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Just now read the patch notes regarding Blood Mages


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#1
The Baconer

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Feels bad man.

#2
SuicidalBaby

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yeah, having a skill tree worth specing into fully really sucks.

#3
The Baconer

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SuicidialBaby wrote...

yeah, having a skill tree worth specing into fully really sucks.


It's still quite serviceable, and the buff to Grave Robber was quite welcome, but...

-Paralyzing Hemorrhage doing 500% damage to stunned enemies instead of 900%
-Blood spatter doing 75% instead of 100% damage
-Items that improve BM add 0.25 points per health instead of 1 (Honestly?)

It makes me a little sad.

#4
SuicidalBaby

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read the thread concerning this subject, you have a serious case of lacking perspective.

Blood Mage post 1.3

Modifié par SuicidialBaby, 23 juin 2011 - 03:22 .


#5
AreleX

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the patch, with what it did to the tree and conversion, basically forces you fill it out entirely. before the patch, you could really pick and choose, and depending on what you wanted to do, you didn't even need to spec past BM itself.

good

abilities work now
upgraded blood slave is the ******

not so good

blood conversion made entirely useless (feeds into below)
steep point investment required
hemorrhage nerfed (they REALLY wanted to **** on staggers)
limited console maps make for tough ability decisions (moreso the platform's fault than the game's, but still)

Modifié par AreleX, 23 juin 2011 - 04:08 .


#6
The Baconer

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SuicidialBaby wrote...

read the thread concerning this subject, you have a serious case of lacking perspective.

Blood Mage post 1.3


Meh, just reinforces my previous statement of "quite serviceable". My opinion on the nerfs remains the same.

the patch, with what it did to the tree and conversion, basically forces
you fill it out entirely. before the patch, you could really pick and
choose, and depending on what you wanted to do, you didn't even need to
spec past BM itself.

good

abilities work now
upgraded blood slave is the ******

not so good

blood conversion made entirely useless (feeds into below)
steep point investment required
hemorrhage nerfed (they REALLY wanted to **** on staggers)
limited console maps make for tough ability decisions (moreso the platform's fault than the game's, but still)


Yep. Though, I an kind of excited to start another playthrough and give the new-and improved Grave Robber and Blood Slave a whirl. But I guess Hemmorhage will never be the same :/

Modifié par The Baconer, 23 juin 2011 - 04:15 .


#7
AreleX

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i don't like it either, but it's not that bad, when you think about it.

assassins, lieutenants, and bosses got their health nerfed hard

lieutenants and bosses now have a cap to the percentage damage they can take in a single hit (40% for lieutenants, 20%? for bosses)

hemorrhage's damage comes in two ticks, allowing it to possibly cap out at 80% vs a lieutenant (and i was comfortably one-shotting them pre-patch), so maybe it balances out.

though i am really going to miss turning everything into bloody chunks with the spell, even if it is still somewhat ok.

god i hate this patch

Modifié par AreleX, 23 juin 2011 - 04:26 .


#8
mokponobi

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The issue I saw with the blood magic changes is the conversion. Essentially Merrill is better at using blood magic than Hawke now because its a lot easier to get her rate to 3:1 with only one point invested in the school + (friendship), Hawke needs 6 points invested in the school to get the same.

Forget items, wearing 4 items just to get an additional 1 point is not beneficial, having 3:1 is good enough mostly.

#9
Mr_Raider

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mokponobi wrote...

The issue I saw with the blood magic changes is the conversion. Essentially Merrill is better at using blood magic than Hawke now because its a lot easier to get her rate to 3:1 with only one point invested in the school + (friendship), Hawke needs 6 points invested in the school to get the same.

Forget items, wearing 4 items just to get an additional 1 point is not beneficial, having 3:1 is good enough mostly.


4 to one is worth it IMHO. That brings a 60 mana spell from 20 to 15 health. That's four casts instead of three. Pushing it to 5 to 1, yields only 12 health and so the returns start to diminish. The question is, are there better items for those slots?

For your Robe, you want unblemished cleanliness, for your Amulet you want dura's flame, and one ring slot for ring of the ferryman. That leaves 5 apparel slots + 1 staff for blood conversion. If you are not an elementalist, the amulet slot is available too.

Another thing is, + health items are probably better than ratio items, i.e. jewel of the ether is better than Amulet of the Saarebas.

Staying in blood magic mode is still doable but only by the end of act II or start of Act III. Also remember that willpower reqs are down now. You can pump con to 30 and still get magic to the 70s.

Modifié par Mr_Raider, 23 juin 2011 - 11:38 .


#10
The Baconer

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Mr_Raider wrote...
Staying in blood magic mode is still doable but only by the end of act II or start of Act III.


Challenge accepted.

#11
RangerSG

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Mr_Raider wrote...

mokponobi wrote...

The issue I saw with the blood magic changes is the conversion. Essentially Merrill is better at using blood magic than Hawke now because its a lot easier to get her rate to 3:1 with only one point invested in the school + (friendship), Hawke needs 6 points invested in the school to get the same.

Forget items, wearing 4 items just to get an additional 1 point is not beneficial, having 3:1 is good enough mostly.


4 to one is worth it IMHO. That brings a 60 mana spell from 20 to 15 health. That's four casts instead of three. Pushing it to 5 to 1, yields only 12 health and so the returns start to diminish. The question is, are there better items for those slots?

For your Robe, you want unblemished cleanliness, for your Amulet you want dura's flame, and one ring slot for ring of the ferryman. That leaves 5 apparel slots + 1 staff for blood conversion. If you are not an elementalist, the amulet slot is available too.

Another thing is, + health items are probably better than ratio items, i.e. jewel of the ether is better than Amulet of the Saarebas.

Staying in blood magic mode is still doable but only by the end of act II or start of Act III. Also remember that willpower reqs are down now. You can pump con to 30 and still get magic to the 70s.


Agreed, the conversion items, save for the staffs perhaps, are nerfed to the point of uselessness now. Anything that boosts health by a substantial margin is better than a conversion item. The .25:1 change was excessive. .5:1 would've accomplished the desired result of matching the health changes and still kept the items useful.

#12
thendcomes

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Mr_Raider wrote...
For your Robe, you want unblemished cleanliness, for your Amulet you want dura's flame, and one ring slot for ring of the ferryman. That leaves 5 apparel slots + 1 staff for blood conversion. If you are not an elementalist, the amulet slot is available too.


That assumes a lot.  Robes don't cover spirit, amulet only covers fire and cold, and Ferryman only covers fire and electricity.  So it really depends on what kind of build you have and what you're casting most.

#13
Mr_Raider

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thendcomes wrote...

Mr_Raider wrote...
For your Robe, you want unblemished cleanliness, for your Amulet you want dura's flame, and one ring slot for ring of the ferryman. That leaves 5 apparel slots + 1 staff for blood conversion. If you are not an elementalist, the amulet slot is available too.


That assumes a lot.  Robes don't cover spirit, amulet only covers fire and cold, and Ferryman only covers fire and electricity.  So it really depends on what kind of build you have and what you're casting most.


Well if you are going spirit and physical, it's a different story. There are very few items of high calibre. You could get get 8 blood items if you wanted.

#14
SuicidalBaby

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conversion levels are more in line with origins, a change I happen to agree with along with the rest of the tree. Overall, Blood is now a more complete tree and worth more as a whole because of the changes.

Raider has the right idea as far as conversion strategy, but it still remains unique to the build, health levels, and playstyle.

4 piece is not unreasonable or worthless. puling 4:1 in any build has to be considered baseline. I would even go so far as 4.5:1 as an elelmentalist.

#15
Apathy1989

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Yeah the changes overall were good and fair. My largest gripe is the 70% mana reserve for blood magic. My blood mage generally now starts the battles without blood magic off, uses up the 70% then turns on blood magic when empty.


Edit: I think if the blood magic sustainable had a damage bonus, say 10-20%, then it would be enough to make people always stay in blood magic. Also isn't blood magic supposed to be a powerful, forbidden school? It doesn't seem more powerful than spirit or elementalist usually.

Modifié par Apathy1989, 30 juin 2011 - 03:39 .


#16
SuicidalBaby

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I think you meant starts with blood magic "off"

#17
Apathy1989

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Indeed.

#18
DarkAmaranth1966

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Easy cure, get a mod for no cost spells and sustains, sure you can spam the spells, but so do enemies so it balances. Now go get a max level mod (50 or 100) you will have an excess of points in no time and with 100, the enemies scale with you, so it's still balanced. Let the wars begin - no limit spells, ability use and sustains on all sides makes for a wild battle :)

#19
frustratemyself

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Mods aren't a quick fix as they don't work for console players. They also tend to add further imbalance to the game.