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Patch 1.02/1.03 Gameplay Changes Discussion Thread


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#101
rumination888

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berelinde wrote...

Ugh. I cannot wait for an industrious modder to reverse most of the gameplay changes. Nerfed warriors? Beefed up rogues? Nigh-useless blood mages? Do not want.

I so wanted the quest fixes, but the rest? No.


Useless blood mages? Yea.... no.

Hawke as a Blood Mage is ridiculously overpowered.(its a hyperbole, Bioware. Don't nerf Blood Mages in 1.04, please, thanks!)

When 1.03 comes out, use upgraded Blood Slave against a normal ranked enemy on Nightmare. Count to ten. Do nothing else inbetween. Apply Walking Bomb at the 10 count. Now count to 5. Observe the results.

Even without upgraded Blood Slave, the new upgraded Grave Robber is ridiculously good. Stack +spirit damage gear and you'll see numbers in the 1000s.

Modifié par rumination888, 31 mai 2011 - 01:26 .


#102
SuicidalBaby

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Spirit/Entropy/Blood
+25% dmg, +10% crit, HoT, Horror, Entropic Cloud,Grave Robber = Crazy Damage
thats before +%spirit gear.

#103
mr_afk

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Yep, 100% hp as damage is pretty solid. I didn't know that +%spirit gear affected its damage though.
Might be fun to experiment with a con-build for all those people looking for 'indestructible mage builds'.
Either way, these changes work quite well with my spirit crit-mage build.

So I'm not too fussed about the changes to mages/rogues tbh, they both benefit in some ways.

Warriors on the other hand simply got nerfed. The only benefit is lack of melee friendly fire, but with warriors having such gimped damage, there's hardly any point even having a warrior in the first place. The only reason I can see for using a warrior is for providing staggers and threat management/tanking. Bit lame for a warrior hawke....

Modifié par mr_afk, 31 mai 2011 - 01:40 .


#104
SuicidalBaby

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+% is added last, just before critical calculation.

#105
Kaylord

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Is the missing spirit damage for upgraded horror fixed?

#106
thendcomes

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Wasn't the stam regen was always supposed to be 1% per hit for rogues and just never worked as intended? The change is definitely an indirect buff to Duelist/Shadow, since the stam regen talent in Assassination could assure you were always full. Assassin may now just be optional instead of mandatory.

rumination888 wrote...
Vendetta plays off of stagger. Lacerate also plays off stagger. Vendetta + Lacerate against staggered targets will deal 8x more damage, and ignores the lieutenante/boss damage reduction cap because Lacerate damage comes in ticks.


I see what you're saying now.  However, as a counter point, Lacerate only has a 10% chance to proc!!  That's unreliable to a fault.  You will cash in on the big Lacerate hits only one out of 10 Vendettas and Assassinates. Lacerate will definitely be part of the arsenal anyway, but the focus is on steady DPS and less burst.  

I don't know if they realize it, but the speed runners will be awfully pissed at this.  Their runs will be luck dependent on Lacerate proc'ing on their Vendetta. 


This will definitely be the new mode of DPS.  Vendetta and Assassinate against staggered targets.  It will be funny to see lieutenants getting hit for 40% of their HP, then 40% again in the next 5 seconds and croaking.  

Modifié par thendcomes, 31 mai 2011 - 05:31 .


#107
Sabotin

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The point is the stagger. Upgraded Lacerate triggers 100% on staggered targets. And I believe it's 6x, not 8x?

#108
thendcomes

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Sorry, I was confused on this point. The 100% chance on staggered targets still exists. I'll modify the post.

#109
rumination888

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Sabotin wrote...

And I believe it's 6x, not 8x?


Is it a 300% CCC? I don't remember. All I know is Assassinate has a lower CCC number than Vendetta now. :huh:

Modifié par rumination888, 31 mai 2011 - 03:55 .


#110
thendcomes

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Vendetta is 300%. Lacerate will apply the same damage twice more. Wouldn't that mean 9x?

#111
rumination888

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I assume each tick is 50% of the damage done, 2 ticks.... so 6x.

#112
Sabotin

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- The Lacerate talent now provides a 10% chance to re-apply the damage from any ability over 5s, instead of a chance to apply a fixed amount of damage.

As I understand it it will do the same damage as you did with the ability, but distribute it over the next 5 seconds. So total will be double damage.

Would be nice if someone who already has the patch could make a few tests or something on various things :) .

#113
rumination888

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Sabotin wrote...

- The Lacerate talent now provides a 10% chance to re-apply the damage from any ability over 5s, instead of a chance to apply a fixed amount of damage.

As I understand it it will do the same damage as you did with the ability, but distribute it over the next 5 seconds. So total will be double damage.

Would be nice if someone who already has the patch could make a few tests or something on various things :) .


There's a very good chance that 1.03 Lacerate MAY still do 0.9x damage and 1.35x damage with its upgrade.... I'm just putting that out there. :whistle:
But for now, assume 100%.

Modifié par rumination888, 31 mai 2011 - 04:29 .


#114
AreleX

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isn't this the third time they've tried to patch it and failed, then

#115
Sabotin

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Don't jinx it now! :pinched:




Question about pinning shot - Does it work like in DA:O (can't attack pinned, damage interrupts it) or it's different now?

#116
rumination888

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If Lacerate is still doing 1.35x damage, then the gap between Vendetta and Assassinate is even bigger. Instead of multiplying Vendetta's total damage by 2, you multiply it by 2.35.
Basically, the change would just revert what was done to it in 1.02.

Damage doesn't break Pinning Shot's immobilize effect. But it still only has an 80% chance to succeed against normal targets. Its still a helluva lot more useful than before due to disorient working 100% of the time now.

Modifié par rumination888, 31 mai 2011 - 05:01 .


#117
LobselVith8

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SuicidialBaby wrote...

lol @ sh/bm whining


Why is that? You seem to prefer FM/BM, so why do you "lol" at people who prefer SH/BM and don't like the changes?

#118
IanPolaris

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LobselVith8 wrote...

SuicidialBaby wrote...

lol @ sh/bm whining


Why is that? You seem to prefer FM/BM, so why do you "lol" at people who prefer SH/BM and don't like the changes?


For that matter why did the Devs seem to feel that nerfing the BM/SH was appropriate when most here thought it was the FM/BM that was overpowered.  I note that until this patch there was NEVER any conflect between being a spirit healer and a bloodmage either in DA2, DAO, or the lore in general.

-Polaris

#119
SuicidalBaby

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LobselVith8 wrote...

SuicidialBaby wrote...

lol @ sh/bm whining


Why is that? You seem to prefer FM/BM, so why do you "lol" at people who prefer SH/BM and don't like the changes?


Created 2 months ago
SuicidialBaby wrote...

SuicidialBaby wrote...

T3hAnubis wrote...

Anyone tried a Spirit Healer / Blood Mage build?


with out exploiting the game its a very tedious poor build. I cant suggest it.


Another reason would be that Blood Magic is flagged as a Hostile ability.  Healing Aura strictly forbids the use of any Hostile spell/ability while active.  90% of people using Spirit Healer/Blood Mage are in fact abusing the mechanic of activating one first, then the other, working around the restriction.  In my view, that is abusing game mechanics and using an exploit,  I will not validate it by including it in this compendium.  I understand that they can be used seperately, but as I have stated, doing so is tedious and requires more tactics and micro-managing than should be required simply to avoid conflicts and function properly.  Otherwise, untill I have been informed from a dev that those 2 abilities are intended to be used at the same time, my interpretation will be the standard for this pillar of information.


Vindication!

#120
rumination888

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Could someone explain to me what the problem with SH/BM is? Was Hemmorhage not considered an offensive spell? What does making the toggles exclusive actually nerf?

#121
Guest_Puddi III_*

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I guess it nerfs your ability to take advantage of the healing aura's health regen, and the ability to heal you companion and then drain them and then heal them again. Other than that since BM seems mostly offensive there doesn't seem to be much point in using it at the same time as Healing Aura to begin with.

#122
ezrafetch

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I don't see a "nerf" in making SH/BM separate. It's not like you can't just alternate between them when the situation dictates. And it's not like there's any situation in the game really just screams "Well, bugger, I wish I could run both at the same time." Neither cooldown is very long. 10s and 20s, I believe?

Plus, it doesn't make a whole lot of sense for a Healer to use something as "evil" as Blood Magic to cast a heal spell. Healing is strictly a "Creation" thing (stuff out of nothing) rather than a "I will cut myself to heal you, cool beans." At least to me.

Besides, anyone who dips into BM beyond the +25 health spec bonus is a chump. :lol:

Modifié par ezrafetch, 31 mai 2011 - 05:36 .


#123
IanPolaris

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ezrafetch wrote...

I don't see a "nerf" in making SH/BM separate. It's not like you can't just alternate between them when the situation dictates. And it's not like there's any situation in the game really just screams "Well, bugger, I wish I could run both at the same time." Neither cooldown is very long. 10s and 20s, I believe?

Plus, it doesn't make a whole lot of sense for a Healer to use something as "evil" as Blood Magic to cast a heal spell. Healing is strictly a "Creation" thing (stuff out of nothing) rather than a "I will cut myself to heal you, cool beans." At least to me.

Besides, anyone who dips into BM beyond the +25 health spec bonus is a chump. :lol:


I will explain it:

1.  BM is not an "evil" specialization.  Never has been.  It has a dark reputation and much of it is deserved, but bloodmagic is a tool.  A very powerful and dangerous tool to be sure but a tool, and that's the way it's always been in all the gameplay and lore UNTIL NOW.

2.  The point of going BM (and why the 70% is another nerf) is so you can completely use your mana on sustainables.  You could then activate Healing Aura and use your blood energy to heal and I see nothing contradictory about doing so (blood/life transfusion anyone?  Surely if one can suck away life to add to your own, you can drain your own life to help others no?)  With the new patch, you will have to reserve enough mana (or pop a mana pot) to use the SH spells when you activate the healing aura since apparently it is now EVIL to give a blood transfusion.

-Polaris

#124
SuicidalBaby

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Having both sustained modes active gave infinate life and mana when someone had a 10:1 ratio of Blood Magic, basic God mode even in nightmare.

lol @ ezra having claws.

Modifié par SuicidialBaby, 31 mai 2011 - 05:47 .


#125
Sabotin

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By the way, do panacea and healing aura stack? +300 regen for party and +400 for the SH sound nice, hehe.

Btw, after this patch -> deactivate blood magic ->  healing aura -> group heal -> activate blood magic = 100% heal for you and 80% for party.

Modifié par Sabotin, 31 mai 2011 - 05:49 .