Patch 1.02/1.03 Gameplay Changes Discussion Thread
#26
Posté 30 mai 2011 - 06:23
In contrast, the duelist class has always been the weaker class. It was the class that required a boost.
#27
Posté 30 mai 2011 - 06:25
In the skill description it sais "Damage: Up to 200%" That will become "Damage: Up to 150%" or "Damage: Up to +50%"? It makes a difference for Sacrificial Frenzy, because then it can be 300% damage (triple) or +100% damage (double).
#28
Posté 30 mai 2011 - 06:28
- Values for armor and elemental resistances now cannot exceed 95%. The game displays values of up to 100%, but characters now suffer 5% damage from an attack even if they show 100% resistance.
Since Walking Bomb is considered a separate source of damage and not affected by any bonuses the caster may have, does that categorise it as an independent or friendly attack?
#29
Posté 30 mai 2011 - 06:31
#30
Posté 30 mai 2011 - 06:32
- Assassin/Shadow ALREADY outdamaged Assassin/Duelist by a moderate amount.
- You get the most damage from pumping DEX until a very late point, meaning you will have guaranteed criticals very early, with the aid of gear/Unforgiving Chain.
- Pinpoint Precision is going to give you 50% Critical Damage. For a PASSIVE.
- Disorienting Criticals is going to give you another +50% Critical Damage while you are obscured.
- IT IS POSSIBLE TO STAY OBSCURED ALMOST INDEFINITELY, IF NOT FLAT-OUT.
Assassinate getting nerfed? Damage cap on Lieutenants? Who cares? Set up Varric with Chameleon's Breath Upgraded, and either get fire resist runes + Smoking arrow/get Chameleon's Breath yourself, stay obscured almost permanently, and just faceroll everything with autoattacks!
What the hell? Why would you buff the already stronger combo of the two such a ridiculous amount, and do nothing with the already weaker?
Modifié par AreleX, 30 mai 2011 - 06:34 .
#31
Posté 30 mai 2011 - 06:39
#32
Posté 30 mai 2011 - 06:45
edit: and call me egotistical, but do some of these not seem like they were changed directly because of some of the things myself, jack nader, rumination and in1 did in videos? i'm pretty damn self-centered anyway, but that's really what it looks like.
Modifié par AreleX, 30 mai 2011 - 06:53 .
#33
Posté 30 mai 2011 - 07:08
#34
Posté 30 mai 2011 - 07:18
SuicidialBaby wrote...
Im reserving comments till after I see real-time effects of the changes.
I tried my hardest to, man.
Also, big thank you to Luke Barrett for updating/organizing the OP. I would've said it sooner, but I was pretty goddamn steamed earlier. He even made it pretty like I do!
#35
Posté 30 mai 2011 - 07:21
#36
Posté 30 mai 2011 - 07:24
#37
Posté 30 mai 2011 - 07:24
The idea with the majority of the changes was to make the game less of an instant kill, always use the same strategy, slug fest and actually require you to play through an encounter and possibly try different tactics depending on the fight.
As for the Warrior nerfs, you have to remember that most people play on Normal (the % of people that start the game on Nightmare, let alone play the whole thing is less than 2.5) and Warriors, as was previously pointed out, roll through hordes of enemies like unstoppable Juggernauts.
While Rogues put out the highest DPS to a single target, the speed in which a Warrior can cull an entire group actually puts its damage potential much higher due to hitting multiple targets. I find it very strange that the Warrior nerfs were a shock... perhaps you guys just don't play your Warrior as well as I do
Modifié par Luke Barrett, 30 mai 2011 - 07:26 .
#38
Guest_jollyorigins_*
Posté 30 mai 2011 - 07:26
Guest_jollyorigins_*
#39
Posté 30 mai 2011 - 07:31
Level 19 Rogue
Masterwork Dwarven Daggers (37 Damage, +4% critical chance, +9% critical damage)
Guardian of Enasalin (+6% critical chance, +15% critical damage)
Stealth Boots (+2 to all attributes, +21% critical damage)
Jasmine Cutty's Wrap (+3 Cunning, +5% critical chance, +12% critical damage)
The Lion's Claw (+2 Dexterity, +3% critical damage)
Ring of the Seven Watchers (+2% critical chance, +4% critical damage)
Etched Ring of the Twins (+4% critical chance, +9% critical damage)
Expected damage over 100 hits (without unforgiving chain)
duelist assassin
96 base
99% crit chance
227% crit damage
(1 * 96) + (99* 96 * 3.27) = 31174.08
shadow assassin
103 base
98% crit chance
224% crit damage
* Without obscure
(2 * 103) + (98 * 103 * 3.24) = 32910.56
*With obscure
(2 * 103) + (98 * 103 * 3.49) = 35434.06
* Post patch with obscure
(2 * 103) + (98 * 103 * 3.99) = 40481.06
Difference post patch = ~ 30% damage
Modifié par AreleX, 30 mai 2011 - 07:36 .
#40
Posté 30 mai 2011 - 07:32
Various references to the events of Dragon Age: Origins are now more accurate.
Does that mean that Zevran won't appear if he was killed, and that the proper romances with the Warden should trigger, even though the game was imported from Awakening or other DLC?
#41
Posté 30 mai 2011 - 07:56
If people have a problem with mowing down enemy's with their warrior, they are free to play on hard, because it might make the game, ye know, hard
. Its never a good idea to balance a game by listening to the casual players. Not because they have no right to have fun, but they tend to look at the game in a way that doesn't revolve around balance directly
But i guess... the real extend of these changes will have to be seen when they hit live. some of the nerfs might not be as painful if the hp enemys got, and the force they put out is actually in line now
#42
Posté 30 mai 2011 - 08:13
I don't play DA2 much now though, I can't ever get through Act 1 anymore...
Maybe OP-ing Rogues will get me back into it, ha.
#43
Posté 30 mai 2011 - 08:22
Some of the changes will hurt, but I can live with it, I think (hope) that this will make the combat more interresting, that you will need to use different tactics against each encouter, and not always the same.
#44
Posté 30 mai 2011 - 08:56
Darqion wrote...
. Its never a good idea to balance a game by listening to the casual players. Not because they have no right to have fun, but they tend to look at the game in a way that doesn't revolve around balance directly
Agreed. It's those kind of decisions that ruined SWG(Star Wars Galaxies). Like seriously, edit the difficulty levels then. Not an entire class. Like ffs.
Lucav5 wrote...
You know, I am just not going to upgrade
to this patch and keep a copy of 1.02 on hand. The gameplay didnt feel
broken or unbalanced, and I enjoyed a lot of the aspects of the game
that got nerfed. Sweeping balance changes in a single player game after
the game has been out for months... yea I don't get it either.
Thars using your noodle.
Thankfully new patches aren't forced on you like they are in ME2
Modifié par CodyMelch, 30 mai 2011 - 08:58 .
#45
Posté 30 mai 2011 - 09:00
#46
Posté 30 mai 2011 - 09:01
Luke Barrett wrote...
I updated Rob's post a bit to put some better syntax and organization in to it in an attempt to make it look less overwhelming.
If anyone has any questions on any of the balance changes, feel free to ask and I will answer to the best of my ability and knowledge.
First of all, a bug report, since you metioned Arcane Shield. When a companion is knocked unconscious, they lose the Arcane Wall aura. When they stand back up, it is not reapplied (at least the visual effect isn't; not sure about the stats as I forgot to check). The mage has to deactivate and reactivate the mode.
Overall, these look like really great changes. Job well done. You've added some conveniences to both gameplay and combat. The class balance changes make sense. Well, most of them.
The main reason I don't use Blood Mage is because it reserves 50% of mana, which I don't drop below on most fights, and the Blood Magic spells aren't worth losing so much mana by activating the mode. Now you've raised that to reserving 70%?
Is this because of the massive buff to Grave Robber/One Foot In? Or because mages would stack sustainables until they had 100% of mana reserved and just use health for mana? Surely there are other solutions, like not buffing Grave Robber as much, or making Blood Magic exclusive from all other modal abilties, or only allowing a fixed number of them (like, Blood Magic + 1 other).
I guess I see Blood Magic as a mode I would have on sometimes and off others, like in DA:O. Although I admit, switching, casting Blood Wound and switching back with virtually no cost was way overpowered.
So what's going on over there? What's the use for Blood Magic that the designers envision?
#47
Posté 30 mai 2011 - 09:04
Marcus22Khaar wrote...
Various references to the events of Dragon Age: Origins are now more accurate.
Does that mean that Zevran won't appear if he was killed, and that the proper romances with the Warden should trigger, even though the game was imported from Awakening or other DLC?
Yes, I would like to know if this means it is safe for me to play through and make my ideal DA1 + Awakening + DLC save, which I will keep through DA2 and DA3.
Is the DA:O DLC still going to bork my save? Is DA2?
#48
Posté 30 mai 2011 - 09:06
Buffing Berserk is odd. Berserker was already a spec for facerolling with auto attacks, and now you have even more reason to keep your stamina maxed. Maybe it was necessary to balance out the severe nerfs to Cleave and Blood Frenzy.
Fully agree with Arelex on the buffs to Shadow instead of Duelist, that is just strange. 50% free crit damage and another 50% while obscured is worth 50 points of cunning. That's insane. It seems they are encouraging auto-attacks.
Overall I like it. The crappy spells and talents got buffed, while the OP ones were nerfed. I like the difficulty increases and the lengthened status duration on NM.
AreleX wrote...
Rogue Changes
- The Burst Shot talent now inflicts approximately 50% more damage (and 3x physical force instead of 2x).
What is Burst Shot?
Modifié par thendcomes, 30 mai 2011 - 09:21 .
#49
Guest_Fuinris_*
Posté 30 mai 2011 - 09:07
Guest_Fuinris_*
AreleX wrote...
- If the force of an enemy attack interrupts a party member's current action, the party member now resumes the action once he or she has recovered. This means, for example, that party members who have been instructed to consume a health potion will now do so as soon as they are able, and do not need to be told to consume a health potion again if they are interrupted.
This reduces micro-management, and is one of the good changes.
- Enemies are now much less likely to explode into body parts upon death.
Didn't bother me so much.
- The secondary attribute requirement for equipping armor or shields
(constitution for warriors, willpower for mages, and cunning for rogues)
is now significantly smaller.
Sounds good for a new start but bad for any existing character. Some figures would have been nice. Like for the item set's at least.
- The Rune of Valiance now provides a +2 bonus to all attributes instead of a variable bonus that could rise as high as +7.
At this moment I thought it couldn't get worse
- Items that improve the Blood Magic cost ratio now provide 0.25 mana per point of health instead of 1 mana.
It got worse <_<.
Considering so many changes I hope Maker's Sigh finally functions as intended, because I've to respec a "bit".
CodyMelch wrote...
Thankfully new patches aren't forced on you like they are in ME2
But if you want to use the new dlc's you'll have to get the new patch. At least Origins handled it in that way.
Modifié par Fuinris, 30 mai 2011 - 09:14 .
#50
Posté 30 mai 2011 - 09:21
Fuinris wrote...
CodyMelch wrote...
Thankfully new patches aren't forced on you like they are in ME2
But if you want to use the new dlc's you'll have to get the new patch. At least Origins handled it in that way.
I thought that wasn't so? I mean you buy the dlc on the xbox market and it installs thereafter. So it should be fine. Right?





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