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Knight Enchanter Support Thread


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#726
The Elder King

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I have no first hand knowledge of this, but I am going to assume for now that balancing patches will be universal... and on consoles they are not only mandatory.  You can't go online with the game without accepting the patch.  They often bundle nerfs with patches that address game-breaking glitches, so it's really hard to avoid them...


That'd be bad :(.
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#727
Mornmagor

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But you don't need strength to wear armor.

 

You need a level.

 

Armor has nothing to do with strength.

 

It doesn't matter how the AW worked. Mechanics can change all the time, and lore is created to justify something. AW used magic instead of str, because in Origins you needed str to wear armor. This isn't the case.

 

As for KE being trained in it or not. It's a decision of a lore person, which could be anything, why do i have to support it?

 

Customization means customization, i either have some freedom or i don't.

 

I know that i have, but i ask of them, not to make it really hard for people like me to play the class.

 

When people ask for a melee Mage archetype, they don't ask for a robed person with a sword. Mages are not D&D Wizards, they include Wizards.



#728
Dunbartacus

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Giving knight enchanters plate armor sounds op when combined with the ice armor passive and any defensive passives that may be in the knight enchanter tree. As long as i can get some sturdy medium armor at lvl 10 - 15 ill be happy and probably pretty hard to kill.



#729
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Giving knight enchanters plate armor sounds op when combined with the ice armor passive and any defensive passives that may be in the knight enchanter tree. As long as i can get some sturdy medium armor at lvl 10 to 15 ill be happy and probably pretty hard to kill.

 

No it's not. They don't have guard, or shield abilities. And warriors could have an ability that boosts their armor, and makes a higher value of it.

 

People were whining about how squishy they felt.

 

There is nothing OP about heavy armor, Heavy armor works only for physical attacks anyway.

 

Clerics were OP in D&D? No, they were not.

 

If it's too OP, you tone down the KE abilities.

 

Also, Dunbartacus, you know that KE can wear heavy armor right? We just talk about how hard, or rare is it to obtain it.

 

If all else fails, i will settle for plate armors that have light materials, aka not so high in armor value, until i find something real ;x



#730
Icy Magebane

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No it's not. They don't have guard, or shield abilities. And warriors could have an ability that boosts their armor, and makes a higher value of it.

 

People were whining about how squishy they felt.

 

There is nothing OP about heavy armor, Heavy armor works only for physical attacks anyway.

 

Clerics were OP in D&D? No, they were not.

 

If it's too OP, you tone down the KE abilities.

 

Also, Dunbartacus, you know that KE can wear heavy armor right? We just talk about how hard, or rare is it to obtain it.

 

If all else fails, i will settle for plate armors that have light materials, aka not so high in armor value, until i find something real ;x

That's going too far IMO... I'd rather they leave the abilities the way they are and just limit heavy plate to endgame crafting with rare schematics (which seems to be the case now).  They described KEs as "less tanky" than AWs long ago, so I would assume that means that heavy armor was never high on the list of priorities for the devs.  The KE already has the potential to be more mobile than any warrior and has better CC than both warriors and rogues (among numerous other advantages).  They are the only class so far that can swap between melee and ranged attacks with no cooldown period.  They are borderline OP without adding heavy armor to the mix.  Allowing KEs to wear heavy armor late in the game and possibly at the cost of Inquisition perks sounds like a fair compromise.


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#731
Dunbartacus

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No it's not. They don't have guard, or shield abilities. And warriors could have an ability that boosts their armor, and makes a higher value of it.

 

People were whining about how squishy they felt.

 

There is nothing OP about heavy armor, Heavy armor works only for physical attacks anyway.

 

Clerics were OP in D&D? No, they were not.

 

If it's too OP, you tone down the KE abilities.

 

Also, Dunbartacus, you know that KE can wear heavy armor right? We just talk about how hard, or rare is it to obtain it.

 

If all else fails, i will settle for plate armors that have light materials, aka not so high in armor value, until i find something real ;x

By medium i meant equivalent to the middle armor tier in origins of course i wouldn't mind some heavier options but that's the minimum im hoping for.

 

Also im planning a KE + Blackwall + Dorian + Sera Archer and both me and Dorian will have barrier which will help in my close combat endeavors.    



#732
In Exile

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Giving knight enchanters plate armor sounds op when combined with the ice armor passive and any defensive passives that may be in the knight enchanter tree. As long as i can get some sturdy medium armor at lvl 10 - 15 ill be happy and probably pretty hard to kill.


As the other posters said it's not because damage mitigation this time comes via abilities and not just armour. Heavy armour will let you be more durable but it won't make up for tank warrior abilities.

#733
Dunbartacus

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As the other posters said it's not because damage mitigation this time comes via abilities and not just armour. Heavy armour will let you be more durable but it won't make up for tank warrior abilities.

Yeah i know Icy magebane made a much more convincing point about the strengths of the Knight Enchanter.


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#734
Icy Magebane

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As the other posters said it's not because damage mitigation this time comes via abilities and not just armour. Heavy armour will let you be more durable but it won't make up for tank warrior abilities.

Which is why the use of heavy armor by KE's doesn't need to be banned outright.  However, that doesn't mean it needs to be incorporated into the spec the moment we choose it... definitely not at the cost of magical power.  KE is powerful already... any further additions to their skill set could easily tip the scales into the realm of OP, especially if they are granted at the very beginning.  At a certain point, small bonuses like a higher armor class will start adding up... I think we've reached that point and we still don't have the full list of KE abilities...



#735
Mornmagor

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I can get why default heavy armor is not happening.

 

But it is important to note, that i should have the option to sacrifice something to get it. Like inquisition perks and resources. Also, if the materials needed are finite, and end at some point, then there is no point in the first place. What if i want to upgrade my armor before the final battle but can't because they are over? Is that sensible?

 

I can live with armor that looks like plate, heavy armor look alikes that is for Mages, that has less armor value than Warriors, that we know exists. But i don't know how it works again, exactly.

 

However, endgame crafting is no-no. If i have to wait till end game to look how i wanted my character to look, then something is wrong here.

 

Also let me remind you that we are not more mobile than Warriors. Warrior can still charge like Bull's ability, and have grappling chain, that makes ranged irrelevant.

 

We are not mobile, we can just run out of melee if we choose, just like a Warrior can, then pot and then hook or charge. CC is on our side yes, but they also have knockdowns and stuns. And they also have guard and usage of shield abilities that we lack. Their armor is also higher in value, if champions.

 

Even with heavy armor, you will need to play much more effectively to not get squashed, unlike a Champion.

 

No, there is no point to put it in endgame. There is no such thing as endgame that matters in a single player RPG. Cool, you have your nice plate for the last fight. Now what?



#736
Icy Magebane

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-snip-

 

Also let me remind you that we are not more mobile than Warriors. Warrior can still charge like Bull's ability, and have grappling chain, that makes ranged irrelevant.

 

We are not mobile, we can just run out of melee if we choose, just like a Warrior can, then pot and then hook or charge. CC is on our side yes, but they also have knockdowns and stuns. And they also have guard and usage of shield abilities that we lack. Their armor is also higher in value, if champions.

Since I don't know the specifics of the crafting system, I can't really argue those points...

 

With regard to mobility, however, I was referring to the option of choosing Fade Step.  Not only is this one of the quickest movement powers in the game, it also has one of the longest ranges.  The inclusion of this spell gives mages a clear advantage over warriors in terms of mobility long before KE is incorporated.  I also don't see how a relatively slow charging attack and a grappling hook would make ranged combat irrelevant, since there is the obvious difference that ranged attacks do not require a character to move, let alone move either the character or the enemy into melee range of one another... there's just no comparison here, especially when you consider the wide variety of long range of attacks mages can utilize, most of which have CC properties in addition to high damage output...

 

Even with heavy armor, you will need to play much more effectively to not get squashed, unlike a Champion.

Which is as it should be.  Champion is the most defensive spec in a class centered around high health and durability at the cost of damage output and maneuverability.  It sounds like want it all, but the KE has to have some weaknesses...


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#737
Mornmagor

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I don't really want it all. It's fine as it is.

 

I would just prefer it, as i said, if heavy armor was incorporated into the tree, even if it meant tweaking some numbers down, something you said you wouldn't like.

 

As for ranged, with all the abilities focused on defense and KE abilities as well, how much room are you going to have for ranged spells? Maybe one cc? Maybe an aoe nuke? I don't think more. And even then, i doubt it.

 

Warriors can go away from something with charge, roll, and they of course have hook to diminish range. They are not that behind in cc either, barring fear, which means less defense.

 

You don't really have that much advantage, but i can certainly understand keeping a line.

 

Now, we know that heavy armor is there, i'm just afraid i won't be able to run around in it for a long time and really enjoy it. This, of course can be just my fears.

 

We do know we can craft plate looking armor for both Mages and Rogues, with light materials, they have less armor obviously but it's ok. It's aesthetics i want mostly.

 

And yeah, around mid-game, i would expect that if i sacrifice some resources and perks, i will be able to craft heavier armor, real one.

 

They did show a Mage in plate in some previous videos, so there's that :P

 

P.S. Yeah Champions should be more tanky than KEs.



#738
viperidae

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300% staff damage. It might simply be the case that staff damage is 33% of sword/dagger damage, meaning you aren't getting anything useful here.

 

just FYI, 300% weapon damage is pretty damn decent, if you had actually looked through the skill trees that we know of you would know it's very substantial.

 

ps. every spell works like this btw :)

 

 

edit: reading through, i forgot it deals bonus damage to barrier and guard too, so there's that, i'm liking this more and more



#739
Icy Magebane

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Now, we know that heavy armor is there, i'm just afraid i won't be able to run around in it for a long time and really enjoy it. This, of course can be just my fears.

 

We do know we can craft plate looking armor for both Mages and Rogues, with light materials, they have less armor obviously but it's ok. It's aesthetics i want mostly.

Okay, what about the Inquisitor armor from the Deluxe Edition?  Would that work?  I am pretty sure that it's available for all classes, and the schematics come with it so that you can use that design to make upgraded versions as you come across new materials... and that includes the iconic helmet, I think.


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#740
viperidae

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(...) if the materials needed are finite, and end at some point, then there is no point in the first place. What if i want to upgrade my armor before the final battle but can't because they are over? Is that sensible? (...)

 

 

That is kinda of senseless, as this holds true for any kind of crafting. Crafting in itself is a whole party of opportunity cost. Do i sell this piece of super-rare metal? Use it to further the inquisition (i've heard this is a possbility) ? Do i use it to craft a high-level armor for my tank, or do i use it to craft a high-armor piece for my KE? These are choices you will have to make and they are the foundation of the system.



#741
Mornmagor

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Okay, what about the Inquisitor armor from the Deluxe Edition?  Would that work?  I am pretty sure that it's available for all classes, and the schematics come with it so that you can use that design to make upgraded versions as you come across new materials... and that includes the iconic helmet, I think.

 

Hm good point, totally forgot about that.

 

I'm sure i'll find some stuff here and there.

 

I'll make sure i do :bandit:

 

I will find robes and plate to mix and surpass the Nazgul!

 

 

That is kinda of senseless, as this holds true for any kind of crafting. Crafting in itself is a whole party of opportunity cost. Do i sell this piece of super-rare metal? Use it to further the inquisition (i've heard this is a possbility) ? Do i use it to craft a high-level armor for my tank, or do i use it to craft a high-armor piece for my KE? These are choices you will have to make and they are the foundation of the system.

 

Depends. If materials are respawning, like ore in caves and mountains, or from mobs around the world that respawn here and there, then materials are infinite, and you need time.

 

If said materials come from non-respawnable places or creatures(like Dragons), and you need these to make real plate for Mages, or anything, then you're potentially screwed.

 

Crafting materials in games, are always available for the right amount of money, time, or grind.

 

This is alleviated, if materials are finite, but more than required for you to make armors you need.



#742
Shahadem

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just FYI, 300% weapon damage is pretty damn decent, if you had actually looked through the skill trees that we know of you would know it's very substantial.

 

ps. every spell works like this btw :)

 

 

edit: reading through, i forgot it deals bonus damage to barrier and guard too, so there's that, i'm liking this more and more

You can't say 300% staff damage is decent without knowing what the damage of an equal level dagger/sword is and what the equivalent damage increase is on a dagger/sword ability. 300% staff damage may very well be equal to the damage that other classes do with daggers and swords. And you will also have to take into account the fact that you have lower damage mitigation. So you're being asked to sacrifice more ranged damage in order to do the same melee damage as a melee class but have less survivability than a melee class (did I just make up a word?).

 

Just look at bows for instance. They have half the damage rating that a dagger has and are much slower. So 300% bow damage would be relatively equal to normal dagger dps.


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#743
Br3admax

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Are you trying to imply they'd make the auto attack of a staff lower than that of a sword, or even worse, a dagger for some reason? Rogues attack faster than anyone, so I doubt they'll do the most damage each strike. 



#744
viperidae

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You can't say 300% staff damage is decent without knowing what the damage of an equal level dagger/sword is and what the equivalent damage increase is on a dagger/sword ability. 300% staff damage may very well be equal to the damage that other classes do with daggers and swords. And you will also have to take into account the fact that you have lower damage mitigation. So you're being asked to sacrifice more ranged damage in order to do the same melee damage as a melee class but have less survivability than a melee class (did I just make up a word?).

 

Just look at bows for instance. They have half the damage rating that a dagger has and are much slower. So 300% bow damage would be relatively equal to normal dagger dps.

 

By that same logic, you shouldn't just be assuming martial weapons do more damage, either.

 

But seriously now, take a quick look at some skill trees, i CAN actually say that 300% weapon damage is a lot. Since we have 8 spell slots, we have to compare spells on single-spell basis, and comparing between some of the other mage trees, 300% with no cooldown and 10 mana cost is ludicrous, not to even mention the massive bonus damage to barriers and shields.

 

For comparison, an immolate deals 300% weapon damage + some burning, costs 35 mana and has a cooldown of 16 seconds. Think about the fact that spirit blade deals that same damage, for 10 mana, probably every second or so depending on the animation speed, and has no cooldown. It could deal 16x the base damage.



#745
Mornmagor

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You can't say 300% staff damage is decent without knowing what the damage of an equal level dagger/sword is and what the equivalent damage increase is on a dagger/sword ability. 300% staff damage may very well be equal to the damage that other classes do with daggers and swords. And you will also have to take into account the fact that you have lower damage mitigation. So you're being asked to sacrifice more ranged damage in order to do the same melee damage as a melee class but have less survivability than a melee class (did I just make up a word?).

 

Just look at bows for instance. They have half the damage rating that a dagger has and are much slower. So 300% bow damage would be relatively equal to normal dagger dps.

 

300% damage to an arc that is spammable, has 200% damage bonus to barrier and 400% to guard, can return ranged attacks back to the caster, including dragon breath, and can detonate on combo, i'm not sure if decent is the right word.


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#746
viperidae

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wow, i knew we could deflect stuff but i'm actually going to be facetanking Dragon Breath? hell yeah!



#747
azarhal

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wow, i knew we could deflect stuff but i'm actually going to be facetanking Dragon Breath? hell yeah!

 

Cassandra can do it too!



#748
Mornmagor

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Cassandra can do it too!

 

Cassandra doesn't count, she's OP!



#749
themageguy

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wow, i knew we could deflect stuff but i'm actually going to be facetanking Dragon Breath? hell yeah!


Mike said you will be able to deflect the spit attack. The breath attack is a continual attack as such i don't think we will be able to deflect it too.

#750
GipsyDangeresque

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Well, look at this crafting video, at http://youtu.be/IYAE...ehIuKY?t=1m24s 

 

and this PC UI gameplay: http://youtu.be/xtF8z3YSbHg

 

 

I've gathered a bit of data:

 

 

Level 7 Crafted Mace:      74 physical damage, 108 DPS
 
Level 10 Unique Axe:     103 physical damage, 116 DPS
 
Level 11 Unique Maul:    158 physical damage, ??? DPS
 
Level 11 Common Staff:   30 electricity damage, 49 DPS
 
Level 11 Common Axe:   114 physical damage, 129 DPS
 
Level 14 Common Dagger: 73 physical damage, 185 DPS
 
Level 20 Rare Maul:          239 physical damage, ??? DPS
 
Level 20 Unique Staff:       43 electricity Damage, ??? DPS
 
 
Am I going to deal 129 damage per swing with my mana-spending spirit blade ability while the Warrior auto-attacks and regains stamina for 239??? Is this right?
 
Then again, it's likely that spirit blade (like other spells) will ignore armor. It's impossible to figure out how balanced this is from video data, I suppose.