Modifié par rpgplayer1, 19 décembre 2009 - 02:45 .
1.02 spell nerfs: duration, cooldowns or both?
Débuté par
Damar Stiehl
, déc. 08 2009 12:44
#201
Posté 19 décembre 2009 - 02:43
I played with 1.02 versions of those spells a lot, and I don't consider them in any way significantly weaker then before. I still use Blizzard a lot (and it is deadly as ever, really), Crushing Prison too, as well as Force Field. Most notable difference is with CoC, and in good sense. Now actually cooldown is longer then freeze duration, preventing CoC spam, which is refreshing, and can only improve gameplay IMHO.
#202
Posté 19 décembre 2009 - 02:58
So, one of the reasons that Bioware gave for crushing prison not being nerfed was that there was no resistance check against the spell. I said at the time that I thought that was bogus, and having played some more with the spell and I see it resisted with some frequency. I'm not talking about it failing to work against reds or some named character. I mean that I cast it on a normal model and see the "Resisted" text float above their head and no spell effect. It's not common, maybe 1/30 castings, but it's happening. Anyone else seeing this?
With even more playtime with the new spells, I'm very unhappy with the new crushing prison. Duration against yellows is ridiculously short. Even pausing constantly, there's time to trigger one, maybe two actions before the spell is done. That makes the spell completely useless for the role I took it for. Again, I wouldn't mind replacing it with some other disabling spell, but that's not an option in the middle of a long playthrough, which makes this sort of arbitrary change by Bioware particularly aggravating.
With even more playtime with the new spells, I'm very unhappy with the new crushing prison. Duration against yellows is ridiculously short. Even pausing constantly, there's time to trigger one, maybe two actions before the spell is done. That makes the spell completely useless for the role I took it for. Again, I wouldn't mind replacing it with some other disabling spell, but that's not an option in the middle of a long playthrough, which makes this sort of arbitrary change by Bioware particularly aggravating.
Modifié par Magus_42, 19 décembre 2009 - 03:05 .
#203
Posté 19 décembre 2009 - 10:02
That must be spell resistance that kicks in. On higher difficulties all enemies have small bonus on it which can explain that 1/20 or 1/30 chance to fail. Still it's much less then some ordinary debilitating spell that has physical or mental reistance to pass. Try using Horror and see how often that fails.
Also it weakens a target dealing some significant damage, making it easier to dispatch opponent after crushing prison is over. I still use it as often as possible on mages. Those 2-3 spells could have been fireballs or call lighting on your own group.
Also it weakens a target dealing some significant damage, making it easier to dispatch opponent after crushing prison is over. I still use it as often as possible on mages. Those 2-3 spells could have been fireballs or call lighting on your own group.





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