How I'd balance Multiplayer
#1
Posté 28 décembre 2014 - 05:02
The dragon age is simple but fun. However it has major balance issues.
This is what Id do aside from the obvious game breaking bugs you haven't fixed.
Class Balance
Reaver-Add warcry and fix rampage
Sin- Increase the percent dodge on evasion. Make Hidden Blades an AOE in the area of your clones attacking
Katari(the worst class in the game by far)-Whirlwind and Charging Bull have chance to ignore ranged attacks. Give them Unbowed and upgrade
Alchemist-Mines have increased damage and activate at a slight further distance when enemy is close with bigger explosion. Flasks last a second longer
Templar wrath can do damage to all types of enemies with buff skill vs mages. Mages and demons take the normal huge damag and stun, humanoids and animals take a 200% damage and stun
General
Nerf enemy archer damage against heavy armor
All buffs and potion buffs last longer(most buffs run out before you can move five feet)
Belt of random elements resist changed to all elements
Demon Commander either less time spamming underground, or less hp(it's not difficult just drags on due to his constant hit and run)
Tougher animals drop their hides. Tougher human enemies drop rarer metals/cloth
Giants will drop items with increased chance at rarer or higher level loot
Nerf Revenant Damage on perilous.
Treasure Rooms with Revenants have better chance of better loot. Revenants less common.
Completion of map gives 1 random item with level of item slightly influenced by difficulty.
Reduced hp on enemy rogues
The idea is to make a more enjoyable experience for a wider range of players and classes.
Hopefully bioware reads this input, but since the mp has had game vreaking bugs for months, I won't hold my breath.
#2
Posté 28 décembre 2014 - 05:16
alchy mines are fine (L2 fire flask and carpet bomb)
frost flask should be replaced with lighting flask
#3
Posté 28 décembre 2014 - 05:27
Also, ice flask is one of the best skills in the gane, and the fact that you dismiss it over "derrr spam mines" shows you are clueless about the game and harder difficulty play.
#4
Posté 28 décembre 2014 - 05:54
The item/system has room to grow.
When perilous gets too easy I hope there will be a higher difficulty. One person can carry threatening. Perilous isn't that hard with at least 2 members of the team having end game gear. It would be great to have something that makes a team of four players really have to play each fight carefully.
I'd also like to see a change to zone 5 to incentvize the team to move around the area. Side objectives with enemies guarding them err something like that.
#5
Guest_Mortiel_*
Posté 28 décembre 2014 - 06:41
Guest_Mortiel_*
Anyone who played NWN might remember me. I was notorious, but my knowledge of the game mechanics etc was unrivaled.
Reaver-Add
warcryUNBOWED and fix rampage -If any class should be given Warcry, it's the Templar
Sin- Increase the percent dodge on evasion. Make Hidden Bladesan AOE in the area of your clones attackingapply a status, like sleep or poison (those are the two rogue effects)
Katari(the worst class in the game by far)-Whirlwind and Charging Bull have chance to ignore ranged attacks. Give them Unbowed and upgrade -Agreed
Alchemist-Mines have increased damage and activate at a slight further distance when enemy is close with bigger explosion.Flasks last a second longerTemplar wrath can do damage to all types of enemies with buff skill vs mages. Mages and demons take the normal huge damag and stun, humanoids and animals take a 200% damage and stunUnnecessary. I will say that combos need to scale in damage based upon difficulty, like ME3MP
GeneralNerf enemy archer damage against heavy armor-Run with DPS in your team that knows how to prioritize targets
All buffs and potion buffs last longer(most buffs run out before you can move five feet) -AgreedBelt of random elements resist changed to all elements-Magic, Melee, and Ranged defense are all that should be in the RNG poolDemon Commander either less time spamming underground, or less hp(it's not difficult just drags on due to his constant hit and run)-Other Commanders should be buffed, especially VenatoriTougher animals drop their hides. Tougher human enemies drop rarer metals/cloth-ANIMALS DROP BLOODY DOOR KEYS!!!!!!!
Giants will drop items with increased chance at rarer or higher level loot -AgreedNerf Revenant Damage on perilous.-Buff Arcane Horror
Treasure Rooms with Revenants have better chance of better loot. Revenants less common. -AgreedCompletion of map gives 1 random item with level of item slightly influenced by difficulty.
Reduced hp on enemy rogues -Agreed. Stalkers and Shadows should be only slightly less squishy than enemy archers.
I did some editing for you. Since you are well versed in game mechanics, let me run some ideas by you:
Should all warriors be tanks? That seems kind of boring to me. The Templar and Legionnaire should be tweaked to be the best for tanking in each their own unique way, which they largely are... I think that the Templar needs the Balanced Combat passive (gives 10 stamina when attacking after blocking), because her stamina generation seems a bit weak compared to the Legionnaire. The stamina drain from Shield Wall should be cut down by a little bit on harder difficulties.
The Reaver and Katari should be balanced as primarily DPS and/or crowd-control, but at most off-tank. This means Unbowed and Challenge rather than Warcry.
The Assassin is amazingly well set up, honestly. Hidden Blades should not be AoE. At all. The Assassin shines as single-target burst DPS with a high mobility and sustainability. I will be doing some Youtube videos soon explaining this a bit more (expounding my basic Class Role guides).
The Alchemist could use a buff to Elemental Mines, but not to Flasks. I mean, Flask of Fire is insane (especially with it's upgrade), and Flask of Frost gives a very unique opportunity for a rogue playing off-tank.
The Templar abilities are fine aside from maybe needing Warcry. I say maybe because I can pseudo-tank quit well without a taunt by bottle-necking and crowd-control. It's not really tanking, but it gets the job done, and it's a fun new experience. Mage Slayer makes all of the demon-specific abilities and passives affect everything except Red Templar foot soldiers/archers and Venatori zealots/marksmen/brutes. That's a wide enough arc for me.
I will say for all characters: Cross-class combos need the difficulty modifier to damage like ME3MP had. Doing ~2k damage for a Weaken combo is fine for Routine, and that's about it.
However, a couple of your enemy balance changes seem to be a lack of proper team roles:
1) If archers are killing you too fast when you are playing tank, you need better DPS and Controller teammates. Just saying.
2) Demon Commander is fine. His difficulty is only accentuated by the poor difficulty on the Venatori Commander and the moderate difficulty for the Red Templar Commander. The RTC could easily be buffed by adding one final stage to the end where he is all giant like he appears in his death animation. The VC, on the other hand, needs some serious buffing. Maybe some good AoE crowd-control knockdowns to keep players on their toes. Or make her have Fade Shield.
Otherwise, some good ideas there!
- lpconfig aime ceci
#6
Posté 28 décembre 2014 - 07:30
Anyone who played NWN might remember me. I was notorious, but my knowledge of the game mechanics etc was unrivaled. Ive been modding, editing, fixing, improving games and making custom creation for over a decade and a half. Here is my two cents.
The dragon age is simple but fun. However it has major balance issues.
This is what Id do aside from the obvious game breaking bugs you haven't fixed.
Class Balance
Reaver-Add warcry and fix rampage
Sin- Increase the percent dodge on evasion. Make Hidden Blades an AOE in the area of your clones attacking
Katari(the worst class in the game by far)-Whirlwind and Charging Bull have chance to ignore ranged attacks. Give them Unbowed and upgrade
Alchemist-Mines have increased damage and activate at a slight further distance when enemy is close with bigger explosion. Flasks last a second longer
Templar wrath can do damage to all types of enemies with buff skill vs mages. Mages and demons take the normal huge damag and stun, humanoids and animals take a 200% damage and stun
General
Nerf enemy archer damage against heavy armor
All buffs and potion buffs last longer(most buffs run out before you can move five feet)
Belt of random elements resist changed to all elements
Demon Commander either less time spamming underground, or less hp(it's not difficult just drags on due to his constant hit and run)
Tougher animals drop their hides. Tougher human enemies drop rarer metals/cloth
Giants will drop items with increased chance at rarer or higher level loot
Nerf Revenant Damage on perilous.
Treasure Rooms with Revenants have better chance of better loot. Revenants less common.
Completion of map gives 1 random item with level of item slightly influenced by difficulty.
Reduced hp on enemy rogues
The idea is to make a more enjoyable experience for a wider range of players and classes.
Hopefully bioware reads this input, but since the mp has had game vreaking bugs for months, I won't hold my breath.
I'll address some of these but over all these are decent suggestions
Reaver:
- Reaver does not need War Cry, she is not meant to tank is works better when the enemies are not focusing her. One of her better abilities War Horn actually does the exact opposite of War Cry, and it turns her into an instant crit monster who thinks cooldowns are a myth meant to scare children before bed.
- Agreed on Rampage bug though though.
Assassin:
- Evasion is currently garbage, I think everyone can agree on that.
- Hidden Blades is one of the Assassins better skills. it might just break it turning it into an aoe. Think about it, stealth + hidden blades and hit and entire group of enemies for unblockable, locked on 9000+ damage because of the crits? That might be a little too ridiculous.
Katari:
- As for the Katari I can agree that Whirlwind needs to ignore projectiles, but I think the main problem with the skill is it CAN be blocked. If it couldn't be blocked or if blocking the skill didn't make him stop spinning then he would be 10x better.
- Agreed on Unbowed it is a crappier version of War Cry for tanks, but for a damage dealer like the Katari it would be useful to have around. I still would prefer keeping charge as my guard generation though.
Templar: I think the problem with the Templar isn't her Wrath of Heaven... it is everything else.
- My suggestion is to make Blessed Blades either a party wide buff for the duration or have the circle be bigger and follow the Templar around. This would make using the skill worth it because it would be mobile and allow her teammates to benefit off of it without putting themselves in wiping position for Demon Commander.
- Give the Templar access to War Cry. She needs it to tank anything at all.
- Make it so Blessed Blades reduces the cooldown of all of the Templar skills, not just Wrath of Heaven and Spell Purge with the previous suggestion of being party wide this would allow the Templar to make different builds that didn't require 3/4 of her skill bar to be devoted to one combo.
As for all our loot changes, I think all of them are pretty well though out. I would prefer if Revenants kept the damage and current spawn rate though. I love fighting the bastards.
#7
Posté 28 décembre 2014 - 07:48
alchy mines are fine (L2 fire flask and carpet bomb)
frost flask should be replaced with lighting flask
Eh alchys still need a buff or something else to make them stand out. They're weaker versions of the assassins at the moment. Their defining abilities, mines and flasks, kinda have a huge cooldown that makes you wonder if they're even worth putting points into. They could reduce the cooldown on ice flask, at least their lack of damage would be compensated by being a lot tankier.
#8
Guest_Mortiel_*
Posté 28 décembre 2014 - 08:26
Guest_Mortiel_*
alchy mines are fine (L2 fire flask and carpet bomb)
frost flask should be replaced with lighting flask
Um... how does one do this in multiplayer? In single-player, speed bonuses (Lightening Flask and Haste) are not actually speed buffs, but enemy speed debuffs. I assume this is because Bioware saw my Reaver+Champion dual-wielding warrior in Origins with the Warden Blood perk that increased attack speed mixed with a mage that cast Haste. It was a little silly.
Lightening Flask decreases the speed of everyone except the Tempest, meaning in multiplayer, you'd slow down your allies. That sounds like a potentially spiteful skill to run off an solo and leave your team to collect gold... or go off and die on your own.
#9
Posté 28 décembre 2014 - 11:33
Your suggestions are perhaps a first very small step into the right balance direction, but there is way more to do to make the game Balanced.
What about nerv of the Mage classes, easily to do by reduce the Staffes DPS by 15%.
No more Fade Cloak for Arkane Warrior. No more Death Siphon for Elementalist.
10% DPS nerf for high lvl Bows.
90% of the Players play range classes, they are extremly easy to play compared to melee.
Nerf for Barrier(perhaps the Staff nerf would balance it enought), buff for Guard.
its the funkiller no.1 for me at the moment that the AW or Elementalist clear the map while the 3 rest of the team do the first treasure room.
Buffing Classes only would mean, you want to balance the game around AW or Elementalist, but this would turn the game into
a single Player game, because with this classes no more Teamplay is reqired.
I feel the Alchemist and the Legionare(+5 sec longer cd on Walking Fortress) are the most balanced classes in the game.
Pls, dont ask for buffs only, it would make the game even easiere as it allready is.
#10
Posté 28 décembre 2014 - 12:31
Whirlwind is a trash skill and no buff except full invulnerability will make it viable.
Spin is too slow
Damage is too low
Can be blocked
You get focked
Crappy range
- MaxCrushmore aime ceci
#11
Posté 28 décembre 2014 - 12:52
Whirlwind is a trash skill and no buff except full invulnerability will make it viable.
Spin is too slow
Damage is too low
Can be blocked
You get focked
Crappy range
Needs to change.
You see, this skill is so terrible it generates poems.
The one positive for whirlwind is that it is an AOE detonator for paralyze, sleep, or frozen. But cross class combos are usually unnecessary and awkward to pull off.
#12
Posté 28 décembre 2014 - 02:48
Saying "prioritize enemy archers" well, you do, but it only takes one to one shot someone. Ive seen 900 hits from enemy archers on perilous. No class can kill a half dizen scattered archers in a second. It has little to do with teamwork. Arrows should do less against heavy armor.
The idea isnt to make things "too easy" but rather more fun for a wider variety of classes and players. I run perilous all the time, only a third of the classes are viable. My last rund have had these teams
Aw aw ele templar
Aw ele necro templar
Aw aw ele archer
Aw legion ele archer
Aw ele ele templar
Join a perilous run as a sin or katari and you will most likely get vote kicked unless they feel like carrying you.
Some of your counter suggestions sound like you guys play just routine and threatening, no offense.
#13
Posté 28 décembre 2014 - 03:15
Join a perilous run as a sin or katari and you will most likely get vote kicked unless they feel like carrying you.
I usually top the "kills" with my Assassin on Perilous... by at least 10 kills. It's not rare to have between 50 and 75 kills in a Perilous game with it. Never put Assassins in the same basket as Kataris please...
- SLooPPy JOE et Cirvante aiment ceci
#14
Posté 28 décembre 2014 - 03:24
#15
Posté 28 décembre 2014 - 03:42
Are your other members all support and tanks? Probably.
Define "support" and "tanks"...
The only characters giving me "trouble" as an Assassin are Arcane Warrior (because they move all over the place, which makes positioning a tough job), Archer (because it can 1 shot kill things pretty fast) and Elementalist with Firestorm (because it knocks down targets to the ground and you know how good targeting is...).
Otherwise, it's pretty much a walk in the park. I wait till someone gets aggro, then I instantly lay waste to 1 enemy with Hidden Blade and mop the floor with Deathblow. Rinse and repeat, 50-75 kills a game. With a pretty good group, it's more about 35-50 kills, but I'm still top 1 or 2 for kills.
Assassin is really a hard class to master. It requires a lot of practice and a lot of trials and errors. Positioning and timing is key. In the hands of an unexperienced player, it's pretty bad. But in the hands of someone with experience, it's absolutely devastating.
- SLooPPy JOE aime ceci
#16
Posté 28 décembre 2014 - 04:03
#17
Posté 28 décembre 2014 - 04:06
Assassins are bottom tier.
#18
Posté 28 décembre 2014 - 04:39
My reaver gets like 97 kills a game if everyine else is drawing aggro, slows an debuffs everything, buffs me, and lets me do most of the killing.
Assassins are bottom tier.
Assassins are very useful for taking out priority targets, guardians and commanders due to their single-target burst DPS. And compared to the Reaver they don't need a Keeper/Ele to babysit them with Barrier. This makes them far from bottom tier.
#19
Posté 28 décembre 2014 - 04:43
Join a perilous run as a sin or katari and you will most likely get vote kicked unless they feel like carrying you.
Some of your counter suggestions sound like you guys play just routine and threatening, no offense.
With every post you make you seem more like a typical douche, and "no offense" in the end doesn't make it better. I hope your next 12-14 posts will be better mate.
- III Poison III aime ceci
#20
Posté 28 décembre 2014 - 05:02

Someday, I'll understand some portion of this...
#21
Posté 28 décembre 2014 - 05:18
So without aws, archers, and eles, you know the harder hitting classes, you get a lot of kills as a primary damage dealer? Shocking.
I don't know how to answer to that...
You lay out your "balance" skills in your first post, then you judge something you have no experience with and are close minded. Looks to me you either lie about your "experience" or you're just bad, maybe both.
You realize how bad your comment looks. The more "hard hitter" you have on your side, the harder it is to get the kills. It doesn't mean the class is bad, it just means good players even out. On a 4 Arcane Warriors team, I don't expect any of them to reach 50 kills if everyone is playing well. Does that mean the class is bad because nobody got to 50 kills? No, it just mean they played well enough to cancel out each others character killing output. Same with Assassin.
13 posts and thinking they know everything about this game... ![]()
- III Poison III aime ceci
#22
Posté 28 décembre 2014 - 05:49
Uhh get off routine. Perilous enemies walk through mines like nothing.
Also, ice flask is one of the best skills in the gane, and the fact that you dismiss it over "derrr spam mines" shows you are clueless about the game and harder difficulty play.
Yeah, I was willing to give your suggestions some thought...'til this. Don't be an arse when someone has a differing opinion.
#23
Posté 28 décembre 2014 - 05:52
charging bull should not be blockable.
#24
Posté 28 décembre 2014 - 05:53
Total nonsense. I could rewrite that post and just change assassin for reaver and that would be my opinion and experience.My reaver gets like 97 kills a game if everyine else is drawing aggro, slows an debuffs everything, buffs me, and lets me do most of the killing.
Assassins are bottom tier.
#25
Posté 28 décembre 2014 - 05:55
My reaver gets like 97 kills a game if everyine else is drawing aggro, slows an debuffs everything, buffs me, and lets me do most of the killing.
Assassins are bottom tier.
Back to routine.
Balance is for the higher tiers of the games....not brain dead modes.
Also any class can just stand there and have something taking for them.....





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