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So the new disruption field no longer locks demon commanders?


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17 réponses à ce sujet

#1
Menthus

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I played one game on demon at threatening level, and was surprised my statsis lock upgraded disruption field can no longer lock the final boss. The demon commander wasn't even slowed and I saw a few gray "immune" text floating around. I suppose the disruption field nerf wasn't restricted to signle player only? Has anyone else noticed this, and tried it on other bosses?

 

The field probably deserved the nerf since with a time extention ring and a cool down reduction necklace, it made any multiplayer boss a joke.



#2
Cirvante

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This confirms it then. I won't use Disruption Field on my Keeper anymore.



#3
Tkaudi

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its not really a nerf rather a fix, you shouldn't be able to lock down end bosses like that.



#4
killsion

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It's a fix, not a nerf. It was never meant to function as it did.



#5
DarthLinebacker

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And the nerf tears begin. This is the BSN of Legend I was told about. 


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#6
Hiero_Glyph

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I'll admit, the nerf was needed but I'd rather they fix the skills that don't work before nerfing the ones that do.



#7
killsion

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I'll admit, the nerf was needed but I'd rather they fix the skills that don't work before nerfing the ones that do.

 

Again, the skill was not nerfed. It was never functioning as intended in the first place, as could clearly be seen by reading the actual skill.



#8
Hiero_Glyph

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@killsion

 

I'm not sure which skill description you are referring to... the one where Stasis Field is supposed to have a 5s duration and break when enemies take damage, or the one where it actually takes 2s to activate and lock an enemy otherwise they just walk right through it?



#9
Melkezine

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The one where it says that enemies bigger than the field are not affected by it.
If memory serves, the DC is taller than the dome.
I could be wrong, tho.
Regardless, I guess it's time to promote my Keeper now
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#10
xcenic

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from all the skill bugged they choose to start the nerf


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#11
AussieAuthority

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Id rather they spent time improving the bugs that prevent us from PLAYING the game....



#12
tbxvividos

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Id rather they spent time improving the bugs that prevent us from PLAYING the game....


In order for anyone to have noticed this change, they'd have to be able to play the game.

...

#13
Stinja

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I suppose the disruption field nerf wasn't restricted to signle player only? Has anyone else noticed this, and tried it on other bosses?

 

I asked, and BWEAmelia answered here:  http://forum.bioware...ive/?p=18028021

 

 

 

Yes, inquiring minds want to know if the "not-multiplayer" fixes affect multiplayer?

 

eg:

  • Certain boss creatures are now immune to Disruption Field
  • Fix to Spirit Blade so it longer triggers combos
  • Fixed Crippling Blows to have a 15% damage bonus instead of .15%
  • Fixed exploit that would allow bypassing ability cool-downs in certain circumstances
  • Fixed exploit that would allow users to take no damage.
  • Fixed weapon type on several crafted weapon parts.

 

 

Anything related to Singleplayer Crafting will generally not bleed over into MP because our crafting system is quite different. Most changes to Singleplayer abilities will also be reflected in MP, but not all as we have the ability to tune abilities specifically for MP without a patch and our tuning may override SP's.

 

i guess this means a nerf / fix... 


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#14
Hurkaleez

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from all the skill bugged they choose to start the nerf

 

Gotta agree here, where is the Rampage on death bug fix? I really want to play him in Perilous the way he is meant to be played.



#15
PillarBiter

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What is the 'rampage bug'?

 

Because I tried reaver for the first time last night, and to me it seems rampage.... doesn't always heal? I was hitting like 5 enemies at the same time, so i'm assuming that's 50% heal per attack, but it did nothing, they kept hitting me and I went down faster than a bag of alchemists.



#16
MadMaximoff

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I asked, and BWEAmelia answered here:  http://forum.bioware...ive/?p=18028021

 

 

 

 

eg:

  • Certain boss creatures are now immune to Disruption Field
  • Fix to Spirit Blade so it longer triggers combos
  • Fixed Crippling Blows to have a 15% damage bonus instead of .15%
  • Fixed exploit that would allow bypassing ability cool-downs in certain circumstances
  • Fixed exploit that would allow users to take no damage.
  • Fixed weapon type on several crafted weapon parts.

 

 

 

i guess this means a nerf / fix... 

 

Kinda surprised they went with a suite of fixes that are nerfs (apart from crippling blows) and didn't do any of the following:

 

-Tone down the frequency and/or Damage of the Demon Commanders Teleport/Scream.

 

-Fix the Rampage Bug

 

-Fix Enemy Archers so they aren't doing ridiculous side-step damage.

 

-Buff The Venatori Commander

 

-Fix the Red Templar Stalkers "Dead but not really" Frame Freeze that causes the Host to abandon the Op.

 

-Fix the Red Templar Stalkers deceptive Tankiness.

 

-Fix Broken Aggro

 

Imho Broken Aggro and the Red Templar Stalkers forced match abandon are high priority issues and should've made it into this patch, 

 

Why they didn't is anyones guess.

 

Edit: To add a new issue has crept in, Red Templar and Venatori footmen Parry everything thrown at them if attacked front on (if they go into parrying stance), this is a big issue for most Reavers, Assassins and anyone other than a Legionnaire as they will parry any attack while simultaneously staggering the attacker, This forces the need for a Heavy CC Mage in order to progress in harder difficulties.  Pretty sure Hard Knockdown attacks are supposed to bypass it.



#17
Mindtraveller

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What is the 'rampage bug'?

 

Because I tried reaver for the first time last night, and to me it seems rampage.... doesn't always heal? I was hitting like 5 enemies at the same time, so i'm assuming that's 50% heal per attack, but it did nothing, they kept hitting me and I went down faster than a bag of alchemists.

Sometimes it just stops working for the remainder of the entire match. Some people think dying while it is active is what's causing the bug, but that is not correct. It just stops working completely unpredictably, making reaver pretty much useless until it's fixed.



#18
DarthLinebacker

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Kinda surprised they went with a suite of fixes that are nerfs (apart from crippling blows) and didn't do any of the following:

-Tone down the frequency and/or Damage of the Demon Commanders Teleport/Scream.

-Fix the Rampage Bug

-Fix Enemy Archers so they aren't doing ridiculous side-step damage.

-Buff The Venatori Commander

-Fix the Red Templar Stalkers "Dead but not really" Frame Freeze that causes the Host to abandon the Op.

-Fix the Red Templar Stalkers deceptive Tankiness.

-Fix Broken Aggro

Imho Broken Aggro and the Red Templar Stalkers forced match abandon are high priority issues and should've made it into this patch,

Why they didn't is anyones guess.

Edit: To add a new issue has crept in, Red Templar and Venatori footmen Parry everything thrown at them if attacked front on (if they go into parrying stance), this is a big issue for most Reavers, Assassins and anyone other than a Legionnaire as they will parry any attack while simultaneously staggering the attacker, This forces the need for a Heavy CC Mage in order to progress in harder difficulties. Pretty sure Hard Knockdown attacks are supposed to bypass it.


From the outside looking in it appears to me the MP team was primarily working on bug fixes(though they didn't get all of them this time) rather than balance changes, and what balance changes the SP team made simply got ported over, which explains why if you look at the "Patch notes" thing they put out most if not all balance changes were listed on the SP changes.
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