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#26
Wolfgrey666

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Hmmm. Blessed Blades is a mixed bag. needs some love/buff. 

Line in the sand? this needs a buff. it's never came in handy. especially since you HAVE to take it. 

 

I hate playing mages. so many broken detonators and broken skills :<

Mindblast's upgrade is bugged.

stonefist is bugged. actually for me? rift mage is bugged. no weakness at all ever on any enemy. in or out of tact cam :/

 

lighting is such crap. might as well go energy barrage and just take the right side anyway. 

 

horror is just completely terrible. and with line in the sand gotta take it. both of them are absolute wastes of points.

spirit mark is so gltichy and bugged. 

 

lol flashfire. too expensive. 

 

the top half of winter is so amazing. then it falls off

 

blizzard why are you broken T___T 

 

---

as for rogue i love hook and tackle but even with hook and tackle poison cloud is stupid. 

just terrible. 

throwing blades is a waste was well. 

get a masterwork of 4-5 hidden blades save yourself the stamina and wasted points. 

 

evade's upgrade is bugged and thus crap. 

 

caltrops is just bad.

 

some of the tempest passives are bugged so f them too. 

 

assassin's knockout bomb is LoL why. 

 

Allow me to go on my experience of some of these skills you mentioned.

 

Horror is fantastic when utilized with good mana ragen/reduced cost and Fire Wall or a party designed around constant status effects. Otherwise i agree it is lack luster.

 

The first lightning skill is fantastic against groups. Agree with the rest on that line though.

 

Flashfire is only good if you have the reduced cost/mana regen and once again it is for shutdowns. 8 seconds is a nice amount of time for that. I don't notice the cost anymore to be honest.

 

Blizzard is terrible, i highly agree. I hope they patch this soon.

 

Poison Cloud is by no means stupid. Upgraded it can poison entire groups and with it happening on kill as well it can melt groups pretty fast. Sure it's not the best aoe but it is still pretty nice.

 

If you have an artificer throwing blades is not a waste at all. Let me remind you that it can proc the Hidden Blade masterwork. On top of that with Artificer it becomes low cooldown , giving a DW a ranged sunder attack that can proc Hidden Blade multiple times that you can spam often as you traverse from opponent to opponent.

 

Caltrops is crap yes. No way around that.

 

Knockout Bomb is fantastic if you have the passive for crit damage on sleep. You can use it to disable most enemies, it keeps them disabled for a good while, and upgraded even when they wake up it takes a while for them to do anything. It's a great disabler all around. Crit passive or no crit passive.


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#27
zeypher

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Knockout bomb also has a advantage that your companions will not touch the asleep targets, you can detonate the targets with twin fangs, deathblow, hidden blades. It is ranged, does not break stealth, im sorry but Knockout bomb is bloody amazing. Works on some demons too. I think you are just terrible at using it.



#28
Seraphael

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Apart from bugged abilities not working,

 

Ill add my two cents from an Archer Rogue perspective, at least on Nightmare.

 

Evasion - 5% chance to activate? This is supposed to be one of the rogue's answer to not having guard and right now, it feels like a wasted point.

 

Caltrops - This seems terrible. I actually for a while was using a bow that dropped these occasionally, basically the only time it was ever useful was to kite enemies that I had aggro on over them. One thing however, I think they also break stealth, which is horrible. If they didnt it would be slightly more useful to set up before a strong pull while stealth. Until then, another wasted point.

 

Explosive Shot - This one is maybe not completely right for this list, however the AoE damage from the attack is very low. In addition, with the fire component attached to it, makes it really bad for alot of enemies. The saving grace of this ability is the slight stagger it provides and the only reason to keep it on your bars.

 

Overall I'm pretty happy with the Specialization trees for rogue. If any gripes were to be had it would be with the inability to use most traps effectively as an artificer/Ranged character, but that is a preference thing. The tree is clearly made for melee.

 

Caltrops got to be the worst active ability in the game. It could easily be given double the speed reduction and double the area of effect and still not be all that good. What were the developers/testers even thinking?
 

Evasion is a passive with +3 dex and even if on the weak side still rests comfortably as a stepping stone between amazing Stealth and very strong Evade abilities.



#29
Wolfgrey666

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Apart from bugged abilities not working,

 

 

Caltrops got to be the worst active ability in the game. It could easily be given double the speed reduction and double the area of effect and still not be all that good. What were the developers/testers even thinking?
 

Evasion is a passive with +3 dex and even if on the weak side still rests comfortably as a stepping stone between amazing Stealth and very strong Evade abilities.

 

I kinda wish they would take it out all together and put something else in between. Maybe something more useful like a evade stealth proc? Like 20% to evade and upon evade go into stealth. It makes sense considering a heavy stealth rogue would naturally dodge the blow and go unseen for his/her next attack.



#30
Biotic Flash Kick

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if they wanted to make evasion useful

make it a 5% chance to miss and when the miss comes you get a free stealth. 

or make it atleast 8% ~1/12

or if the enemy misses you get 3 seconds of crits

 

1/20 attacks missing when you barely have any aggro?

meh. 



#31
Wolfgrey666

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if they wanted to make evasion useful

make it a 5% chance to miss and when the miss comes you get a free stealth. 

or make it atleast 8% ~1/12

or if the enemy misses you get 3 seconds of crits

 

1/20 attacks missing when you barely have any aggro?

meh. 

 

It needs to be upwards of at least 15% to be of any real use, the optimal would be 25% i would think.


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#32
Biotic Flash Kick

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then rogue would be broken at above 15%

but 10 15% does should nice should they not be able to get into stealth or catch aggro 



#33
Leadfoote

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Ice Wall allows you to use Ice armor with 100% uptime. It's essential for soloing the game on nightmare as a mage.

 

Does Ice Armor activate for chill effects? If not, then I'm starting to see the usefulness of Ice Wall.



#34
mredders91

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I think any ice spell or effect from ice spells like chill will proc ice armor tho i would think ice mine would be more reliable since it will proc ice armor while it is charging.



#35
Cette

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If you have an artificer throwing blades is not a waste at all. Let me remind you that it can proc the Hidden Blade masterwork. On top of that with Artificer it becomes low cooldown , giving a DW a ranged sunder attack that can proc Hidden Blade multiple times that you can spam often as you traverse from opponent to opponent.

 

Pretty good with a tempest as well.  Just use fire flask and become a throwing dagger machinegun from a safe distance.  It can easily sunder an entire group of enemies or just really ruin a tough one's day and as mentioned all of your effects can proc off of it.

I call it the Aleksander Anderson Surprise!



#36
zeypher

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WTH is it called blessed blades if i am blessing the bloody ground. Honestly a broken skill with a broken tooltip with a broken name, by far the most convoluted skill.



#37
Biotic Flash Kick

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WTH is it called blessed blades if i am blessing the bloody ground. Honestly a broken skill with a broken tooltip with a broken name, by far the most convoluted skill.

um wrong

blessed blades = 15% damage

and it explains perfectly 

 

also it's 10 stamina

10 stamina for a wide AoE buff 

 

horn of valor gives you a party wide buff plus 15% armor but it lasts for less than half the time of blessed blades and it costs 3.5x more stamina 

 

also blessed blades is great because you can have your ranged at the edges of the circle while having the tank[s] screw around with the enemies.

 

also Wrath of heaven + spell purge is a great opening detoantion. you drop blessed blades before that and it hurts more. drop it after and the cool downs are shorter 

 

learn 2 templar 



#38
zeypher

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um wrong

blessed blades = 15% damage

and it explains perfectly 

 

also it's 10 stamina

10 stamina for a wide AoE buff 

 

horn of valor gives you a party wide buff plus 15% armor but it lasts for less than half the time of blessed blades and it costs 3.5x more stamina 

 

also blessed blades is great because you can have your ranged at the edges of the circle while having the tank[s] screw around with the enemies.

 

also Wrath of heaven + spell purge is a great opening detoantion. you drop blessed blades before that and it hurts more. drop it after and the cool downs are shorter 

 

learn 2 templar 

IT does not work, here video to show you why blessed blades is terrible. 

 

Both blessed blades and horn of valour give 15% damage. This test shows it clearly horn of valour damage gets increased, blessed blades nothing. Maybe get your eyes checked. A lot of us have brought up the issue of blessed blades.



#39
Biotic Flash Kick

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IT does not work, here video to show you why blessed blades is terrible. 

 

Both blessed blades and horn of valour give 15% damage. This test shows it clearly horn of valour damage gets increased, blessed blades nothing. Maybe get your eyes checked. A lot of us have brought up the issue of blessed blades.

ugh

that sucks

 

do any of the class specs work correctly? 



#40
SandorClegamer

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Rogue Ability: How bad is Caltrops? Even the fade touched material that procs Caltrops on hit vastly increases the damage per sec its version does. In almost every other instance ability damage is vastly lowered on procs. They should really change it so that you can throw it in a wide spread like elemental mines and it should have a BASE 50% slow among other things.

 

Mage Ability: Mind Blast isn't as bad as Caltrops because you can use it as a detonator but it doesn't do much else and it's upgrade doesn't seem to work. Why wouldn't I use a different CC ability that actually does damage or god forbid another taunt on my tank to do the same thing.

 

Warrior Ability: All the 2 handed actives with the exception of Mighty Blow. These actives simply don't do enough damage, can be blocked (Cyclone) or have longer cooldowns than their sns counterparts.


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#41
zeypher

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mighty blow on a non knockeddown target does less damage than payback strike. Take same tier 1 handed weapon and a 2 handed weapon, a upgrade payback strike does 400-600% damage, mighty blow only does 200% and 500% to knockdown target. I tested this out payback strike will outdamage mightyblow is most cases and it also coolsdown faster, costs less stamina too.

 

Every single 2 handed ability costs more stamina and takes twice as long as W&S abilities while doing similar damage. 



#42
GoodFella146

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I'm going to have to disagree about Horror.  There are a lot of enemies that are immune to Physical Effects, Frozen, and Paralyze.  Sometimes they are even immune to a taunt.  How do you disable them when something is on your ass?  Knockout powder doesn't work across the map, Full Draw takes precious time to get off, Wrath of Heaven doesn't work across the map, Wall of Fire doesn't have the same area of effect and takes multiple skill points to get into.  

 

A solution can be Horror.  I wouldn't include it in this list.



#43
samb

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Spinning blades and it's upgrade is amazing, 9 hits and almost always triggers hidden blades when you have a masterwork dagger.  But it's 4 points you need to invest and two of the passives are worthless.



#44
earymir

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I actually would be pretty happy if they revamped the combat system, like multiple MMOs have done.  I think there were a lot of missed opportunities and bugs and, while I am completely obsessed with the game, I find it pretty terrible when it comes to using tactics and having to think.  And obvi tactical cam is the worst.  

 

Also AI is the worst.  And lack of contingency-based tactics a la DAO and DA2.  

 

After playing so many other better tactical RPGs (even from Bioware), DA:I just feels like a huge step back.  



#45
squidney2k1

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Skills that flat out don't work how they're supposed to:

- Flank Attack: does not work properly on uneven terrain.
- Death Blow: Often fails to register a hit on uneven terrain (hitbox issue?). Also suffers from a bug that occasionally casuses it to cost 100 stamina.
- Shadow Strike: horrendous hitbox issues. It often misses, even while locked onto a stationary target, as you pass through them with no cooldown as if you never used the skill.
- Mind Blast: only to shove/stagger enemies instead of dropping their aggro against you. The upgrade does not properly add to your barrier if certain other skills/passives are taken.
- Leaping Shot: the upgrade does not always boost the power/knockdown of your next shot. If you hit an enemy who has been knocked down or paralyzed, you will not grt the bonus on your next shot.
- Evade: bugged upgrade that seemingly only persists & damages enemies if you don't move after evading.
- Throwing Blades: bonus dmg on a single target is not properly applied.
- Blessed Blades: will not consistent proc; theory is it doesn't work when used back-to-back (internal cooldown error?).
- Gathering Storm: can be screwed up by other passives & end up not working.
- Bloodied Prey: determined by flat health number.
- Blizzard: any other status effect on the enemy renders Blizzard ineffective on them. Frequently bugs out.
- ALL RIFT MAGE SKILLS: consistently fail to apply weakness


Skills that are just plain bad:
- Line In the Sand: blocks all friendly attacks & projectiles.
- Flashfire: stamina cost totally not worth it.
- Mind Blast: even if it did work as intendmed, it would still suck at enemies are redirected to the nearest threat...which is usually you, again.
- Horror: terrible synergy & costs too much.
- Caltrops: breaks stealth, enemy attack speen not affected.
- Parry: absolutely pitiful damage for an ability that requires timing, compared to a Warriors "just hold the button & wait for awesomeness" counters.

#46
Yenkaz

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I'd like to add Veilstrike. Weaken status effect is nice, but you can achieve the same +damage and combo potential with stonefist+, or use Pull of the Abyss + Firemine (haven't tried the latter, but been told that it works amazing).

 

As for all rift mage skills, that's just incorrect. The Focus ability does tons of damage, and Stonefist+ is a competitor with Energy Barrage for good single target damage, combo maker and is also an excellent "Get your hands off me" emergency spell. The Restorative veil ability means that you can turn into an unending torrent of spells.



#47
JaegerBane

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I'd like to add Veilstrike. Weaken status effect is nice, but you can achieve the same +damage and combo potential with stonefist+, or use Pull of the Abyss + Firemine (haven't tried the latter, but been told that it works amazing).


Yeah, I don't really think the devs had a clear idea what they were doing with veilstrike. It's clearly not worth spending two points on an ability that just does weakness and a bit of minor CC when the same points will get you that, plus 500% spirit damage and an impact detonator.

I'm not a fan of Fire Mine on my KE, the big damage numbers don't convey how awkward it is compared to immolate... But on my RM, it's amazing. PotA compensates for all its issues, so it's all gravy.

#48
Biotic Flash Kick

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I'd like to add Veilstrike. Weaken status effect is nice, but you can achieve the same +damage and combo potential with stonefist+, or use Pull of the Abyss + Firemine (haven't tried the latter, but been told that it works amazing).

 

As for all rift mage skills, that's just incorrect. The Focus ability does tons of damage, and Stonefist+ is a competitor with Energy Barrage for good single target damage, combo maker and is also an excellent "Get your hands off me" emergency spell. The Restorative veil ability means that you can turn into an unending torrent of spells.

half of rift or better is bugged

sometimes meteors do 1 damage against enemies without resistances 

i never get the weakness status to proc on any of the skills 

 

too bad restore veil is broken as well 



#49
dajakisubo42

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too bad restore veil is broken as well 

 

Severely broken as well.... I've literally seen it work once, ever



#50
swk3000

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It turns out Gathering Storm isn't broken; it just doesn't work the way we think it should. The Staff attack animation loop (from first attack made from idle to staff plant) consists of 8 attacks total. This animation sequence takes 4.64 seconds to complete. The Gathering Storm passive only triggers on the first of those 8 attacks (the first one made from idle). This means that you only get that 0.5 second cooldown reduction roughly once every 5 seconds. Now, if you could find some way to consistently interrupt the animation sequence after the first attack, you could simply repeat the first attack over and over, getting the benefit you expect from the passive. I want to say performing the first attack, then searching, should provide the interruption needed, but I haven't tested it, so I don't know for sure. As for why it was implemented the way it is, it's either a balance thing, or it was supposed to work on every attack in the sequence, but somebody spaced and only set it to trigger on the first attack. Maybe they thought that putting it on the first attack would cause it to trigger on every subsequent attack.