmagic/dispel bug?
3) Double haste is amazing (e.g. exploding the walking bomb)
4) Anders via martyr can get close to continuous haste

I was experiencing the same problem, but I'm on Mac. Are you wearing "Boots of the Void"? In the Mac forum Noctoris(?) confirmed that sudden loss of buffs can be caused by the "X% chance to stealth when hit" armor property.

Modifié par Crocodiles, 02 juin 2011 - 09:27 .


#362
mr_afk

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Ahh that's it! Yep, I was wearing that. Thanks!
Was there any method to get around it? Also does that property even work? I haven't seen my mage stealth before.

#363
mesmerizedish

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mr_afk wrote...

Ahh that's it! Yep, I was wearing that. Thanks!
Was there any method to get around it? Also does that property even work? I haven't seen my mage stealth before.


I've never worn any armor with that property as a mage, but I have done as a rogue, and I noticed I would occasionally fall into stealth after taking a hit.

[EDIT] Actually, is that even an armor property? That'd be useful for Isabela. I may have to tweak my mod.

Modifié par ishmaeltheforsaken, 02 juin 2011 - 09:47 .


#364
Darqion

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Could be the stealth property is rogue only... I want my patch, i wanna try out these changes :/

#365
Icinix

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ishmaeltheforsaken wrote...

I've never worn any armor with that property as a mage, but I have done as a rogue, and I noticed I would occasionally fall into stealth after taking a hit.

[EDIT] Actually, is that even an armor property? That'd be useful for Isabela. I may have to tweak my mod.


LOL...

Hawkes family line must have some gene similar to those goats who freeze up when they get scared...

#366
mr_afk

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Hopefully it's not restricted to rogues. There are quite a few warrior/mage armour pieces with that property.

@ishmael
In addition to the shadow spec bonus, check out:
Boots of the Void - mage, 3% chance
Gauntlets of the Dark Breath - warrior, 2% chance
Windstrider Boots - rogue, 2% chance
Blackguard Shroud - rogue, 2% chance

Might be more I don't know of

Modifié par mr_afk, 02 juin 2011 - 09:55 .


#367
bebop50

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Has anyone notice that the Rune of Valiance no longer works I've put it on a number of my companions and my Hawke and there is no increase in attributes

#368
tonnactus

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mr_afk wrote...

btw, has anyone else tried out a mage post-patch?
I seem to be encountering a strange phenomenon where I keep getting knocked out of my sustains (bloodmagic+heroic aura) for no obvious reason - e.g. after casting haste or getting backstabbed. I don't think any enemy is casting dispel on me (unless assassins have become magical) and it's somewhat of a pain because I go from next to unlimited mana to zero mana and the blood magic sustain now has a massive cooldown.

On another note, dual haste is amazing. I'll see if I can upload a small example of what I mean (last day of slow internet=really ****ty quality)


I would  guess that a  code mistake in the patch let the game treat the sustainables like active spells,so they could be interrupted with huge damage/force....(like a backstab)

Modifié par tonnactus, 02 juin 2011 - 10:17 .


#369
brazen_nl

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AreleX wrote...

i do it for you, panchamkauns

i do it for you

<3

Not empty quoting this

#370
tristax78

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Luke Barrett wrote...

Master Bandit wrote...

Could you confirm or decline if the "Skecthy quest" plot flag is fix in this patch? Because i have problems seeing it in the notes.


Afaik it is fixed and properly closed. Last I saw Sketchy still lingers around for no reason after it's turned in but aside from that it works fine and more importantly the flags correctly set for finishing it (this does not imply in anyway that it will ever be called, just that it could be if needed)


I might be mis-reading your post here but I checked and I still have Sketchy on the Details in my non-completed quest log, even though it did complete (properly).

A very very minor issue.

#371
SuicidalBaby

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if youre talking about a save done from before the patch, yes its going to stay bugged.
you would have to recomplete it from an eariler save to see the corrected version of the quest.

#372
frustratemyself

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Sorry if it's been covered already but has anyone tested if the jump to tactic now jumps to the correct destination or if it's still stopping one line short?

#373
Rolenka

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I've definitely installed patch 1.03, and that's what it says on the top corner of the screen in the main menu.

But I haven't noticed a change in Fireball at all. I think adding 40% of diddly poo to diddly poo amounts to, well, diddly poo. I mean, what's 140% of nothing?

And as I've said, Fireblast was fine the way it was. I guess it's stronger now, but I didn't really need it to be.

Fireball though, needs to be tripled. It takes like, 10% health from normal enemies. A single "blast" falling from Fireblast can take out 100% of their health.

#374
AreleX

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I'm going to run some tests on 2H Warrior at Varnell, but, quite honestly, I'm expecting the worst. This patch dicked over 2H far more than it did SnS...

Here's the SnS tests, for those who haven't seen:

AreleX wrote...

As promised:

Post-Patch SnS Warrior Test vs Varnell (Offered and Lost)

compare against

Pre-Patch SnS Warrior 30-Second Varnell Speed Run

Berserk's buff is absolutely huge. I mean it. It makes up for the nerfs in a BIG way, so much so that I'd suggest prioritizing WIL over STR, getting just enough to equip swords, and dumping the rest into your STA pool. I'll
be continuing to test things out as I go along. There are likely better places to test this in, but this was the most convenient for me.

Edit: I really felt the health increase during this run, too. Pre-patch, those normals would've been dead in 2 swings. Might not sound like a lot on the surface, but it's an eternity when you're speed running


Will do 2H when I stop being lazy. Look forward to a post-patch speed run thread from Jack Nader and I!

brazen_nl wrote...

AreleX wrote...

i do it for you, panchamkauns

i do it for you

<3

Not empty quoting this


It's true

:wub:

Modifié par AreleX, 03 juin 2011 - 11:58 .


#375
Mr_Raider

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Just did the Nexus golem room fight on 1.03 and I was caught unawares, to say the least. Had my ass handed to me twice before i changed my strategy. Damage and health on mooks is up, so you can't just ignore the shades and go after the rage demons first. They will whittle your party away slowly and take too long to kill. I had to lock down part of the battle field with gravitic sphere, take out the enemies closest to me than handle the rest of the fight in manageable chunks.

I wouldn't call it harder, but certainly different.

Other thoughts: stagger damage and brittle damage is down, CCC are less deadly. Choosing the right element vs weakness is even more important than ever. Base staff auto-attack daamge is a big deal now, since your spell damage contributes less to the overall totall.

With 3 blood conversion items, you can't stay in BM mode all the time. After throwing around a few FM spells, your health drops fast. Gear will need to be re-optimised, and for long fights you may need to alternate between health and mana casting.