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#26
AreleX

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as promised

AreleX wrote...

Just re-did ARW, and it was...hmm.

Pre-Patch SnS Warrior - Ancient Rock Wraith Speed Run

compare against:

Post-Patch SnS Warrior - Ancient Rock Wraith Speed Run

I
could've done it even faster, but for some reason, Varric flat-out
REFUSED to use Pinning Shot on the ARW to give me the Disorient, no
matter how I set his tactics up.

faceroll frenzy



#27
Jack-Nader

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Bioware, what have you done! *shakes head* 

*I think we're going to have to start doing speed runs completely naked and with the weapons we get out of lothering in order to bring some difficulty back into the game :S

Modifié par Jack-Nader, 03 juin 2011 - 11:00 .


#28
Mr_Raider

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Just did the Brekker fight and the Xebenkeck fight. I think Brekker went down pretty quick but the three coterie rogues took longer to handle. Same with Xebenkeck fight, the rage demons and revenant gave me more trouble.

Rogues are still very difficult to knock out of stealth.

The 40% damage cap doesn't seem to apply to hemorrhage staggers, since the damage is spread out over time.

Modifié par Mr_Raider, 03 juin 2011 - 11:20 .


#29
thendcomes

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Good point. The mages also have a talent to bypass the cap.

#30
Apathy1989

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AreleX wrote...

as promised

AreleX wrote...

Just re-did ARW, and it was...hmm.

Pre-Patch SnS Warrior - Ancient Rock Wraith Speed Run

compare against:

[color=rgb(255, 153, 204)">Post-Patch SnS ][b]ck Wraith Speed Run[/color]

I
could've done it even faster, but for some reason, Varric flat-out
REFUSED to use Pinning Shot on the ARW to give me the Disorient, no
matter how I set his tactics up.

faceroll frenzy


holy cow :blink:

How do you not die? It looks like you are on 5% health for the final parts.



Also I just played a bit from a fresh game start. So far only a few hours in.
  • Varric being able to pin people on nightmare is nice. Brand looks like it will be nice.
  • Chain Lightning was very disappointing damage wise, I ended up respecing merrill to spirit and hexing quickly.
  • Bosses drop easier. However luitenents and rogues are a pain in my side. Since you cannot spike rogues, they constantly are taking my potions and disappearing.
  • I'm thinking strong auto-attacking with some control skills will be better than previous tactic of constant staggering -> ccc lightning. So horror and unloading strong auto attacks from my SnS and Isabela will be next.


#31
Jack-Nader

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What do you mean you cannot spike rogues? Rogues all die in 1 hit. They have had their hitpoints severely reduced.

#32
Loc'n'lol

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Jack-Nader wrote...

What do you mean you cannot spike rogues? Rogues all die in 1 hit. They have had their hitpoints severely reduced.


I think he means lieutnant/boss rogues. You can't one-hit them anymore, but they'll go down faster from multiple attacks.

#33
rumination888

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Was I the only one that used upgraded Chain Lightning as an AoE and not a single-target CCC attack before the patch?

Before the patch, Chain Lightning's CCC couldn't even drop an elite or bosse's health by 40% unless they were weak to lightning. With their reduced health, CL's reduced CCC will hit the 40% cap against almost every elite/boss, regardless of resistances.

But even with that indirect buff to CL's CCC, its still a far better AoE tool.

Modifié par rumination888, 04 juin 2011 - 12:44 .


#34
Jack-Nader

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I very rarely ran any of the primal talents pre 1.03 but when I did, chain lightning was always used as an quick AOE stun.

Modifié par Jack-Nader, 04 juin 2011 - 12:49 .


#35
Apathy1989

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You tend to stagger many people with 2h swordsman blows before 1.03, so setting up merrill to use it against staggered opponents usually did several CCC kills.

#36
Davillo

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Well this patch got me off guard I was going through my first play-through on nightmare was probly toward the end of act 2 and I was not getting really slaughtered like I thought I would be but now its like nightmare is going to be the new optimal difficulty cuz right now its alright to play.

#37
jbblue05

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DW rogue is the best class for nightmare they destroy everything in their path.
Nightmare has never been this easy before having 4 moves that can do up to 80% damage against elites and 60% on bosses plus lacerate/maim is so much win

The S&S warrior is second because of assault.battery SF

Its going to be hard going back to two-handed warrior

#38
Kaylord

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Since the patch, my dog is not following me anymore after fights. The new lacerate is wonderful, also pinning shot.

#39
FuzzyBee

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I guess I'll add in my 0.02. I've only played a rogue with the patch. Before the patch, I found that I was micromanaging for a lot of the the fights (not just the boss fights) and now I can cut through those like butter. I don't know if I like that or not. It makes the game go faster, that's for sure. But, when I fought the ogre during the Magistrate's Orders quest it was over before it even began. Actually, all I did was hit it with one twin fang and my party members did the rest while I went and disabled all of the traps in the room. I went and checked the gameplay options, thinking I had changed it to casual but nope; still on nightmare. So, yay? Maybe?

I will say that I'm not necessarily finding the game as a whole easier but much less frustrating. I like all of the little glitches that have been removed - mainly that I can now tell my party members to drink a poultice and they will. I'm still finding some of the remaining gameplay glitches frustrating, but I work around them.

#40
SmokeyNinjas

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Just started a new game as a DW rogue to see what the new patch is like & its a proper joke just finished the prolog & it feels like im playing on normal when i'm on nightmare WTF:huh:

#41
bossk-office

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The Last Straw fight in the docks feels quite a bit harder now, with a gazillion endgame 1.03 shades and nowhere to kite.

EDIT: Strike that, it was easy as hell, I had just forgotten how to do it ...

Modifié par panchamkauns, 04 juin 2011 - 05:00 .


#42
Apathy1989

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SmokeyNinjas wrote...

Just started a new game as a DW rogue to see what the new patch is like & its a proper joke just finished the prolog & it feels like im playing on normal when i'm on nightmare WTF:huh:


Its just DW rogues. Isabela too is now very powerful as a companion, whereas before I never brought her along.

I'm entering the deep roads with my SnS warrior now. Overall its a mix bag, sometimes its harder than before, sometimes easier. Damage output is undeniably lower.

Critters seem to be tougher, bosses and luitenents seem to be easier once you get a few good ways to stun them (and they actually stay stunned longer than before). Many encounters that were previously broken, and therefore easy are harder since waves are spawning and joining the fight alot more. It may be a bug, but now on fenris' recruitment quest all the shades in the house rush into the main room to kill you. They are mostly critters, but they do overwelm you in what was previously fairly easy room-by-room cleaning.

Varric is pretty much specialised entirely in the scoundral tree, and his personal atm. Eventually will get him using pinning shot again for disorientation.

Typical team now is my SnS Reaver, DW-Scoundral Isabela, Scoundral Varric and Creation-Arcane Anders. Usually wiping the floor, but a few encounter swarm me since I am lacking enough AoE attacks.

#43
Jack-Nader

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I finnished my tranquility time trials for all 3 classes. Times were all slashed by a good margin. Rogue archer easily scored the best time. I'm currently testing night lies. There is absolutely no change in speed. All the extra damage I am doing is completely offset by the mobs increased health. I also tested anders martyr ability to see if he could be used as a continuous haste buff bot. It is exactly as it was pre-patch. It does not increase time at all. If the hitpoints of all mobs had not been bumped up by 50% it would have been a viable build option.

#44
thendcomes

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Jack-Nader wrote...
I also tested anders martyr ability to see if he could be used as a continuous haste buff bot. It is exactly as it was pre-patch. It does not increase time at all. If the hitpoints of all mobs had not been bumped up by 50% it would have been a viable build option.


I'm not sure I follow.  What is "exactly as it was pre-patch", martyr, haste or both?  Why does the increased mob health prevent Martyr from being a viable build option?  What is the alternative?

#45
Jack-Nader

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Oh sorry,

Patch 1.02 - having anders spam martyr constantly to speed along hastes cooldown yielded no reduction in combat duration. This was because haste only lasted about 10 seconds for the bulk of your party members due to magic resistance.

Patch 1.03 - having anders spam martyr constantly to speed along hastes cooldown also yields no reduction in combat duration. From what I can tell it is now due to the fact that enemy mobs have significantly more hitpoints.  Ander's is also not getting the benefits from the 20 seconds of haste due to martyr disabling him for most of the duration.

Modifié par Jack-Nader, 06 juin 2011 - 12:37 .


#46
thendcomes

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Oh I see. Thanks for the clarification.

#47
SuicidalBaby

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Jack-Nader wrote...

Oh sorry,

Patch 1.02 - having anders spam martyr constantly to speed along hastes cooldown yielded no reduction in combat duration. This was because haste only lasted about 10 seconds for the bulk of your party members due to magic resistance.

Patch 1.03 - having anders spam martyr constantly to speed along hastes cooldown also yields no reduction in combat duration. From what I can tell it is now due to the fact that enemy mobs have significantly more hitpoints.  Ander's is also not getting the benefits from the 20 seconds of haste due to martyr disabling him for most of the duration.

Im sure there is a happy medium that can be found tactically.

#48
thendcomes

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If there is, it would have to be achievable via tactics. That's your area of expertise

#49
SuicidalBaby

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Still waiting on patch....

#50
Luke Barrett

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SuicidialBaby wrote...

Still waiting on patch....


Other people have been downloading the PS3 NA already today, or so it would appear.