Patch 1.02/1.03 Gameplay Changes Discussion Thread
#51
Guest_Fuinris_*
Escrito 30 mayo 2011 - 09:24
Guest_Fuinris_*
#52
Escrito 30 mayo 2011 - 09:27
Fuinris wrote...
The PC version DLC's required certain versions of the game to run.
Ah, I think it is different for console users.
AreleX wrote...
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?
Seems to be the case actually.
#53
Escrito 30 mayo 2011 - 09:49
Rolenka wrote...
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.
All sustained auras that do not pulse behave in this manner. That is not a bug.
Healing Aura, Panacea, and Battle Synergy are pulsing auras.
Editado por SuicidialBaby, 30 mayo 2011 - 09:53 .
#54
Escrito 30 mayo 2011 - 09:58
Obviously, we're always looking to improve; one thing I've taken from this is the fact that duelist is being called out quite a few times so I'll look in to that. I still think you guys are crazy not wanting Warriors to be nerfed but we'll let the whole thing settle for a bit and reconvene later, as it were, and see what you think overall.
#55
Escrito 30 mayo 2011 - 10:04
With the change to Lacerate and the nerf to Assassinate, Vendetta becomes the #1 ability in the Rogue's arsenal. With the increase in stamina gain, spamming Vendetta with Assassinate and Twing Fangs isn't a problem. If Shadow wasn't buffed, there'd be no reason to take it aside from roleplay reasons.
The decrease in boss/lieutenant health is a lot more apparent than the slow ramp up in health across the board. Those select few "long, drawn out fights" are gone.
Walking Bomb's nerf just forces you to spend 5 points and apply Disorient to gain back the same effect. Its not too bad, especially since Pinning Shot became the "Shield Bash" for Rogues.
#56
Escrito 30 mayo 2011 - 10:27
#57
Escrito 31 mayo 2011 - 01:06
What's the point of having all that damage from a combo like BRITTLE -> Hex of Torment -> Mark of Death -> Assassinate for example? It was not worth wasting a combo like this on lower rank enemies, but now it seems it will be a complete waste, if you use it at all. Too much overkill on low rank enemies, and too much damage negated on Lieutenant and Boss ranks.
I don't get it.
Editado por Relix28, 31 mayo 2011 - 01:07 .
#58
Escrito 31 mayo 2011 - 01:14
Edit: Also, what's the point of reducing assassins' health if they can still one-shot your weaklings and negate any talent to put them in place with their backflips?
Editado por FJVP, 31 mayo 2011 - 01:17 .
#59
Escrito 31 mayo 2011 - 01:41
AreleX wrote...
- On nightmare difficulty, party members no longer suffer friendly-fire damage from warriors’ basic attacks.
Oh noes. Oddly, I really liked this. It made some sacrifice necessary when positioning. (On the upside, Dog wont die quite so many needless deaths by Carver's sword.)
On the, party members can't be damaged more than 75% by FF, looks like I'll be using walking bomb again.
#60
Escrito 31 mayo 2011 - 01:56
Overall I agree with the post saying that changes shouldn't apply based on gameplay on normal level only. If that level seems to be unbalanced - fix it, why change others?
#61
Escrito 31 mayo 2011 - 02:12
The +40% max damage on any one talent is applied to lieutenants. This means that it is applied to all those idiots who stand there doing absolutely nothing but waving their arms around. Autoattacking them was never an issue. It was just "slightly" faster to assassinate them. Again with the +50% damage added to shadow class they are going to die very fast anyway.
As pointed out by luke, there are two different boss categories and only one had the 20% damage cap added to it. If I remember correctly it was previously 25%. This means that any normal boss like Xebenkeck is till going to die to a single brittle assassinate. Nothing to worry about.
Editado por Jack-Nader, 31 mayo 2011 - 02:18 .
#62
Escrito 31 mayo 2011 - 02:20
- The Inconspicuous talent now extends the reduced threat generation to other rogues and mages within a 10m diameter.
Basically means that it's a now a pseudo-Armistice/Goad/Taunt for the whole party. From this description it doesn't seem like it does a total threat-wipe for other party members, but it goes pretty close.
And at least the Assassin nerf makes Duelist/Shadow slightly more viable. You miss out on Assassinate, but Twin Fangs & Vendetta may pick up a good portion of the slack (20s and 30s upgraded cooldowns, respectively, meaning both are fairly spammable). Mostly just theorycrafting though. Shadow buffs make it easier to get by without Devious Harm, and with the host of threat-shifting skills (Throw the Gauntlet, Inconspicuous, Decoy, etc.) a Rogue could do a ton of stuff just controlling the flow of battle. Would it be better than Assassin/Shadow? Doubtful, but for those searching for an alternative...
As I think AreleX mentioned, perma-obscure builds become super good. Just have Varric throw a Chameleon's Cloud thing at the start of a battle and go nuts. Assassin + Shadow + gear bonuses you could easily get +300% critical damage off of auto-attacks with 90+% chance to crit...
The "no FF on Warrior auto-attacks" will definitely ease up party combinations, probably one of my bigger DA2 complaints. With CCCs and FF you almost always had a set party because your melee characters would kill off your ranged, and then you needed enough CCC generators and exploiters, etc etc etc until you only ran around with the same crew for the whole game (a la ME1, which I disliked for that reason). At least now that can be more varied. It also makes using Isabela with a 2H Warrior not a totally suicidal option.
Editado por ezrafetch, 31 mayo 2011 - 02:25 .
#63
Escrito 31 mayo 2011 - 02:37
Crocodiles wrote...
The patch seems to take the fun away, in favor of long drawn out fights.
This ^
While there are some things in this patch that should be really good in practice I can't seen why that much nerfing, particularly with warriors and mages. The point of having a casual difficulty is to provide a bit of a faceroll for people who are playing primarily for the story, it doesn't mean an entire class needs to be nerfed.
Yes I do need to play post patch to give a truly informed opinion, but it seems looking at this list that party synergy in way of achieving CCC will be a bit lacking. I can see some encounters becoming drawn out, painful affairs which does reduce the fun factor. It may up the challenge but it may also make it a lot easier to make costly, frustrating mistakes.
But again I will have to wait and see.
#64
Escrito 31 mayo 2011 - 02:39
rumination888 wrote...
With the change to Lacerate and the nerf to Assassinate, Vendetta becomes the #1 ability in the Rogue's arsenal. With the increase in stamina gain, spamming Vendetta with Assassinate and Twing Fangs isn't a problem. If Shadow wasn't buffed, there'd be no reason to take it aside from roleplay reasons.
What does the change with Lacerate have to do with it?
Vendetta and Assassinate are going to be on the same CD now. They cost the same, and Assassinate still has higher damage.
We think the Duelist tree is lackluster, but it's because of the rest of the tree, not Vendetta. Still I see pros and cons to taking either Duelist or Shadow. Vendetta may be lower DPS than free 100% crit damage, but it is burst and is a pseudo teleport.
#65
Escrito 31 mayo 2011 - 03:11
What was so game breaking about having SH and BM active at once? For that matter, SH/BM has been a valid and viable choice going all the way back to DAO....so why nerf it into oblivion now?
-Polaris
Edit PS: Suffice it to say, this is one group of changes I will NOT be "upgrading" my game to and I'll leave it at that.
Editado por IanPolaris, 31 mayo 2011 - 03:12 .
#66
Escrito 31 mayo 2011 - 03:31
Firky wrote...
On the party members can't be damaged more than 75% by FF, looks like I'll be using walking bomb again.
I'm pretty sure that means if they are at 75% health, they can still die in one (more) hit. They don't stop taking FF damage at 75% health. A single hit just can't take more than 75% of maximum health. So if you're at 76%, you can be dropped to 1% in 1 hit.
IanPolaris wrote...
Could the Devs please explain why the
BM/SH was nerfed to oblivion? I thouht it was the CW here (which I
slightly disagreed with) that it was the BM/FM that was potentially
overpowered....and that combination was actually made slightly stronger
(because enemy force effects have been reduced)?
What was so game
breaking about having SH and BM active at once? For that matter, SH/BM
has been a valid and viable choice going all the way back to DAO....so
why nerf it into oblivion now?
-Polaris
Edit PS: Suffice
it to say, this is one group of changes I will NOT be "upgrading" my
game to and I'll leave it at that.
Could you please explain what in the nine hells you are talking about? Those are not commonly-used acronyms.
Fuinris wrote...
Considering so many changes I hope Maker's Sigh finally functions as intended, because I've to respec a "bit".
What problems are there with it? I know 1.02 fixed a bug where Hawke gained spells/talents if you used the potion, then saved and reloaded the game (sort of like Jory in DA:O, I would imagine). And the wiki says there is a bug with any positive modifiers you've bought being reversed x2 upon drinking the potion, but I tested this by speccing out/in with Blood Mage (+10 Health) and did not see the problem. Speccing out I lost 10 health, speccing back in I gained it back.
And these patch notes say they are fixing a pretty strange inventory bug.
What's left?
Editado por Rolenka, 31 mayo 2011 - 03:33 .
#67
Escrito 31 mayo 2011 - 03:38
Rolenka wrote...
IanPolaris wrote...
Could the Devs please explain why the
BM/SH was nerfed to oblivion? I thouht it was the CW here (which I
slightly disagreed with) that it was the BM/FM that was potentially
overpowered....and that combination was actually made slightly stronger
(because enemy force effects have been reduced)?
What was so game
breaking about having SH and BM active at once? For that matter, SH/BM
has been a valid and viable choice going all the way back to DAO....so
why nerf it into oblivion now?
-Polaris
Edit PS: Suffice
it to say, this is one group of changes I will NOT be "upgrading" my
game to and I'll leave it at that.
Could you please explain what in the nine hells you are talking about? Those are not commonly-used acronyms.
Actually they are. CW==Conventional Wisdom and on this forum, BM==Blood Mage and SH==Spriit Healer. Basically they made it impossible to be a Spirit Healer using Bloodmagic in contravention to ALL previous gameplay and lore and there was no pressing balance reason to do so.
-Polaris
Editado por IanPolaris, 31 mayo 2011 - 03:39 .
#68
Escrito 31 mayo 2011 - 03:56
I'm a little troubled that I may not be able to take out enemy mages fast enough due to cominations of nerfs but we'll have to wait and see. I understand not being able to 1-shot enemy leiutenants, but enemy Assassins and Mages should be glass cannons.
Having just finished an Archer play through I'm surprised more wasn't done to improve the Archery Talent Tree. An Archer's basic attacks are almost always better than their special shots especially once you start getting crazy bonuses to crit chance and damage. I only keep enough points in the tree for Hail of Arrows and that never gets upgraded. Something needs to be done with the "casting time" of the Archer tree powers. Archer's Lance needs to be replaced with something useful. I've never been able to line up enough enemies to make the power worth keeping. Something akin to Unforgiving/Righteous Chain would be awesome, with a chance to tie in Pinning shot and Bursting Arrow with chain combos may be nice.
Mage seems like it got a mixed bag of changes. I've never touched the spirit tree spells, although it looks like Death Siphon will actually be useful. Walking Bomb was never worth it in my eyes before, mostly because Disorient seemed like the least reliable condition to apply. I'll admit this may be due more to my game play style when it comes to my companion Rogues. I always have them doing other things. But a nerf to damage seemed like a step in the wrong direction. I'll assume someone else figured out how to exploit it or something.
Nice to see fire spells get a damage boost, but since the don't interact with or create CCC's I'm not sure if this will be much of an improvement. Pity Bloodmagic's cost went up. All this means is that I won't be hanging on to Heroic Aura, which means Anders will have to accompany my Mage more. Damn you Bioware, the reason I play a mage is so that I don't have to bring Anders everywhere!!!
((I wish I had something to say about the Spirit Healer tree but really I never use it. Healing was just never that important beyond potions and the occasional Heal spell. Having to be in a state (that is now mutually exclusive with Bloodmagic) just isn't appealing. Also the life ward potion completely invalidates the need for this specialization, and the need to rely on Anders for revival. So thank you for at least that much!))
Great news that Carver and Bethany now get specializations. Pity however that it isn't different if they become Grey Wardens. Templar is a fairly lackluster tree, and doesn't make as much sense for a GW Carver. Actually if there were a GW specific tree (with perhaps some Averneus inspired abilities...) that would be awesome... Probably too awesome, so make it some DLC bait or part of an expansion.
A few suggestions next time nerf/buffs come around:
- Take a look at the Archer tree, if nothing else at "casting time".
- Consider adding Regeneration as a spell for the Creation tree.
- Consider giving Merril one heal spell, even if it isn't as good as "Heal" (perhaps the above requested Regeneration type spell so as not to outshine Anders or Hawke). Really seems weird that a Keeper wouldn't know ANY healing arts.
#69
Escrito 31 mayo 2011 - 04:29
#70
Escrito 31 mayo 2011 - 05:09
rumination888 wrote...
With the change to Lacerate and the nerf to Assassinate, Vendetta becomes the #1 ability in the Rogue's arsenal. With the increase in stamina gain, spamming Vendetta with Assassinate and Twing Fangs isn't a problem. If Shadow wasn't buffed, there'd be no reason to take it aside from roleplay reasons.
I must be missing something here?
Stamina was NEVER a problem. Why would you lengthen CDs and buff stamina regen? That makes no sense.
Does having Lacerate with Vendetta (on a FOURTY SECOND COOLDOWN) make up for the fact that Shadow is sitting on a +100% crit damage increase that they can hold PERMANENTLY?
No reason to play it? It was ALREADY stronger than Assassin/Duelist by a pretty good amount. Why would there be 'no reason' to play it?
Seriously, I hope there's some justification for this that I just don't get, because right now, it's sounding very much like the only way to go is perma-obscure and autoattack. Is that 'varied combat'? No, that's doing the exact same thing every single encounter, which is apparently what this patch set out to change.
Editado por AreleX, 31 mayo 2011 - 05:10 .
#71
Escrito 31 mayo 2011 - 05:34
Jack-Nader wrote...
The +40% max damage on any one talent is applied to lieutenants. This means that it is applied to all those idiots who stand there doing absolutely nothing but waving their arms around. Autoattacking them was never an issue. It was just "slightly" faster to assassinate them. Again with the +50% damage added to shadow class they are going to die very fast anyway.
Lt. rank creatures are everything with the large hp bar plus mages that cast spells, not just the commanders. Well, we'll see how it goes, but I'll sure miss the fact to be able to surgically remove them
#72
Escrito 31 mayo 2011 - 05:45
I'm really not looking forward to the warrior nerf. I do want the Anders fixes but...ma warriors. D:
#73
Escrito 31 mayo 2011 - 05:59
#74
Escrito 31 mayo 2011 - 06:15
Without the blood frenzy bonus/cleave, warriors are going to be almost forced into a boring tank role. So looks like there's going to be no more speed-runs with my almost dead elemental reaver - otherwise the new friendly fire rules could have been fun (e.g. walking bomb = down to 25% health instead of dead).
While these changes do make my spirit mage more viable I do agree that lots of these changes seem unnecessary and a little bit silly. Almost all the big damage abilities have been nerfed to some extent which will make the fun of playing risky glass cannon setups a lot less viable and 'fun'.
But yeah, will have to wait and see. atm not too happy...
did they at least remove the class-restriction off the stealth boots?!
Editado por mr_afk, 31 mayo 2011 - 06:16 .
#75
Escrito 31 mayo 2011 - 06:30
Reaver seems like the weakest warrior specilization.SF was godly with Mightyu Blow on LTs but not anymore
With cross class combos being so weak.against elite targets Assasins and mages can activate more abilities that can wipe a party out in seconds making the ability Silence and the whole Templar tree even more valuable
Editado por jbblue05, 31 mayo 2011 - 06:31 .





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