Aller au contenu

Photo

The Unofficial DAMP Feedback And Suggestions Thread [Updated]


315 réponses à ce sujet

#276
Mofojokers

Mofojokers
  • Members
  • 645 messages

As sad as I am about the Reaver, I decided to try and think of the issue from Bioware's viewpoint. And after sleeping on it, here we are.

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.


I think this is a brillant idea i will add it into the thread Tonight for ya. But i am sure they will see this post as well. But yeah adding to the cd would be a good way to balance it.

#277
Mofojokers

Mofojokers
  • Members
  • 645 messages
Double post

#278
hellbiter88

hellbiter88
  • Members
  • 1 571 messages

In case bioware reads this I figured I'd throw in a problem I'm having: random CTDs, especially at the very end of the level after the last enemy dies. Doesn't happen all the time, but every once in awhile this occurs.

 

EDIT: On PC w/ DLC installed.


  • Mofojokers aime ceci

#279
Mofojokers

Mofojokers
  • Members
  • 645 messages

In case bioware reads this I figured I'd throw in a problem I'm having: random CTDs, especially at the very end of the level after the last enemy dies. Doesn't happen all the time, but every once in awhile this occurs.

EDIT: On PC w/ DLC installed.


I can add it in for by you bud :)

Gimmie a few minutes
  • hellbiter88 aime ceci

#280
Mofojokers

Mofojokers
  • Members
  • 645 messages
Just updated the thread

Possible New Classes

Time Mage
Spoiler
Race: human male
Class: mage
Personality: serious and in a deep depression. He seeks to end the chaos and put an end to the cult known as the venatori.

Born in the Tevinter Empire he spent most of his life in politics and studying magic. As the breaches started to open he stumbled across time magic something that Dorian had theorized and his ex master put to the test. What he found would bring forth abilities that most mages could not even dream about. As he watched the venatori come into the service of the old one he sought out the inquisition to help them in there time of need. His studies into time magic has given him the uncanny ability to slow down time around him while speeding up his allies.

Possible Changes

Increase the level cap to level 30 this should have two effects. One slow down the amount of promotions that are already getting out of control. Two allow us to enjoy our classes abit longer most classes dont get most of there abilities till 15 it would be nice to enjoy it more. This could be very handy as you bring in further difficultys.

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.

Stay tuned for more updates and until then happy gaming. :)
  • hellbiter88 aime ceci

#281
Mofojokers

Mofojokers
  • Members
  • 645 messages
Just updated the thread

Reported Bugs

random CTDs, especially at the very end of the level after the last enemy dies. Doesn't happen all the time, but every once in awhile this occurs.
On PC w/ DLC installed.


Stay tuned for more updates and until then happy gaming. :)
  • hellbiter88 aime ceci

#282
Kintosi

Kintosi
  • Members
  • 84 messages

Since you are collecting a list of ideas for the game, i figured it would be okay to re-post my ideas from a while back here to get feedback and Dev attention. 

 

From my old thread: link

 

Here's some ideas for future updates to the multiplayer. These are just my ideas, and a lot of people probably already thought of them. If you already have a thread with these ideas, please let me know, and I'm sorry if i stepped on your toes. 

 

In my opinion, although the multiplayer is a lot of fun (glitches ignored for the moment) it lacks a few things. A few player character archtypes are not available! Where are the bloodmages, bards, and berserkers!? I'd play all three of those myself if they where options! 

 

Also, there is a distinctive lack of map in the MP as it stands. Three is kind of low, even with map randomization. So lets come up with a new one. 

 

finally, the infamous pots and rng loot are the subject of a lot of complaints on these forums and in game. I've got an idea to improve both.  

 

Without further blabbering, here's my ideas. 

 

New enemy: Darkspawn

 

Basic Enemy types:

Warriors: Hurlok (sword and shield)

Archers: Genlock (Bow rogue)

Mages: Emissaries (Mage)

Stealth rogues: Shrieks (Equivalent of daggers)

 

Beefy 'elite' enemies:

Hurlock Alpha (Larger 2H warrior, has full bar of guard)

Genlock Alpha (Larger bow rogue, higher damage, can stealth briefly?)

Genlock/hurlock Emissary Alpha (Blood-mage, can cast barrier, leeches health)

**Aedh suggests Ogres: Use a 'charging bull' attack to knock down players.

 

Boss:

Archdemon Spawn (Archedemon equivalent of a dragonling, a.k.a. baby archdemon)

The boss will have AOE fire DOT attacks, fly around the map occasionally for evasion with a knockdown on landing (Warning shadow on ground before strike), fireballs for a range attack, and the 'bite and shake' melee attack we are familiar with from DA:O and DA:II high dragons.

 

**Zolics Notes that an archdemon spawn ould be outside of cannon, and suggested a broodmother instead. This would be great, but the broodmother in DA:O was stationary, and would be difficult to convert into the current style of DAI MP bossfight. 

 

**MadMazimoff suggests a multi-part bossfight with several abominations or demons as the bossfight for the darkspawn enemy.

 

**Chronoreaper suggests an 'Omega' tier darkspawn or Tainted Wyvern as a boss

 

New Map: Deep Roads

 

Rooms:

 

Forgotten passages

Caves

Lava tubes

Darkspawn camps

Dwarven Thaig 

Boss room: Legion of the Dead Fort and bridge over lava flow (from DA:O)

 

New playable Characters:

 

Grey Warden Archer - Bard, bow rogue (Think Leliana in DA:O)

This character will have 'stances' that buff the group's attack or defense. only one stance can be active at a time. (share a cool-down?)

 

Grey Warden Soldier - Berzerker, 2h or sword and shield warrior

This warrior type will get a bonus from the currently useless 'berserk' stats on weapons and shields, and will have a high base HP.

(I.E. Gain 2x the bonus while cutting the negative effect by 50%. EX: weapons has: +10% damage and +100% damage taken. Berserker stats: +20% damage, +50% damage taken.) 

 

Grey Warden Mage - Bloodmage 

You all know where this one is going. Spend health to gain health, life-drain, etc. 

 

New mechanic: Enemy spawn on pot break: 

 

Each time a pot is destroyed there is a 5% chance to trigger an RNG roll to spawn one of the following:

 

Platinum Nug:

Same as a golden nug, 25% more gold from loot compared to golden. RNG Chance: 40%

 

Bear:

Spawns a bear on level with enemies based on difficulty. Drops 2x bear hide crafting material. Attacks group. RNG chance: 50%

 

Druffulo:

Spawn an aggressive druffulo on level with boss-difficulty enemies. 90% chance to drop a rare item, 10% chance to drop a unique. RNG chance: 10%.

 

Basically, this both makes pots a heck of a lot more fun, and will interrupt the meta of clearing groups when a spawn occurs. Player will have to think on their feet more often. Also, with the (slim) chance of a rare or even a unique, the store's RNG wont hurt quite so much. 

 

Edit: no longer valid after destruction DLC

 

New treasure chest bosses:

These enemies have the same chance to spawn as the current bosses.

 

Sloth Demon:

Spawns with a full bar of guard. Can 'sleep' players. Moderate damage, and very tanky. 

 

Adult Dragon:

Who doesn't want to fight a dragon now and again? Fire. Lots of fire. 

 

 

That's it for now. Thoughts?


  • Mofojokers et hellbiter88 aiment ceci

#283
Mofojokers

Mofojokers
  • Members
  • 645 messages
Hey kintosi we loved your ideas we even gave you credit and added them in. :)

Also anything to do with suggestions,ideas and questions will always be allowed here. Hell we welcome it you see the more people post the better because if ideas lap then it shows that a certain idea is really wanted. :)

Hey kintosi have you gone through the thread is there anything you think is missing?.

#284
Kintosi

Kintosi
  • Members
  • 84 messages

@ mofojokers

 

I saw that you already had a lot of these ideas in your tabs! I just figured some of the specifics like the darkspawn enemy breakdown could be useful. Looks like everything there, nothing missing that I can see! Lets hope the Devs like some of these great ideas! The community sure is pouring in ideas... 



#285
Mofojokers

Mofojokers
  • Members
  • 645 messages

@ mofojokers

I saw that you already had a lot of these ideas in your tabs! I just figured some of the specifics like the darkspawn enemy breakdown could be useful. Looks like everything there, nothing missing that I can see! Lets hope the Devs like some of these great ideas! The community sure is pouring in ideas...


Your right only thing is we have run out of room mmm i might move the darkspawn to post two and add your spefic post on it in. Also i can tell you they do and yes the community does not stop lol when you think there is nothing else to add someone finds something to add lol. :D

#286
Kintosi

Kintosi
  • Members
  • 84 messages

Your right only thing is we have run out of room mmm i might move the darkspawn to post two and add your spefic post on it in. Also i can tell you they do and yes the community does not stop lol when you think there is nothing else to add someone finds something to add lol. :D

 

you could just use a hyperlink to my original thread to save space? either way works! 



#287
Mofojokers

Mofojokers
  • Members
  • 645 messages
There you go kintosi i have added it in for you. :)

Aah dont worry they will see your post here i promise you but by adding in the thread as well is just the icing on the cake. :D
  • Kintosi aime ceci

#288
Delta 57 Dash

Delta 57 Dash
  • Members
  • 728 messages

Also seeing as this is the place where you post new class ideas...

Saarebas - Qunari Female Mage

Fade Shield, Chaotic Focus, Fire Mine, all the fun parts of playing a Knight Enchanter in single player without the invulnerability issue.

Also for flavor and fun throw in Flow of Battle and possibly Terrifying Fury.

Haven't really thought too much about what else would go in the class, but seeing as the Female Qunari Mage is a fan favorite in singleplayer I thought she should have a representation in the multiplayer.


  • Mofojokers aime ceci

#289
Mofojokers

Mofojokers
  • Members
  • 645 messages

Also seeing as this is the place where you post new class ideas...

Saarebas - Qunari Female Mage

Fade Shield, Chaotic Focus, Fire Mine, all the fun parts of playing a Knight Enchanter in single player without the invulnerability issue.

Also for flavor and fun throw in Flow of Battle and possibly Terrifying Fury.

Haven't really thought too much about what else would go in the class, but seeing as the Female Qunari Mage is a fan favorite in singleplayer I thought she should have a representation in the multiplayer.


Hey Delta there is one of the list already. :)

Can you have a look at it and see if you like it or otherwise feel free to write up the class idea like the way we do them on the thread and i will be happy to add it. :)

#290
Delta 57 Dash

Delta 57 Dash
  • Members
  • 728 messages

Hey Delta there is one of the list already. :)

Can you have a look at it and see if you like it or otherwise feel free to write up the class idea like the way we do them on the thread and i will be happy to add it. :)

Frik I looked and didn't see it, back through I go...

EDIT: Ok saw it.  Background was pretty much what I thought.  It didn't have any ideas for abilities though.


  • Mofojokers aime ceci

#291
Mofojokers

Mofojokers
  • Members
  • 645 messages

Frik I looked and didn't see it, back through I go...

EDIT: Ok saw it. Background was pretty much what I thought. It didn't have any ideas for abilities though.


Lol sorry there are so many classes and yeah we avoid class spells. Because like me3mp if they bring in new classes they normally have special spells. So we just lay the backgrounds and let them take it from there. :

#292
hellbiter88

hellbiter88
  • Members
  • 1 571 messages

-snip-

 

I'm really liking the time mage idea. Haste needs to be in MP.


  • Mofojokers aime ceci

#293
Mofojokers

Mofojokers
  • Members
  • 645 messages

I'm really liking the time mage idea. Haste needs to be in MP.

Lol i will make sure to let my mate know. I do as well id love to see haste and slow in damp.

Your group could move faster and attack quicker for x amount of time

All enemies around the time mage are slowed and after x seconds are frozen in time. Much like the keeper ability.

Could do a ability like time throw
Enemy is thrown out of time itself for x amount of time. Pretty much the mob disappears and re enters the fight after x amount of time and it works on all mobs but the bosses.

There could be an ability that buffs the time mage to a god like state for a small amount of time.

Speeds up the time mage by x amount for x amount
Speeds up there cds by x amount for x amount
Speeds up there attack speed by x amount for x amount
Enemies attacked are slowed down by x amount for x amount
  • hellbiter88 aime ceci

#294
Zehealingman

Zehealingman
  • Members
  • 1 435 messages
So, it seems like that some people would like the Ice Wall spell in MP.

Obviously you can't simply copy paste it into MP, beeing able to block your team would have huggggeeee trolling potential.

So I see 2 ways how we can fix that.

1) Teammates don't colide with the ice.

Although that would be quite an easy way to give us the spell, there'd still be some problems. The ice would block the view -> Players can't see which enemies are on their way -> Unable to prepare yourself for the comming situation.

Which leads me to another idea ...

The Ice Spikes spell.

Can be placed like the other wall spells.
In a nutshell, the spell is sort of icey calltrops, just better.

(Inb4 Calltrops masterrace)

What happens is that when enemies pass trough the spell they take damage once (More then Wall of Fire, no DoT) and they get the "chilled" effect.

The spell looks like ... Well a punch of icespikes on a line. The lenght about the spikes should be about... Uhm... Not as big as icewall?

#295
Mofojokers

Mofojokers
  • Members
  • 645 messages
-
  • Delta 57 Dash aime ceci

#296
Mofojokers

Mofojokers
  • Members
  • 645 messages
The thread is alive again

After all the bashing of Bioware and silly posts. Bioware has stepped in and removed alot of people been abit silly and cleaned the forums up. So we are back to watch over the thread make sure to leave your ideas and we will add them as posted.


Your pals
Mofo and friends:)

#297
BioMasika

BioMasika
  • BioWare Employees
  • 170 messages

So, it seems like that some people would like the Ice Wall spell in MP.

Obviously you can't simply copy paste it into MP, beeing able to block your team would have huggggeeee trolling potential.



You have no idea... At one time 1 of the images DID have ice wall and the trolling was ridiculous. Even inadvertently blocking the path was a pain. At the very least warriors could smash through them.

Who knows maybe it will make a return?
  • Mofojokers et Delta 57 Dash aiment ceci

#298
Mofojokers

Mofojokers
  • Members
  • 645 messages

You have no idea... At one time 1 of the images DID have ice wall and the trolling was ridiculous. Even inadvertently blocking the path was a pain. At the very least warriors could smash through them.

Who knows maybe it will make a return?


Lol people could not resist blocking so i would not be bothered if it did not make its way in. Unless there was a way that team mates were able to walk through this magic while enemies cannot pass. Or have it like the fire wall but when they walk through they have 2 seconds before they then freeze for x amount of time and take bonus damage for x amount of time.

#299
MrNo

MrNo
  • Members
  • 42 messages

This is a huge to do list for the Bioware team:) I wish we could vote for each idea, so that we can see which ones people are most interested. I'm gonna list a few that I found interesting, although I admit I did not have the patience to read the full post. 

 

I love the idea of showing everyone's level, possibility to craft weapons, increased rewards for perilous and nerfing the "sword blockers". 

I think many of the bugs are only in PC. For example I have never experienced the key not dropping in PS4. I would suggest fixing the bugs that are multiplatform first.

It should be easier to break vases with daggers or swords / axes etc. 

Support classes should be better rewarded somehow. Nobody wants to play legionare although it can really make or break the whole team!


  • Mofojokers aime ceci

#300
Mofojokers

Mofojokers
  • Members
  • 645 messages

This is a huge to do list for the Bioware team:) I wish we could vote for each idea, so that we can see which ones people are most interested. I'm gonna list a few that I found interesting, although I admit I did not have the patience to read the full post.

I love the idea of showing everyone's level, possibility to craft weapons, increased rewards for perilous and nerfing the "sword blockers".
I think many of the bugs are only in PC. For example I have never experienced the key not dropping in PS4. I would suggest fixing the bugs that are multiplatform first.
It should be easier to break vases with daggers or swords / axes etc.
Support classes should be better rewarded somehow. Nobody wants to play legionare although it can really make or break the whole team!


Thanks for the feedback bud although there is no poll option available to us. Many are listing there favorite suggestions for our tally to help Bioware. So you have just added to it and i am on ps4 but two of the clans mates are on pc they do seem to come across alot more problems than us.
  • MrNo aime ceci