The Unofficial DAMP Feedback And Suggestions Thread [Updated]
#251
Posté 18 janvier 2015 - 11:49
#252
Posté 18 janvier 2015 - 08:02
We wish to ask the viewers if they can help us with our tally. Simply list your three favorite or least favorite suggestions this will help bioware by getting feedback on the feedback. It will help them figure out what people want to see and dont want to see enter the game.
Until then stay tuned for more updates and happy gaming.
#253
Posté 18 janvier 2015 - 11:06
So I saw a picture that reminded me of a funny part during my first single player playthrough:
https://twitter.com/...2821506/photo/1
That made me think of a suggestion for DAMP. Make some dynamic traps. Rather than just spawning monsters when trying to open chests, let the player get physically trapped. And require a teammate to release them.
[Also, if hasn't been suggested, some small cave map(s)(or dwarves ruins) would be nice. Small as in low ceiling and/or tighter corridors. Too many open areas in the current maps (although not a bad thing. It would just be a nice change of pace to have different dimensions of different maps.]
Edit: There's so much to read in this thread, I haven't got round to read it all. Just saw you've already included maps with narrow passages.
- Mofojokers aime ceci
#254
Posté 19 janvier 2015 - 07:46
Thats ok bud lol the community has been full of ideas and the thread has grown quickly. Yeah we have some ideas of that id love a more enclosed map myself lol. Btw love the pic made me laugh so hard also we have trap ideas in but not like that so i will add it in and give you credit.So I saw a picture that reminded me of a funny part during my first single player playthrough:
https://twitter.com/...2821506/photo/1
That made me think of a suggestion for DAMP. Make some dynamic traps. Rather than just spawning monsters when trying to open chests, let the player get physically trapped. And require a teammate to release them.
[Also, if hasn't been suggested, some small cave map(s)(or dwarves ruins) would be nice. Small as in low ceiling and/or tighter corridors. Too many open areas in the current maps (although not a bad thing. It would just be a nice change of pace to have different dimensions of different maps.]
Edit: There's so much to read in this thread, I haven't got round to read it all. Just saw you've already included maps with narrow passages.
Got a few new ideas to add tonight so i will do it then and thanks heaps bud for helping out.
#255
Posté 19 janvier 2015 - 02:38
Possible changes
Holiday decorations go a long way maybe even special bosses that have a chance to spawn like the headless horsemen. With a special armor sets that drop for your group. This will increase the player base during holiday seasons.
Enemies can still be attacked right after death and can cause alot of problems especially with a reaver as it means his last attack will still connect and take health. They need to be set so the moment they die they cant be attacked again. They can still do there death animation but they have no collision and cannot be attacked by us.
This has been put forth but the red templar rogues can destroy the agent on level 2 or 4 before you can even get close to him in one move. Would be nice if the agents were invulnerable until we get within touching distance of them to avoid things like this.
This goes off the trap and hazard idea the idea is that with the chests add in a bit were the player that opens the chest. Can be trapped and requires someone to release them.
Stay tuned for more updates and until then happy gaming.
#256
Posté 19 janvier 2015 - 03:08
New category
New weapon ideas
See page one and lets see what guys can come up with or what would you like to see weapon wise for the dlcs?
Until then stay tuned for more updates and until then happy gaming.
#257
Posté 19 janvier 2015 - 03:45
New category
Possible New Accessories
See page one for more information and do you have any suggestions for possible new accessories?.
Until then stay tuned for more updates and until then happy gaming.
#258
Posté 19 janvier 2015 - 04:57
Possible changes
This one comes from me personally you see the way you guys have done the vases has split the community up. You see alot of people dont care about the vases as there your promotioners then you have the ones that want the gold. So what happens is while they go ahead and forget about vases if you want the gold your forced to play gold collector. So you spend the 20 minutes just gold collecting. Now after doing a few runs like this you become so bored of damp you have to turn it off for awhile. My idea is remove vases all together and boost the amounts of gold gained from chests and events. Make it more me3mp style and dont let something like this split the community. The amount of times arguments have spilled out over the mics because of this even makes me not want to play.
Stay tuned for more updates and until then happy gaming.
#259
Posté 19 janvier 2015 - 07:16
Possible changes
Caltrops and spirit mark the two worst spells to use. Both need a massive buff
Give caltrops a more elemental mines effect and spirit mark needs multiple changes. One stop the raised mobs from affecting the key dropping,two the mobs dont really attack before dieing id recommend making them more aggressive and make them last longer.
Sometimes when charging an enemy on stairs normally when your doing an attack cycle. You can be flung into the air and take alot of damage. I would not say this is a bug but it is dam silly lol.
Reported bugs
Orlesian chateau
Destruction dlc map
Level 4 starting stairs just as you reach the top and look to your left. There is spot that lets you shoot down but it causes the events to start premature.
Stay tuned for more updates and until then happy gaming.
#260
Posté 19 janvier 2015 - 08:16
As i said never lose faith in Bioware it looks great
http://blog.bioware....-patch-3-notes/
Thanks Bioware as always brillant job
#261
Posté 20 janvier 2015 - 04:08
- Mofojokers aime ceci
#262
Posté 20 janvier 2015 - 09:26
So umm... I've had a small gripe and I guess I'll put it here. I'd like the ability to toggle rune graphics on and off so that I can actually see my weapon. It bothers me when I get a shiny new unique and then it's just a fire ball.
This a good idea and id be happy to add it and give you credit. Id like to see my weapon as well but do you mean.
1. In your inventory you can hide the rune affect to look at your weapon
Or
2. An option to hide your rune affect on your weapon even while your in game but the affect is still there.
#263
Posté 20 janvier 2015 - 07:42
Possible changes
Sometimes when charging an enemy on stairs normally when your doing an attack cycle. You can be flung into the air and take alot of damage. I would not say this is a bug but it is dam silly lol.
An option to hide your rune affect on your weapon even while your in game but the affect is still there.
The experience from kill streaks should be increased.
Most people prefer to stay on damage dealing classes so there numbers are tripled over the support and tanks. Maybe a good idea would be that the support and tank classes gain .5x experience over the damage dealing classes given at the end but only for support and tanking classes.
Starfang 2 percent unbowed effect is rare to happen if it even happens once in a run lol recommend change its effect chance to 5 percent.
Venatori should have more mages and mages in round 5 as well.
Stay tuned for more updates and until then happy gaming.
#264
Posté 20 janvier 2015 - 07:46
Not sure if anyone has suggested this but can we do something with all of our useless MP materials? Trade in a whole bunch of iron to get fade-touched iron or something? Or any higher tier materials, since I don't need thousands of pieces of iron.
- Mofojokers aime ceci
#265
Posté 20 janvier 2015 - 07:52
Not sure if anyone has suggested this but can we do something with all of our useless MP materials? Trade in a whole bunch of iron to get fade-touched iron or something? Or any higher tier materials, since I don't need thousands of pieces of iron.
God i want this so bad lol all my leather and metals are in there 100s lol. Two suggestions have been put forth:
1. The ability to trade materials for other materials and there level affects the amount i.e 20 iron for 5-8 silk
2. The ability to sell excess items (potions and materials) after all we work with the inquisition. Your telling me people don't need these items and are willing to paid gold?.
Personally i would be happy with ither lol
#266
Posté 20 janvier 2015 - 07:54
#267
Posté 20 janvier 2015 - 09:29
Hey everybody,
I just wanted to drop in and let you all know that we really appreciate the work you've put into this thread, lots of really cool stuff in here. A lot of the team lurks the forums regularly, and have run through this thread. There are a number of questions that are awaiting an official answer, and if that answer comes I'll do my best to post them here.
Keep being awesome!
Thanks,
Amelia
- Mofojokers, Robbiesan, Vortex13 et 4 autres aiment ceci
#268
Posté 20 janvier 2015 - 09:34
Hey everybody,
I just wanted to drop in and let you all know that we really appreciate the work you've put into this thread, lots of really cool stuff in here. A lot of the team lurks the forums regularly, and have run through this thread. There are a number of questions that are awaiting an official answer, and if that answer comes I'll do my best to post them here.
Keep being awesome!
Thanks,
Amelia
As always Amelia thanks for stopping by and to anyone reading through know there watching and they love your ideas. Just remember to be civil and i dont tolerate anything on the thread but ideas and questions for Bioware. This thread is only to compile the communitys ideas and questions into a single list.
As always stay tuned for more updates and until then happy gaming.
#269
Posté 20 janvier 2015 - 10:11
I'd like more detailed patchnotes. You know, instead of " nerfed DC" it should be something like this:
" -) Demon Commander
-Decreased meele attack damage for <Insert number here>
-Decreased hit points for so-so %.
- Mofojokers, Shinnyshin et Robbiesan aiment ceci
#270
Posté 20 janvier 2015 - 11:22
Now, this isn't a gameplay suggestion, it's more ... Uhm.. meta?
I'd like more detailed patchnotes. You know, instead of " nerfed DC" it should be something like this:
" -) Demon Commander
-Decreased meele attack damage for <Insert number here>
-Decreased hit points for so-so %.
I like that idea so you mean more like how world of warcraft does there patch notes. I will add this idea to the thread tonight and give ya credit for it thanks for the idea bud.
#271
Posté 20 janvier 2015 - 11:30
#272
Posté 21 janvier 2015 - 09:27
I like that idea so you mean more like how world of warcraft does there patch notes. I will add this idea to the thread tonight and give ya credit for it thanks for the idea bud.
Yeah, I was thinking of WoW while writing that!
- Mofojokers aime ceci
#273
Posté 21 janvier 2015 - 09:42
Yeah, I was thinking of WoW while writing that!
Lol i figured as it just had that wow vibe and i loved wows patch notes very very detailed. I will be adding this idea in tonight along with all the others from the clan. By the way have you gone through the thread and is there anything else you think should be added before i put it all on tonight?.
- Zehealingman aime ceci
#274
Posté 21 janvier 2015 - 11:52
Possible changes
The armor modifications should not be restricted. Mainly because the mages get resistance were it would be nice to boost there health for perilous.
Patch notes should be more detailed like this:
-) Demon Commander
-Decreased meele attack damage for <Insert number here>
-Decreased hit points for so-so %.
Also added new items to
New Weapon Ideas
New Possible Accessories
Stay tuned for more updates and until then happy gaming.
#275
Posté 21 janvier 2015 - 04:09
Long post warning.
It's pretty clear that Bioware intended the Reaver to be a life-drain/damage machine during the duration of Rampage, with the downside of not being able to do much while waiting for Rampage to come off cooldown.
The problem, I believe, comes from Flow of Battle. Obviously intended to help the Reaver out with her semi-long coodowns, it instead combines with Panic and +Crit Chance gear to functionally remove the cooldown of Rampage. This lets the Reaver chain through many more enemies than originally intended.
Thus my proposed change is simple:
- Dragon Rage once again benefits from Life-Steal
- Rampage cooldown increased to 45 seconds.
Now to do some math. Even under the Reaver guide posted by PenguinFetish, who stacked tons of crit chance and used War Horn for auto-crits, he only could get the Rampage cooldown to ~11.5 seconds. Essentially 1.5 seconds of cooldown, plus the animation to cast it, or 2 seconds of downtime.
With 15 extra seconds added onto the cooldown, that is a flat 15 seconds of downtime added to the Reaver's combo. So even with optimal gear and enough enemies clustered, you're looking at 17 seconds of downtime. That's a big difference.
Now yes, the Reaver can get further crits to further reduce these extra seconds, but they'll have to do it without the safety that Rampage gives you. So the Reaver will have to weigh whether or not they have the health to continue fighting, or if they need to back off and wait for Rampage.
Mofojokers, if you want me to make a new thread for this let me know, but this seemed to be the place to put it.
- Mofojokers aime ceci





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