1.02 spell nerfs: duration, cooldowns or both?
#151
Posté 09 décembre 2009 - 02:03
#152
Posté 09 décembre 2009 - 02:15
Yaron Jakobs wrote...
Quick correction:
Crushing Prison total DOT damage is lowered by around 15%.
For all those who are worried about the spell's effectiveness: the spell can still be very effective as CC - it is still one of the most powerful spells in the game. Don't forget there is no resistance check against it.
If this is true then why do various mobs, admittedly Elite or Higher, ignore it's effects. I suppose that the spell may not be resisted but some enemy certain are immune to parts of it's effects.
e.g. 1 -
The first few Revenants I encounted ignored it all together and then later they only ingored the immobilisation.
e.g. 2
All Elite(Yellow named) Ogres have ignored it outright, white named ones seem affected normally.
e.g. 3
Boss mages ignore it outright. I can PM more details if you like because of no spoilers.
This is just in passing but I can work at getting more details if you like. I've gathered this through using it with Wynne, Morrigan and myself as a mage at various parts of the game at various levels and various Magic stat levels.
Modifié par Palathas, 09 décembre 2009 - 02:26 .
#153
Posté 09 décembre 2009 - 02:22
#154
Posté 09 décembre 2009 - 02:42
FedericoV wrote...
(re: CP) Because it was the "kill yellow mages" button, at least in my game experience.
As opposed to Mana Clash which is the red, orange, yellow, and white mage killer. And its got a huge area of effect!
Red Arcane Horror? Mana Clash. BOOM! 900 damage.
Gaxkang? Hardest enemy in the game? Mana Clash. BOOM! 1500 damage. Adios, Gaxkang.
#155
Posté 09 décembre 2009 - 02:58
#156
Posté 09 décembre 2009 - 03:03
On the other hand I do agree that two handed styles could be beefed up. The mediocre crowd control stuff you get with it doesn't make up for the significantly lower DPS when compared to a dual wielder.
No opinion as of yet on the archery styles; the beta hotfix plus Scattershot or Arrow of Slaying are pretty strong. Certainly from a min-max standpoint a mage is more powerful at ranged stuff, but from a min-max standpoint a mage is more powerful at everything than everybody.
#157
Posté 09 décembre 2009 - 04:00
I never got the hotfix, I just know that Leliana and Sten are significantly worse than my other characters in a fight, and when I built a 2-hander it and played it past Lothering it was terrible. I still use Leliana because I like the whole saucy french spy thing she has going on, so I am less worried about archery, but I really want to build an evil berserker/reaver battleaxe character and have it not stink. It just kills the RP value of a playing a giant evil death dealer when in reality he's inferior to everyone else around him, including his own pet.
#158
Posté 09 décembre 2009 - 04:12
Schyzm wrote...
TheMadCat wrote...
Schyzm wrote...
I see the fanboi crazies screaming endlessly at ppl who have criticism of the game have lost.
Out of curiousity, what exactly have they lost?
the argument that balance is meaningless and everyone who has any objection to balance in a single player game is *insert personal insult here*.
As I said though, there was no real balance done here. The spells are exactly the same in terms of power and exploit capabilities.
(re: CP) Because it was the "kill yellow mages" button, at least in my game experience.
In reality though CP wasn't that powerful when you look at skills like Mana Clash which is a kill all mages button. CP would kill whites and yellow mages solo, yellow warriors and rogues would survive and it was almost useless against bosses. It served it's purpose as a single target lock down with moderate damage, now it's more of a high powered DOT (even though the overall damage has been decreased) as the only thing it can lock down for any reasonable amount of time is a white mob.
Modifié par TheMadCat, 09 décembre 2009 - 04:24 .
#159
Posté 09 décembre 2009 - 04:19
Hate the nerfs? Go here.
I suppose it's too late to ask everyone to hold hands and remember that this is a single-player game; thus, if you think that warlcox need2bn3rfdASAP, you are just as right as someone who thinks that warlox r fine.
Ahhem. Long live the toolset, and long live the options.
#160
Posté 09 décembre 2009 - 04:19
#161
Posté 09 décembre 2009 - 05:19
FedericoV wrote...
Now talents like Holy Smythe have more relative value because of the very long stun.
Holy Smite was improved with 1.02?
#162
Posté 09 décembre 2009 - 06:09
Georg Zoeller wrote...
Actually, no.
The way blizzard works is that it reapplies the freeze duration every tick while in the area of effect.
The only thing this changes is that after blizzard goes away, it no longer freezes the target for another 20 seconds after the last tick.tanerb wrote...
freeze duration from 20 to 4 seconds? wow, you just killed blizzard.
Well after having used Blizz, I can say that it's certainly not the spell it once was. Sure the freeze should have been shorter, but 4 sec is too short. Basically enemies get a chance every 4 sec to resist the freeze. Consequently, even w/ earthquake, it doesn't hold mobs like it used to. Maybe an 8 or 7 sec freeze would have been ideal.
#163
Posté 09 décembre 2009 - 06:23
It is a 4th tier spell that can be cast once a minute. And it can kill one white mob or severely damage one yellow mob. Sure, it does good damage against a higher level enemy, but at only once a minute it wasn't that great a dps spell to start with. Now the best spell in the chain isn't even the 4th one. If you keep rebalancing the game before fixing the bugs, try flipping FF and CP from 2nd and 4th. Then it will be balanced.
I know you are trying to make a better experience for us, but I am disappointed by this change.
Entropy + Fire + heal is probably the way to go now for a straight mage.
#164
Posté 09 décembre 2009 - 09:02
AgenTBC wrote...
FedericoV wrote...
(re: CP) Because it was the "kill yellow mages" button, at least in my game experience.
As opposed to Mana Clash which is the red, orange, yellow, and white mage killer. And its got a huge area of effect!
Red Arcane Horror? Mana Clash. BOOM! 900 damage.
Gaxkang? Hardest enemy in the game? Mana Clash. BOOM! 1500 damage. Adios, Gaxkang.
Yep, Mana Clash is clearly OP and should be nerfed too but we can't have everything in one patch, no?
But we should even say that Mana Clash is a higly situational spell, since it affects ONLY mages (while CP works against ALL yellow enemy) and that belongs to a line of spell that is viable only for the players interested in Storm of the Century imho since the spells before Mana Clash are usefull but highly situational (while the CP tree have 4 very useful and not situational spells).
The patch changes the game for the better, if not for the Arcane Warrior bug, the only problem is with the Rally talent that now is broken and should be fixed asap.
#165
Posté 09 décembre 2009 - 09:06
Gliese wrote...
FedericoV wrote...
Now talents like Holy Smythe have more relative value because of the very long stun.
Holy Smite was improved with 1.02?
Obviously not, infact I've speaken about "relative" power.
But now it has more sense to invest in it since at least it is comparable with CP (and if the warrior has a good value in Willpower, I mean something like 30 with bonus, it can stun even Orange enemies for a very long time... very good to use in combo with a stealthy assassin
#166
Posté 09 décembre 2009 - 09:06
Though I did land it along with double Hex's on The Blood Mage leader for a 1shot victory. haha.
Honestly, I think Manaclash should be a charged ability like Chain Lightning. This would give some hope of retaliating against it...
#167
Posté 09 décembre 2009 - 09:07
Lol, Gaxkang was a joke even without Mana Clash. Vulnerability hex and cast Mana Drain on every cooldown...then he becomes a wussy revenant when he's out of spells.AgenTBC wrote...
As opposed to Mana Clash which is the red, orange, yellow, and white mage killer. And its got a huge area of effect!
Red Arcane Horror? Mana Clash. BOOM! 900 damage.
Gaxkang? Hardest enemy in the game? Mana Clash. BOOM! 1500 damage. Adios, Gaxkang.
Nothing compared to Cauthrien.
#168
Posté 09 décembre 2009 - 09:32
I used Glyph of Paralysys+Glyph of Neutralization.
He turned in to a Revenant. Misidirection Hex, Death Hex and Curse of Murtality.
While my tank and good old shale were beating him very, very, very hard.
Goodbye Gaxkang. Kangax was really harder.
#169
Posté 09 décembre 2009 - 09:55
Modifié par rpgplayer1, 09 décembre 2009 - 09:57 .
#170
Posté 09 décembre 2009 - 09:56
Modifié par rpgplayer1, 09 décembre 2009 - 09:56 .
#171
Posté 09 décembre 2009 - 10:19
Yaron Jakobs wrote...
Quick correction:
Crushing Prison total DOT damage is lowered by around 15%.
For all those who are worried about the spell's effectiveness: the spell can still be very effective as CC - it is still one of the most powerful spells in the game. Don't forget there is no resistance check against it.
Crushing prison resists half the time on elites and 99% of the time does nothing against bosses, do you even play your own game?
#172
Posté 09 décembre 2009 - 10:23
deathwing200 wrote...
Yaron Jakobs wrote...
Quick correction:
Crushing Prison total DOT damage is lowered by around 15%.
For all those who are worried about the spell's effectiveness: the spell can still be very effective as CC - it is still one of the most powerful spells in the game. Don't forget there is no resistance check against it.
Crushing prison resists half the time on elites and 99% of the time does nothing against bosses, do you even play your own game?
Huh. I could've sworn the damage component generally functions on bosses and other higher-tier enemies, but it doesn't bind them. Which would, to be mindful, be hilariously overpowered.
#173
Posté 09 décembre 2009 - 10:25
deathwing200 wrote...
Yaron Jakobs wrote...
Quick correction:
Crushing Prison total DOT damage is lowered by around 15%.
For all those who are worried about the spell's effectiveness: the spell can still be very effective as CC - it is still one of the most powerful spells in the game. Don't forget there is no resistance check against it.
Crushing prison resists half the time on elites and 99% of the time does nothing against bosses, do you even play your own game?
It depends on spell power I think since I rarely see it resisted (tops 20-25%), been playing on hard though not nightmare. Bosses can't be held though they only get the damage part.
#174
Posté 09 décembre 2009 - 10:26
Huh. I could've sworn the damage component generally functions on bosses and other higher-tier enemies, but it doesn't bind them. Which would, to be mindful, be hilariously overpowered.
[/quote]
Yeah, because crushing prison is used for its amazing damage obviously.
#175
Posté 09 décembre 2009 - 10:29
Modifié par Blank Syndrome, 09 décembre 2009 - 10:30 .





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