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[Suggestion] I just figured out how to balance the AW!


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43 réponses à ce sujet

#26
FLASH--JOHNSON

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take fade shield out - put death syphon in or add a life leech spell like rampage



#27
Guest_Mortiel_*

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I think it should simply be a more "active" form of Barrier generation. Just make it similar to Rogue's Parry where you have to time your block correctly to generate X Barrier.

=Braindeadness solved.

 

That... is strangely effective. Make it like Block and Slash or Shield Wall, where the more damage you deflect, the more Barrier you get but the more mana is consumed? Give it a down side so it is balanced, yeah?

 

take fade shield out - put death syphon in or add a life leech spell like rampage

 

No. Death Siphon already is on one too many classes as it is.

 

However, having Fade Shield be a castable power with a fixed duration may be a good. albeit tricky.



#28
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I think it should simply be a more "active" form of Barrier generation. Just make it similar to Rogue's Parry where you have to time your block correctly to generate X Barrier.

=Braindeadness solved.

 

I think this is brilliant. Much better than my idea.



#29
gay_wardens

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And I thought Elementalist was already invincible...



#30
J. Peterman

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Having finally played a few games with the AW, something definitely should be done. Maybe switch fade shield to generate barriers on kill, rather than when damage is done. 



#31
gay_wardens

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Give the Katari fade shield.



#32
Torkelight

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What do you all think?

Sorry for the short answer, but no.



#33
stysiaq

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I'd say that AW is balanced by the boredom he comes with and the fact that his basic armor has that 'flamboyant homosexual' vibe.



#34
J. Peterman

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I'd say that AW is balanced by the boredom he comes with

 

I actually find the build I'm working with at the moment fun to play; Chain Lightning, Stone Fist and Fade Step. I don't use the blade, and I'm planning on getting Fade Cloak as the 4th ability. 

 

If Fade shield was toned down in some way, I'd find it ideal.



#35
Satinpuppies

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Not sure why there's so much hate for A&W.

Nerf Barq's I say.

hehehehhehehehehehhehehehehe



#36
MajorStupidity

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Changing it to restore barriers on kill is probably a good route to go. A big problem is that as a mage the AW has access to large AOE which makes it exceptionally easy to deal large amounts of damage very quickly. However, I don't believe Fade Shield is in a position where it needs to be immediately nerfed like Tac Cloak in ME3 was. Right now AW will be played because it makes it easy to survive and actually contribute without having access to higher tier equipment. Once more players get access to better equipment you will see the number of AWs drop some.



#37
Altruismo

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I really don't think that the AW needs to be nerfed or changed significantly.

Basically the only thing he has going for him is high survivability and self sufficiency, his damage output is pretty mediocre at best.

There is a type of player that absolutely needs a class like the AW...

We've all played with them; they wouldn't skill a team buff, let alone use one, they don't have the awareness to notice when a team member needs help, let alone act on that awareness. Yet if those players join as an AW I don't have to worry that they are going to fall down every 10 seconds until they enter the fade and increase the chances of wiping my PUG.

The game is "balaced" for multiplayer, bioware shouldn't care that an AW can solo perilous in an incredibly boring 15-20 minute "speed" run when a party of four can do it in half or less of the time and they all get basically the same rewards.

If anything will get nerfed, it will be the actual damage dealers, and if you think AW is one, you're kidding yourself.


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#38
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I really don't think that the AW needs to be nerfed or changed significantly.

Basically the only thing he has going for him is high survivability and self sufficiency, his damage output is pretty mediocre at best.

There is a type of player that absolutely needs a class like the AW...

We've all played with them; they wouldn't skill a team buff, let alone use one, they don't have the awareness to notice when a team member needs help, let alone act on that awareness. Yet if those players join as an AW I don't have to worry that they are going to fall down every 10 seconds until they enter the fade and increase the chances of wiping my PUG.

The game is "balaced" for multiplayer, bioware shouldn't care that an AW can solo perilous in an incredibly boring 15-20 minute "speed" run when a party of four can do it in half or less of the time and they all get basically the same rewards.

If anything will get nerfed, it will be the actual damage dealers, and if you think AW is one, you're kidding yourself.

 

As far as DPS, the AW actually does well because of Spirit Blade. It's a spammable 400% Spirit damage skill that has no cooldown, very little mana cost, and a slight conical AoE. I am pretty sure Spirit damage ignores armour and nothing really has a resistance to it that I remember (but lightening-based enemies are weak to it). This allows the AW to effective more than quadruple the damage output of any other mages basic attack, and still cast other spells. Using the Pull of the Abyss and Fade Cloak combo, and AW can dish out 1,000% Spirit damage to a group in an instant and only spend 85 mana (many other mage classes would have to spend 115-130 mana to do less damage than that), still having plently left to spam Spirit Blade.

 

In other words, you are either completely unaware of the damage output of the Arcane Warrior, or you are hoping we believe that malarkey.

 

However, I am fine with the AW's amazing DPS potential. He is about on par with other AoE DPS classes and feels unique. My problem is that all the other mages' survivability skills have conditions on their use that make them less stupidly powerful. Death Siphon (a passive), while being amazing, requires enemies to actually die for you to get a sliver of health back. Barrier (an ability), has a cooldown time, which can be almost nothing if the player works with the team. Fade Shield has no cooldown, and is only dependent on the AW dealing damage. It really has no down sides.

 

 

Hey, I had another idea: What is that 30% damage to generated as Barrier depleted mana in some way? That would add a down side to Fade Shield and potentially lessen Spirit Blade spammers.



#39
Altruismo

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In other words, you are either completely unaware of the damage output of the Arcane Warrior, or you are hoping we believe that malarkey.

 

I could start analysing your whole post, such as how for example, calling Pull of the Abyss + Fade Cloak "instant" 1000% damage is like calling Fire Mine an "instant" 1600% damage. But no.

 

But please - tell all about how amazing spirit blade damage is compared to say, Dragon Rage, spammable 400% of 58+rune damage vs spammable 200% of 305+rune damage. Even with armor to contend with a Reaver can destroy groups while the AW is still waiting for the Pull to group them together, and still has way higher single target damage. How about a Templar with Caliban and a spell purge build with Horn of Valor up? Claiming the AW's damage potential is amazing leaves me wondering if you're actually unaware of the damage output of other classes. That other classes can do much more damage than an AW is not malarky, that other classes can clear rooms/groups/single targets much faster than an AW is not malarky.

The AW does not have bad damage output, but it's not great - mediocre is what I said and I stand by that.


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#40
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I could start analysing your whole post, such as how for example, calling Pull of the Abyss + Fade Cloak "instant" 1000% damage is like calling Fire Mine an "instant" 1600% damage. But no.

 

But please - tell all about how amazing spirit blade damage is compared to say, Dragon Rage, spammable 400% of 58+rune damage vs spammable 200% of 305+rune damage. Even with armor to contend with a Reaver can destroy groups while the AW is still waiting for the Pull to group them together, and still has way higher single target damage. How about a Templar with Caliban and a spell purge build with Horn of Valor up? Claiming the AW's damage potential is amazing leaves me wondering if you're actually unaware of the damage output of other classes. That other classes can do much more damage than an AW is not malarky, that other classes can clear rooms/groups/single targets much faster than an AW is not malarky.

The AW does not have bad damage output, but it's not great - mediocre is what I said and I stand by that.

 

How many hits on Dragon-Rage can you do before you die when Rampage is on cooldown? What other high damage can the Templar dish out? Neither of the examples you listed are sustained DPS, but rather burst DPS.  In that instance, the Assassin beats both the Reaver and Templar, but it's not the same as sustained DPS regardless. All the other higher damage skills have some kind of cost that make them not as spammable. Spirit Blade does not. And that is just fine. It is what makes the Arcane Warrior unique.

 

My issue, as I will reiterate, is with Fade Shield, not Spirit Blade. And again, I think it may be a good balance for Fade Shield to have a little mana drain to it as it fills your Barrier, meaning that if you try to FadeShield2Win, you will find yourself quickly out of mana and up a creek without a paddle. Otherwise, it will work just as intended.



#41
Altruismo

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How many hits on Dragon-Rage can you do before you die when Rampage is on cooldown? What other high damage can the Templar dish out? Neither of the examples you listed are sustained DPS, but rather burst DPS.  In that instance, the Assassin beats both the Reaver and Templar, but it's not the same as sustained DPS regardless. All the other higher damage skills have some kind of cost that make them not as spammable. Spirit Blade does not. And that is just fine. It is what makes the Arcane Warrior unique.

 

My issue, as I will reiterate, is with Fade Shield, not Spirit Blade. And again, I think it may be a good balance for Fade Shield to have a little mana drain to it as it fills your Barrier, meaning that if you try to FadeShield2Win, you will find yourself quickly out of mana and up a creek without a paddle. Otherwise, it will work just as intended.

 

With Devour, 20% HoK, +18% healing I can Dragon Rage enough to klilling-spree litterally everything from door to door. That's more than sustainable enough. Can I do it while also tanking all the damage? Of course not. But I'm not claiming I can - put a Reaver in a group with someone who can tank or barrier, and the Reaver will wipe the floor an AWs DPS. It's not even a close contest, I'm amazed I even have to write the words down for you.

 

As for the Templar damage, being able to one-shot basically every standard mob in a room once every 24 seconds is somehow not worthy of being considered DPs, but using Pull of the Abyss once every 32 seconds to set up a Fade Cloak nuke is. Noted. As for "sustained" DPS, do you know how much damage Caliban does with horn of Valor? For a start, without a horn of Valor, Caliban does about 345% the damage of a top tier staff, hits multiple targets, and can be animation cancelled. What's an extra 35% of that? Compares very well to Spirit Blade and is a "basic attack".

 

I'm, just not seeing AW damage as very amazing - it's just not.


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#42
Stinja

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Give the Katari fade shield.

 

and/or Death Syphon.

 

Arcane Katari - biower plz!!!



#43
TheThirdRace

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My take on it is that Fade Shield is fine as a mechanic, it's just that Barrier should be 50% instead.

 

Disclosure: the numbers are there to explain the principle, don't take them literally like a moron...

 

For example, a full Barrier is 2000 points so the Arcane Warrior's Barrier should top at 1000 points instead.

 

The kicker for the Arcane Warrior's Barrier is the effectiveness of it. A full Barrier being 2000 points means you only have 2000 points for 10 seconds. An Arcane Warrior topping the 2000 points can generate new Barrier whenever he hits and get hit. Which mean that the Arcane Warrior can easily generate 6000 to 8000 Barrier points over 10 seconds because it resplenishes constantly while being hit.

 

Lowering the Barrier total points by 50% (or more) will have a bigger impact than you might think. Since the Barrier would be limited at 1000 points, it means:

  • You won't be generating new Barrier points past 1000 points -> reduced effectiveness by more than 50% because you'll be at "full" Barrier faster and you can't generate more Barrier when it's already full
  • The 1000 points Barrier is easier to get down, so no more soloing as easily as before
  • You still are great at surviving while you attack because a 1000 points Barrier is still good you know...

I think it's much more preferable to reduce the effectiveness of Fade Shield thru Barrier "total" than mess with the whole mechanic itself (also less chances of bugs introduced, which could kill the whole character). Lowering the damage converted to Barrier would render Barrier unsuable unless you hit tons of enemies first. Lowering the damage of Spirit Blade would make the Arcane Warrior relatively bad at DPS. Removing Pull of the Abyss isn't really great either. All the "usual" options change the character fondamentally, my suggestion doesn't change him at all, he just get less Rambo. Isn't it what we want?


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#44
MajorStupidity

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My take on it is that Fade Shield is fine as a mechanic, it's just that Barrier should be 50% instead.

 

Disclosure: the numbers are there to explain the principle, don't take them literally like a moron...

 

For example, a full Barrier is 2000 points so the Arcane Warrior's Barrier should top at 1000 points instead.

 

The kicker for the Arcane Warrior's Barrier is the effectiveness of it. A full Barrier being 2000 points means you only have 2000 points for 10 seconds. An Arcane Warrior topping the 2000 points can generate new Barrier whenever he hits and get hit. Which mean that the Arcane Warrior can easily generate 6000 to 8000 Barrier points over 10 seconds because it resplenishes constantly while being hit.

 

Lowering the Barrier total points by 50% (or more) will have a bigger impact than you might think. Since the Barrier would be limited at 1000 points, it means:

  • You won't be generating new Barrier points past 1000 points -> reduced effectiveness by more than 50% because you'll be at "full" Barrier faster and you can't generate more Barrier when it's already full
  • The 1000 points Barrier is easier to get down, so no more soloing as easily as before
  • You still are great at surviving while you attack because a 1000 points Barrier is still good you know...

I think it's much more preferable to reduce the effectiveness of Fade Shield thru Barrier "total" than mess with the whole mechanic itself (also less chances of bugs introduced, which could kill the whole character). Lowering the damage converted to Barrier would render Barrier unsuable unless you hit tons of enemies first. Lowering the damage of Spirit Blade would make the Arcane Warrior relatively bad at DPS. Removing Pull of the Abyss isn't really great either. All the "usual" options change the character fondamentally, my suggestion doesn't change him at all, he just get less Rambo. Isn't it what we want?

Seems like a reasonable change and it would have less risk of completely breaking something like a complete rework would.