Reaver + Lifesteal stats, possibly best class to solo MP
#1
Posté 08 octobre 2014 - 02:23
#2
Posté 09 octobre 2014 - 12:37
I suppose we'll find out when we find out, though it does look to be that way. Me? I'll stick with Qunari or the Legionnaire (until we get a Mabari, that is!)
*waits for Maria to come into this thread* ![]()
- REVOLUSI aime ceci
#5
Posté 10 octobre 2014 - 03:47
BioWare, I've played exactly 0 hours of this game... mostly because it's not out yet, but please nerf this monstrosity before it gets out of hand!
Don't say that too loud, lest Maria hear you and she eats your soul as forfeit.
#6
Posté 12 octobre 2014 - 11:09
BioWare, I've played exactly 0 hours of this game... mostly because it's not out yet, but please nerf this monstrosity before it gets out of hand!
its the right thing to do
#7
Posté 14 octobre 2014 - 12:56
Is Lifesteal confirmed?
I thought I remembered an article of why "DAI doesn't have dedicated healers", and I got the impression that heal-over-time was an enchantable armour option (HP+X/per5 or something similiar. Or maybe a % maximum health regained over time, as a flat number would be less useful on front-line characters with larger health pools).
As to a whether a percentage your damage, by physical or spells, getting returned to you by a 'steal' mechanic is in the game I don't know. Either way, if you're job as a Reaver is DPS, you'd likely be sacrificing damage on your weapon for sustainability. If 'tank' roles are not as effective in DAMP that could be a good idea, otherwise they could be wasted if your Reaver isn't taking much damage anyway.
Also we don't know yet how effective Bioware would want them to be. Allowing a DPS (if that classification even has the same meaning in DAMP) to steal back even the entire damage of one enemy as they fight, might be considered overpowered. Maybe it would take a whole combat encounter of 8+ enemies to steal back that kind of health loss (example, if the Lifesteal/Spellsteal is say 2-4%).
It's hard to say without knowing the variables of enemy damage vs various healing types. But considering that teammates may not be that great in keeping you buffed and keep the enemies taunted in PUGs, healing will likely be something we all will want.
#8
Posté 14 octobre 2014 - 01:49
Concerning soloing in DAMP, will that even be possible?
In ME3MP there were gameplay elements that allowed soloing:
-An open map (for kiting)
-Discrete waves of enemies
-Enemies distributed over a large area behind walls/height-levels/obstacles
-Twitchy gamestyle, preventing damage with character movement alone
-Ability to deal damage without taking any (jinking corners to shoot/cast)
-Ranged damage dealing
-Reliable damage prevention with shield
-Abusing the AI with all of the above ![]()
In DAMP, I seriously wonder if anything similar might be possible, even then it would probably take forever and need an accompanying Benny Hill soundtrack. DAMP has:
-Rooms of enemies (ie. restricted map), so kiting backwards through already cleared rooms or within rooms.
-Many melee hero classes that will likely be taking damage to deal damage, or to close range on casters/archers.
-Unlikely to reliably avoid melee-vs-melee damage with basic movement/kiting, as attack/casting animations may lock movement for second(s).
-Boss encounter? Potentially very high damage + high health with special CC abilities (not just elite units like a Banshee or an Atlus).
-Shield units and similar, designed to be defeated with multi-player combos/tactics.
-Enemy archer or mage ranged CC abilities (undodgeable perhaps, needing LoS break or out-ranging).
-Limited healing/damage prevention (certainly won’t be tuned for soloing rather than expected party of 4).
-Non-twitchy combat will be harder to abuse/cheese the AI.
While all that may be still possible in solo DAMP for a certain few classes, it will likely cost extra time or health that it didn't need to in ME3MP because of the differences in their game-combat styles.
- simpatikool, WillieStyle, armoredwolf26 et 1 autre aiment ceci
#9
Posté 14 octobre 2014 - 04:12
It might be a tad early to be calling out OP kits.
- PurpGuy1 et VulpineSneak aiment ceci
#10
Posté 14 octobre 2014 - 05:05
Concerning soloing in DAMP, will that even be possible?
In ME3MP there were gameplay elements that allowed soloing:
-An open map (for kiting)
-Discrete waves of enemies
-Enemies distributed over a large area behind walls/height-levels/obstacles
-Twitchy gamestyle, preventing damage with character movement alone
-Ability to deal damage without taking any (jinking corners to shoot/cast)
-Ranged damage dealing
-Reliable damage prevention with shield
-Abusing the AI with all of the above
In DAMP, I seriously wonder if anything similar might be possible, even then it would probably take forever and need an accompanying Benny Hill soundtrack. DAMP has:
-Rooms of enemies (ie. restricted map), so kiting backwards through already cleared rooms or within rooms.
-Many melee hero classes that will likely be taking damage to deal damage, or to close range on casters/archers.
-Unlikely to reliably avoid melee-vs-melee damage with basic movement/kiting, as attack/casting animations may lock movement for second(s).
-Boss encounter? Potentially very high damage + high health with special CC abilities (not just elite units like a Banshee or an Atlus).
-Shield units and similar, designed to be defeated with multi-player combos/tactics.
-Enemy archer or mage ranged CC abilities (undodgeable perhaps, needing LoS break or out-ranging).
-Limited healing/damage prevention (certainly won’t be tuned for soloing rather than expected party of 4).
-Non-twitchy combat will be harder to abuse/cheese the AI.
While all that may be still possible in solo DAMP for a certain few classes, it will likely cost extra time or health that it didn't need to in ME3MP because of the differences in their game-combat styles.
Why are you ruining my waves man? Positive Vibes!!!!
#12
Posté 15 octobre 2014 - 07:51
*snipped words about healing and whatnot*
This and the specialization description on the website have me really worried that the reaver is going to resemble the berserker far more than it's own older counterparts. And that would not be awesome.
#13
Posté 18 octobre 2014 - 10:10
Mmmmm, if arcane warrior gets access to both mage shields and warrior armor(And erm heavy armor, watch the vids, warriors get armor over their healthbar), he'll trump reaver.
#14
Posté 18 octobre 2014 - 11:21
Nerf threads already.
Got I missed these on the ME3MP boards.
- efd731 et waltervolpatto aiment ceci
#15
Posté 18 octobre 2014 - 11:22
I just hope that Bioware doesn't bother with any rebalancing for like 2-3 weeks off launch. Hated seeing people confuse "popular" with "OP" and shitting all over themselves in e-peen rage.
#16
Posté 18 octobre 2014 - 11:45
Heavy armour + Self heals usually makes for the best soloing class.
But let's be honest: This is the BSN and self heals are a crutch.
But Cyonan, everything is a crutch here.
#17
Posté 19 octobre 2014 - 02:56
Concerning soloing in DAMP, will that even be possible?
In ME3MP there were gameplay elements that allowed soloing:
-An open map (for kiting)
-Discrete waves of enemies
-Enemies distributed over a large area behind walls/height-levels/obstacles
-Twitchy gamestyle, preventing damage with character movement alone
-Ability to deal damage without taking any (jinking corners to shoot/cast)
-Ranged damage dealing
-Reliable damage prevention with shield
-Abusing the AI with all of the above
In DAMP, I seriously wonder if anything similar might be possible, even then it would probably take forever and need an accompanying Benny Hill soundtrack. DAMP has:
-Rooms of enemies (ie. restricted map), so kiting backwards through already cleared rooms or within rooms.
-Many melee hero classes that will likely be taking damage to deal damage, or to close range on casters/archers.
-Unlikely to reliably avoid melee-vs-melee damage with basic movement/kiting, as attack/casting animations may lock movement for second(s).
-Boss encounter? Potentially very high damage + high health with special CC abilities (not just elite units like a Banshee or an Atlus).
-Shield units and similar, designed to be defeated with multi-player combos/tactics.
-Enemy archer or mage ranged CC abilities (undodgeable perhaps, needing LoS break or out-ranging).
-Limited healing/damage prevention (certainly won’t be tuned for soloing rather than expected party of 4).
-Non-twitchy combat will be harder to abuse/cheese the AI.
While all that may be still possible in solo DAMP for a certain few classes, it will likely cost extra time or health that it didn't need to in ME3MP because of the differences in their game-combat styles.
They've said soloing will be possible, just extremely difficult. It'll probably end up like ME3's MP was in the beginning, where people had great difficulty in beating certain factions on the highest difficulty, but over time, new content and strategies made it quite possible.
#18
Posté 19 octobre 2014 - 03:33
Early? For BSN? I'm just glad there isn't a "Nerf whatever-the-rogue's-stealthy-power-is-called" topic stuck on the first page already!
It's coming...be patient.
#19
Posté 20 octobre 2014 - 01:23
they'll be buffs too.I just hope that Bioware doesn't bother with any rebalancing for like 2-3 weeks off launch. Hated seeing people confuse "popular" with "OP" and shitting all over themselves in e-peen rage.
'It took 5 hours to kill the red templar on threatening. Please buff red templars health and barrier by 300%'
#20
Posté 22 octobre 2014 - 07:53
they'll be buffs too.
'It took 5 hours to kill the red templar on threatening. Please buff red templars health and barrier by 300%'
"BIOWER I SAW SOMEONE DEFEAT THE SUPER PRIDE DEMON SINGLE HANDEDLY USING THE NUG CLASS AND ONLY BASIC ATTACKS! PLEASE NERF THIS CLASS OR I'LL NEVER PLAY AGAIN!"
- Eelectrica aime ceci
#21
Posté 22 octobre 2014 - 04:33
Ah the nerf threads and the ever amusing belief that wanting one overpowered thing nerfed somehow means I want everything as weak as the Shuriken.
How I've missed you.
- waltervolpatto aime ceci
#22
Posté 28 octobre 2014 - 07:47
BIOWARE! PLZ NERF SYNC-KILLER! SO UNFAIR!
#23
Posté 28 octobre 2014 - 01:19
Mmmmm, if arcane warrior gets access to both mage shields and warrior armor(And erm heavy armor, watch the vids, warriors get armor over their healthbar), he'll trump reaver.
This.
It's all going to depend on how good the life steal is vs (essentially) extra health bars, that can be refreshed.
We learnt from ME3MP that for soloing some way of staying on your feet is very useful, so yes a self-healing class is likely to be much better for solo runs. You can use potions for offence/utility rather than healing. Weapons can be full offense/CC, and so on.
Mostly it'll depend on how Barrier and Guard function. Will there be any bleed or poison damage that bypasses them? Can you get enough stamina/mana regen, such that you can "shield boost" at will? vs recovering health per hit? kill?
or it might be a curveball: and going alchemy for health is optimal, and wasting a skill on barriers/guard/life steal is a worse option than using that skill for offense.
Let the navel-gazing continue.. .
#24
Posté 30 octobre 2014 - 03:11
Finally I've been trying to get my humanity back for ages now. . . wait wrong game, but same essential function.
Keep it in as is, but either give it a longer cooldown or make it so that it restores 60% of your max health rather than the full amount.
#25
Posté 31 octobre 2014 - 09:18
-Many melee hero classes that will likely be taking damage to deal damage, or to close range on casters/archers.
-Unlikely to reliably avoid melee-vs-melee damage with basic movement/kiting, as attack/casting animations may lock movement for second(s).
-Boss encounter? Potentially very high damage + high health with special CC abilities (not just elite units like a Banshee or an Atlus).
-Shield units and similar, designed to be defeated with multi-player combos/tactics.
-Enemy archer or mage ranged CC abilities (undodgeable perhaps, needing LoS break or out-ranging).
-Limited healing/damage prevention (certainly won’t be tuned for soloing rather than expected party of 4).
-Non-twitchy combat will be harder to abuse/cheese the AI.
While all that may be still possible in solo DAMP for a certain few classes, it will likely cost extra time or health that it didn't need to in ME3MP because of the differences in their game-combat styles.
Looking at the single-player KE and spirit trees, I suspect Arcane Warrior with barrier, guard bypass, and invul frames every 12 seconds could make for one hell of a solo class. Only potential way to stop that are opponents with a lot of CC or enough damage to keep you from grinding them down.





Retour en haut






