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Global balance suggestions thread


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#1
MadDemiurg

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Ok, maybe this should go into Feedback & Suggestions but I think it may find a better audience here. This is based on my experience. Feel free to comment/suggest.

 

General

 

  • Cap all damage mitigation at 90% (meaning you take 10% no matter what)
  • Multi hit abilities count as 1 ability for ability proc purposes. Also If they crit they also count as 1 crit max. (This is so obvious I can't believe it made it into the game like this)
  • T2 and T3 crafting nerfed across the board (not sure about numbers yet)
  • Higher armor and damage on high level enemies and bosses
  • Earlygame enemy armor is reduced
  • Certain bosses immune to AP
  • Focus abilities nerfed across the board (with some exceptions), focus generation tripled - makes them more fun/usable more often while not giving such a huge spike on bosses

 

Rogue

  • Looked like it hurt - 1 sec internal cooldown
  • Fixes for glitches with dw abilities are a must for balance as well
  • Pincushion damage bonus capped at 50% just in case
  • Explosive shot damage increased by 50%
  • Toxic cloud damage increased by 50%

Tempest

  • Flask of fire fix (this is not even a balance change, just fix)
  • Thousand cuts damage halved, in line with focus generation changes

Assasin

  • Mark of death tweaked into flat +50% damage taken with no detonation
  • Knockout bomb receives targetable aoe
  • Focus ability remains the same, so essentially a big buff

Artificier

  • +cdr only on ally hits (not your own). This is also just a fix. cdr reduced to 0.25.
  • Spike trap damage x2.
  • Fallback plan triggers automatically with upgrade should you drop to low health. Cooldown increased.
  • Upgraded elemental mines freeze, knock down and stun opponents depending on type.

Mage

  • Energy barrage and fire mine do not break winter stillness.
  • Detonator fixes
  • Static cage upgrade deals its damage only once on multi hit abilities
  • Flashpoint fixed to have a cd (it behaves wierdly for me personally, but a lot of people report it doesn't have it - this is just a fix)
  • Winter's grasp buffed to 300% WD
  • Blizzard damage also buffed by 50%
  • Wall of ice cost reduced to 35 mana
  • Gathering storm works on every staff attack, cdr reduced to 0.25

Knight enchanter

  • Spirit blade turned into toggle that modifies your auto attack. Benefits from gathering storm, does not benefit from clean burn. Costs a little mana per second (not sure about exact number).
  • Fade cloak up to 15 sec cd.
  • Fade shield reduced to 20%
  • All in all the spec needs a revamp rather than fixes but the ones above will do
  • Resurgence does revive at 33/66/100%, no regen - in accordance to focus changes.

Rift mage

  • Weakness bug fix
  • PotA cooldown increase.
  • Restorative veil restores 10 mana per weakened enemy hit, does not scale with damage. Bonus is tripled vs large enemies.
  • Firestorm renamed to comet strike or smth.  Damage decreased by 33%. Now does damage in accordance to staff's element.

Necromancer

  • Horror cost decreased to 35 mana
  • Death syphon also passively boosts mana regen by 25%
  • Haste slowdown decreased to 50% from 85%

Potions

 

  • Mighty offence tonic tweaked into +25% damage instead of flat damage boost. This way it has no bias towards lower base damage higher attack speed weapons like daggers. Crit damage bonus reduced to 50%.
  • Pitch grenade bonuses to damage taken and buffs to damage dealt are halved.
  • Jar of bees damage scales with character level and does way less damage at low levels (like 3 times less).

 

More to come. I'll write up smth on warriors as well, but I have the least experience with the class.



#2
Pluvie

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I think this comes down to a personal preference ultimately so I feel it's rather pointless to suggest changes on the current abilities as they are not so terribly unbalanced.

 

I'd only like to see the bug fixed, honestly.

 

One thing I agree with though, is the focus change. I think the generation should be faster and fight-based, meaning that you start every battle at 0 focus and build it up doing damage. This way you don't have to "farm" focus on easier enemies in order to go to a dragon and then unleash the combo, which is kinda opposite of what focus actually means as a word. When you exit combat, focus quickly falls to 0 again.



#3
Anelyn77

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If you get the focus ability - team doing combos - you will swim in focus. The way focus works is that you can't use focus abilities multiple times in a boss fight (since obviously you can't do combos on them) so when you choose to use X focus ability actually is a tactical decision and you don't get to use it again 10 seconds later "because it's fun".

 

This kind of changes - being your personal view on the matter - should at best become a MOD and not changes to the base game. It's a single player game.



#4
actionhero112

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If they actively nerf a primarily single player game because of "balance" I'm going to laugh. 

 

I'm going to level with you

 

Half the fun of this game's combat system is every class being reasonably broken in certain scenarios. The combat itself is monotonous, encourages spamming and your control over your team is awful, even on tactical view. What you're proposing simply isn't needed. 



#5
MadDemiurg

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I think this comes down to a personal preference ultimately so I feel it's rather pointless to suggest changes on the current abilities as they are not so terribly unbalanced.

 

I'd only like to see the bug fixed, honestly.

 

One thing I agree with though, is the focus change. I think the generation should be faster and fight-based, meaning that you start every battle at 0 focus and build it up doing damage. This way you don't have to "farm" focus on easier enemies in order to go to a dragon and then unleash the combo, which is kinda opposite of what focus actually means as a word. When you exit combat, focus quickly falls to 0 again.

I like your idea even better, starting each encounter at 0 focus and building it up. This way no more accumulating it fighting deers. Feels about right.

Disagree on abilities being not that unbalanced though. This is one of the most broken combat systems of recent years.

 

 

If you get the focus ability - team doing combos - you will swim in focus. The way focus works is that you can't use focus abilities multiple times in a boss fight (since obviously you can't do combos on them) so when you choose to use X focus ability actually is a tactical decision and you don't get to use it again 10 seconds later "because it's fun".

 

This kind of changes - being your personal view on the matter - should at best become a MOD and not changes to the base game. It's a single player game.

 
I would prefer this being a mod as well just to avoid general butthurt from the masses, the game seems not very moddable though. The focus changes I suggest are not about spamming focus every 10 seconds, more about using it somewhat more often while having actually much LESS impact on boss fights by being greatly decreased in power.
 
 

If they actively nerf a primarily single player game because of "balance" I'm going to laugh. 

 

I'm going to level with you

 

Half the fun of this game's combat system is every class being reasonably broken in certain scenarios. The combat itself is monotonous, encourages spamming and your control over your team is awful, even on tactical view. What you're proposing simply isn't needed. 

 
Well, I've done 1 full playthrough and I've done 1 solo playthrough up to skyhold (after that it's trivial). The combat system is hopelessly broken which takes away any tactics whatsoever. I think I'm actually done playing DA:I because story is too short and linear so everything that remains is combat which is simply not enjoyable atm. I thought that Divinity Original Sin was unbalanced, but damn, it is miles ahead of DA:I. I fully agree on team control being terrible, that's another thing that can be improved and another topic.

 

I understand that there are players that just play this for story, but there's casual level for that. For players that actually want interesting combat DA:I offers very little (and the majority of time you spend playing IS combat). Personally I won't come back to the game until it gets a balance/difficulty patch or mod, I don't seem to be Bioware's target audience though (casual players are).



#6
Capeo

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The only stuff I'd agree with up there are the obvious fixes of currently bug skills and some form of minor mana regen for Necro. Making multiple hit skills only count as one hit as far as crits pretty much makes increasing crit chance pointless and makes Flashpoint pointless.

#7
MadDemiurg

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The only stuff I'd agree with up there are the obvious fixes of currently bug skills and some form of minor mana regen for Necro. Making multiple hit skills only count as one hit as far as crits pretty much makes increasing crit chance pointless and makes Flashpoint pointless.

Given that you easily can reach above 50% crit chance (or even 100% under certain circumstances) they are far from pointless. They would actually make you work for it at least a little though.