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Enemy archers in mp are way overpowered, need nerf


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#26
Chi_Mangetsu

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Seriously though, you people need to realize Archers are meant to be Assassins with bows. They're actually weaker.

Full Draw/A Touch of Purple and Scamper Five Feet Backwards Then Potshot the Katari in the Face are swapped. Stop pretending that they're not.



#27
gay_wardens

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Full Draw/A Touch of Purple and Scamper Five Feet Backwards Then Potshot the Katari in the Face are swapped. Stop pretending that they're not.

 

um hey bro

 

http://dragonage.wik...lents_(Origins)

 

just be happy they don't know Scattering Shot


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#28
hunted_hunt

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um hey bro

 

http://dragonage.wik...lents_(Origins)

 

just be happy they don't know Scattering Shot

 

"The shot deals normal damage if it hits"

I'd love a normal damage armour sunder if it means they don't turn and hit me for over 2000 damage immediately after they run a short distance away from my melee attacks.  Seems to do 750-900 mostly (on threatening), but also often hits me for around 2000 so that's possibly a crit.  Given the full draw charged shot hits for about 350, I think someone either missed a decimal point or as Chi suggests above, the skill damages are swapped from what they should be.

 

True, once you get used to triggering/spotting the run-away animation you can limit how often this happens.  However, the damage is so far above everything else and is 100% triggered by a common enemy if you engage them in melee without outright killing them.  As such, I can only see it as bugged or improperly balanced in my opinion.



#29
Sephlezar

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Lets remove any sort of challenge from the already too easy multiplayer! Yay! 



#30
Dante Krown

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Having a room with a dozen archers who can all one shot you doesn't make it a challenge. It just forces you into playing a select few classes and a select few party setups constantly. Getting hit for 2k is ridiculous when it's three times the full hp of a common player. Fix the archers and youd see more than the same six or so classes on perilous. As some have pointed out, their damage might be a glitch.

I solo perilous btw. This is a balance issue for the common player, nit the guys with 20+ promotions and all level 23 unique s.

#31
gay_wardens

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"The shot deals normal damage if it hits"

I'd love a normal damage armour sunder if it means they don't turn and hit me for over 2000 damage immediately after they run a short distance away from my melee attacks.  Seems to do 750-900 mostly (on threatening), but also often hits me for around 2000 so that's possibly a crit.  Given the full draw charged shot hits for about 350, I think someone either missed a decimal point or as Chi suggests above, the skill damages are swapped from what they should be.

 

True, once you get used to triggering/spotting the run-away animation you can limit how often this happens.  However, the damage is so far above everything else and is 100% triggered by a common enemy if you engage them in melee without outright killing them.  As such, I can only see it as bugged or improperly balanced in my opinion.

 

You clearly didn't read the other skills.



#32
Chi_Mangetsu

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You clearly didn't read the other skills.


I hate to break it to you, sweetheart, but DA:O archers don't get Blue Steel.
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#33
J. Peterman

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20131107-161521.jpg


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#34
gay_wardens

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what the ****? I dont even get why you are referencing Zoolander



#35
J. Peterman

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what the ****? I dont even get why you are referencing Zoolander

 

You've watched Zoolander, and have no idea what "Blue Steel" is? Why am I not surprised?



#36
SolarSpaghetti

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Think about after you promote a bunch of rogue and get a bajillion ranged def. from all that cunnin, then the archers will do next to nothing because you have high base stats. Basically just promote rogues and you wont have to worry about archers owning you. (this post in response to the title I have not read any posts in this thread)



#37
Chi_Mangetsu

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Personally I notice that when I do a lot of cunnin, my ranged defense goes down, but that's what safety goggles are for. (this post in response to a lazy poster who can't be bothered to read any previous posts and therefore doesn't merit a serious response)

#38
SolarSpaghetti

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Personally I notice that when I do a lot of cunnin, my ranged defense goes down, but that's what safety goggles are for. (this post in response to a lazy poster who can't be bothered to read any previous posts and therefore doesn't merit a serious response)

Like I actually care :huh:



#39
VilhoDog13

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My issue with ranged characters is simply that they're too...relied on in MP. There could be two or three melee enemies and 5-7 ranged enemies. It's clear who is the damage dealing class.

I wish they'd buff melee considerably, while slightly (key word: slightly) nerf ranged.

Same for the players playing the game. If there were a team full of ranged - you could do fairly well. If you had a team full of melee, the game becomes much harder in comparison. The game just promotes ranged gameplay.

#40
BelnickISMYNICKNAME

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Took a hit of 900 from one on threatening. On perilous they take out full barrier or guard and most health in a single shot. Either buff up all the classes or nerf the archers. Whats worse is you guts just make some stairs and stick a half dozen archers at the top.

Balance your game. Also, fix the bugs like all enemies dying and no key, or templar commander bugging out.

armor rate is 0(zero) on threatening and perilous
bioware just found out......................................................
and they are waiting to fix it so they can fix all in one patch................

anyway, we have adpoted to play like this now, when we get armor back everyone will run thru perilous solo


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