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1.03 Patch Notes


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#1
Prismo

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This is from the PS3 patch notes found here. From a cursory read through the gameplay changes it seems to be a pretty significant patch, from the looks of the changes a non-bloodmage mage now seems a lot more competitive and once this patch releases on PC I think I might try my hand at an Elemental/Spirit mage build.

1.03 Patch Notes:

BALANCE
NOTE: Patch 1.03 introduces significant changes to the overall balance of the game, improving the strategic elements and making combat and class progression more engaging and enjoyable for players. Here is a detailed summary of the balance-related improvements:

General Combat
- Enemies’ basic attacks now apply much less force, which means that party members’ actions are not interrupted as frequently.
- The secondary attribute requirement for equipping armor or shields (constitution for warriors, willpower for mages, and cunning for rogues) is now significantly smaller.
- The rate at which rogues regenerate stamina while performing basic attacks has been significantly increased.
- Traps no longer inflict injuries.
- Enemies now gain more health as the game progresses.
- Enemy assassins now have less health.
- Lieutenant-rank and boss-rank enemies now have less health.
- Lieutenant-rank enemies can no longer lose more than 40% of their health from a single hit, and boss-rank enemies cannot lose more than 20%.
- Enemy commanders now occasionally throw stun grenades while encouraging their troops to concentrate attacks against a single party member. Previously, this behavior was limited to nightmare difficulty.
- 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.
- The DISORIENT effect now applies a 50% penalty to enemy defense, as described in the codex, instead of only 25%.
- The Rune of Valiance now provides a +2 bonus to all attributes instead of a variable bonus that could rise as high as +7. As well, equipping and unequipping multiple pieces of armor that each bear a Rune of Valiance no longer results in incorrect attribute scores.
- Items that improve the Blood Magic cost ratio now provide 0.25 mana per point of health instead of 1 mana.
- On hard and nightmare difficulties, status effects now persist on enemies for a slightly longer duration.
- On nightmare difficulty, enemies now inflict more damage than before.
- On nightmare difficulty, party members no longer suffer friendly-fire damage from warriors’ basic attacks.
- On nightmare difficulty, party members can no longer suffer more than 75% of their health in damage from a single friendly-fire attack.

Warrior Changes
- Aftershock upgrade to the Tremor talent now has a 30% chance to STAGGER normal enemies instead of 40%.
- Claymore upgrade to the Cleave talent now has a 10% chance to STAGGER normal enemies instead of 40%.
- Cleave talent now increases damage by 75% instead of 100%, while the cost has been increased from 20 stamina to 30 and cooldown from 20s to 25s.
- Shield Bash talent no longer automatically STAGGERS enemies within range of the attack who were not targeted directly. The primary target is still automatically STAGGERED, but other normal enemies within range have a 40% chance to STAGGER.
- Shield Defense talent now increases threat generation by 100%.
- Sunder talent now has a 20% chance to STAGGER enemies on a critical hit instead of 50%. As well, the talent now only STAGGERS enemies if the warrior is wielding a two-handed weapon, as originally intended.
- The Berserker's Berserk talent now calculates the damage bonus differently, substantially increasing the ability's effectiveness.
- The Reaver's Blood Frenzy talent and Fenris's Veneer of Calm talent now provide a maximum bonus of +50% damage instead of +100%.

Rogue Changes
- Rogues now regain 1% of their stamina per hit with dual weapons or 2% per hit with a bow.
- The Ambush talent now functions as described.
- The Burst Shot talent now inflicts approximately 50% more damage (and 3x physical force instead of 2x).
- Brand talent now provides a 25% bonus to warriors' and mages' critical chance instead of 10%.
- Disorienting Shot upgrade to the Pinning Shot talent now always DISORIENTS the victim, regardless of whether the victim was pinned in place.
- The Inconspicuous talent now extends the reduced threat generation to other rogues and mages within a 10m diameter.
- 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.
- The Merciless Strike upgrade to the Explosive Strike talent now applies 300% damage vs. STAGGERED targets instead of 400%.
- The Pinning Shot talent now pins the victim for the correct duration.
- The Pinpoint Strikes talent now includes a 100% bonus to attack for the duration of the ability.
- The Assassin's Assassinate talent now has a 50s cooldown instead of 40s. The Annihilate upgrade now applies 200% damage vs. BRITTLE targets instead of 400%.
- The Shadow's Decoy talent and Sebastian's Guardian Angel talent now have a 45s cooldown instead of 30s.
- The Shadow's Disorienting Criticals talent now functions as described, and provides a 50% bonus to critical damage when obscured instead of 25%.
- The Shadow's Pinpoint Precision talent now provides a 50% bonus to critical damage instead of 25%.

Mage Changes
-  Walking Bomb now inflicts damage equal to 50% of the victim's maximum health upon explosion, within a 4m radius, instead of 100%.
-  Arcane Wall upgrade to the Arcane Shield spell now continues to provide a 20% defense bonus to the mage, as described. Previously, the upgrade reduced the bonus to 15%. Other party members receive a 5% bonus.
- The Chain Reaction upgrade to the Chain Lightning spell now applies 300% damage vs. STAGGERED targets instead of 600%.
- Death Syphon spell now drains multiple corpses more quickly.
- Entropic Cloud spell now applies for 30s instead of 15s (against normal enemies), but the cost has been increased from 35 mana to 50 and the cooldown from 40s to 50s. The Death Cloud upgrade now applies damage every 2s instead of every 4s.
- Fireball and Firestorm spells now both inflict approximately 40% more damage and apply 3x elemental force instead of 2x.
- Misdirection Hex spell now applies for 15s instead of 10s (against normal enemies).
- Petrify spell now applies for 12s instead of 15s (against normal enemies).
- Sleep spell now applies for 15s instead of 10s (against normal enemies).
- Spirit Mastery skill now includes a 10% bonus to critical chance instead of 5%.
- The Spirit Strike upgrade to the Spirit Bolt spell now applies 300% damage vs. DISORIENTED targets instead of 200%.
- The Winter's Blast upgrade to the Winter's Grasp spell now notes that it affects nearby enemies.
- The Blood mage's Blood Magic spell and the spirit healer's Healing Aura spell are now mutually exclusive.
- The Blood mage's Blood Magic spell now reserves 70% of the mage's mana instead of 50%.
- The Blood mage's Blood Slave spell now enslaves the victim for a longer duration. As well, if the spell is ineffective, the victim's current action is now canceled. The Blood Spatter upgrade now inflicts damage equal to 75% of the victim's maximum health upon explosion instead of 100%, within a 4m radius. As well, the spell description now displays this information.
- The Blood mage's Grave Robber spell now affects a 12m diameter instead of 6m in order to make the ability more useful.
- The Blood mage's One Foot In upgrade now inflicts 100% of the mage’s maximum health in damage instead of 10%.
- The Blood mage's Paralyzing Hemorrhage upgrade to the Hemorrhage spell now applies 500% damage vs. STAGGERED targets instead of 900%.
- The Force mage's Fist of the Maker spell now inflicts approximately 50% more damage. The Maker's Hammer upgrade now applies 600% damage vs. STAGGERED targets instead of 900%.
- The Force mage's Unshakable spell now provides a +50 bonus to fortitude instead of +100.
- The Spirit healer's Group Heal spell and Anders's Aid Allies spell now restore 25% of party members' health instead of 30%. When upgraded, Group Heal restores 40% of health instead of 50%.
- The Spirit healer's Healing Aura spell and Anders's Panacea spell now provide a +100 bonus to health regeneration instead of +50, and a +200 bonus when upgraded instead of +100. As well, the diameter of the spell has been increased from 6m to 10m, and from 8m to 15m when upgraded. In addition, a rare case
in which the spell previously provided an abnormally high rate of health regeneration no longer occurs.

Companion Specific Skill Changes
- Anders's Swift Justice spell now reduces cooldowns to 90% of their normal duration instead of 80%.
- Aveline's Bodyguard talent no longer allows her to absorb the damage from Anders's Martyr spell.
- Aveline's Immovable talent now provides a stacking 8% bonus to damage resistance per hit instead of 2%.
- If Bethany or Carver rejoin the party near the end of the game, they now learn the Force Mage and Templar specializations, respectively. Existing save games from after the Deep Roads Expedition will not receive the benefit of this fix.

Modifié par Chazzwazza, 31 mai 2011 - 01:33 .


#2
Guest_Fuinris_*

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There are already two topics about this. And I think when the official topic in the announcements forums will be posted either of the two will be ignored.

http://social.biowar...97788/3#7501043

http://social.biowar...00106/1#7501090

#3
Prismo

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Well as can no doubt be surmised from the fact that I hadn't seen either of those posts, I rarely venture to boards other than the this class/build board and considering the implications that this patch will have on the builds for which this board is so aptly named I thought it a relevant topic of discussion.

Modifié par Chazzwazza, 31 mai 2011 - 01:50 .


#4
IanPolaris

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The SH/BM has been nerfed into oblivion for no real good reason. Enough said (and supposedly it was the BM/FM that was the problem).

-Polaris

#5
SuicidalBaby

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its relevant in the current thread posted in the gameplay forum.
defending a mistake doesnt give it purpose.

#6
Spoonuser12

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Not even safe from nerfs in a single player game lol. Honestly, not even going to bother with these patches, why would I consciously choose to reduce my power?

#7
SuicidalBaby

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Power wasn't reduced it was shifted. think big picture.

#8
Jimmie_Rox

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Damn you Steam, sometimes autopatch is really annoying =[

#9
Camranauchi

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wow, Blood mage got hit with the nerf hammer super ****ing hard......

#10
SuicidalBaby

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wow, you have yet to play it since patch....

#11
macrocarl

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Sorry, I've been digging but to no avail. Has the romance plot flags been fixed? My warden romanced Morrigan in DAO and I know it didn't carry over to DA2. If that has been corrected does it properly update my finished game or will I need to start another to have the proper romance plot flags carry over? Thanks all!

#12
Icy Magebane

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This is goddamn idiotic. Why do they have to change things and make people re-learn the damned game anyway? It was fine the way it was and didn't need to be rebalanced... Maybe Bioware should be focusing on making a better story than wasting their time on crap like this. Look at all the damn nerfs to Warrior... that's just insane! +50% damage cap on Blood Frenzy? WTH is that?

Oh, and the Rune of Valiance now only gives +2 to stats?  Yeah, thanks so much for that one.  >.>

Modifié par Icy Magebane, 06 juin 2011 - 08:28 .


#13
Integrity

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Not to mention the fact they "fixed" the cross-class weapons. Personally, it is (as aforementioned) a single player game. If I want to play a rogue with a shield in the off-hand, a warrior with a staff; a mage with a two-handed sword, then I should be able to. Being the standard, cookie-cutter version of a class every time is boring and stale. They should also note a good percent of the player base plays the game simply to find ways to play a class differently. Why they'd punish us for that rather than reward it is beyond me.

I'd like to see this trend go the opposite direction in the future. If I want to wear gear of another class then isn't that my prerogative? It's not like I'm overpowered and going to make anyone else's game play experience unenjoyable. This isn't an MMO.

Also, making ranked enemies have damage caps? What the hell is the point in working to build a killing machine if I still have to take three hits to kill a lieutenant and five for a boss? Why does enemy health scale with level so that no matter how awesome I become it still takes just as long to kill things? First you get the game wrong by making it too easy on lower difficulties (which is why I played Nightmare from the get go), then you try to amend the process by taking Nightmare level techniques (exploits, whatever, its how we're able to play Nightmare) and nerfing them.

Leave such things alone, or fix the problems that need to be fixed (like bugs). If players are able to find loopholes and bugs it is because we're taking the time and effort to find them. It is the sole reason some people play these sorts of games, and punishing them hardly seems fair. Yeah, we can become immune to a certain type of damage, but we still have the opportunity cost of not having other runes (like Runes of Fortune and the like) in those slots. Can't that be enough? Also, why advertise a game where we're destined to be a killing machine of proportions equal to the love child of River Tam and Bruce Lee, blessed by "The Maker", and trained by Mr. Miyagi (or similar, relevant examples), and then make us unable to kill the lowly lieutenant in a single killing blow? Why should I play anything other than tanks and buff bots now?

Patch equals stupid. Auto-patch due to Steam equals bigger stupid. Fix bugs. Let us play the game the way we want. We paid for it after all.

#14
kazuya246

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Haters gonna hate. They balanced the game. They buffed just as much as they nerfed. People complained that the game was too easy, now it has more of a challenge.

#15
LobselVith8

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Icy Magebane wrote...

This is goddamn idiotic. Why do they have to change things and make people re-learn the damned game anyway? It was fine the way it was and didn't need to be rebalanced... Maybe Bioware should be focusing on making a better story than wasting their time on crap like this. Look at all the damn nerfs to Warrior... that's just insane! +50% damage cap on Blood Frenzy? WTH is that?

Oh, and the Rune of Valiance now only gives +2 to stats?  Yeah, thanks so much for that one.  >.>


That's a good question. Why did they devote so much time to changing the game mechanics instead of fixing all the bugs and bad flags that are still a problem months since the game was released?

#16
AreleX

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kazuya246 wrote...

Haters gonna hate. They balanced the game. They buffed just as much as they nerfed. People complained that the game was too easy, now it has more of a challenge.


Teth'a!

BAS!

#17
cihimi

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Icy Magebane wrote...

This is goddamn idiotic. Why do they have to change things and make people re-learn the damned game anyway? It was fine the way it was and didn't need to be rebalanced... Maybe Bioware should be focusing on making a better story than wasting their time on crap like this. Look at all the damn nerfs to Warrior... that's just insane! +50% damage cap on Blood Frenzy? WTH is that?

Oh, and the Rune of Valiance now only gives +2 to stats?  Yeah, thanks so much for that one.  >.>


Apparently you're the only one who needs to re-learn the game after a patch.

#18
Ryzaki

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LobselVith8 wrote...

Icy Magebane wrote...

This is goddamn idiotic. Why do they have to change things and make people re-learn the damned game anyway? It was fine the way it was and didn't need to be rebalanced... Maybe Bioware should be focusing on making a better story than wasting their time on crap like this. Look at all the damn nerfs to Warrior... that's just insane! +50% damage cap on Blood Frenzy? WTH is that?

Oh, and the Rune of Valiance now only gives +2 to stats?  Yeah, thanks so much for that one.  >.>


That's a good question. Why did they devote so much time to changing the game mechanics instead of fixing all the bugs and bad flags that are still a problem months since the game was released?

 

Yeah...mecahnics fixes should've came AFTER they fixed all the blasted bugs. 

Anders' rivalrymance still is kind of iffy. *unless he's supposed to give the same exact speech as friendship when you side with the mages* 

#19
Rahelron

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I think this is a good patch. The status effect fix on hard and nightmare is what I liked the most. Now cross class combos and such can be used on bosses too, it's really good.

I don't think that the game now is harder... I've just beaten the Legacy DLC on nightmare with my archer rogue and I didn't find it too difficoult. I had to reload just a couple of times, only when the enemies got lucky and killed half of my party with one attack. Stuff like a charge from a genlok alpha or a AOE blow from a guardian demon. I think they just nerfed the uber builds and stuff like that.

The ones who say that DA is not an MMO but a single player game, so balancing the classes and the skills is not super important on paper, have a good point. But I think that if the players want challenging encounters and fights that demand planning and skill to achieve victory they have to accept some nerf to the imbalanced builds. If you are too powerful you walk in, kill everything, beat the game and then you go to the forum and complain that the game is too easy. If you are not allowed to become too powerful then you can have more challenging fights and enjoy the game more.