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Patch 3 now downloadable on Origin! - Destruction Route nonexistent, Keybug not fixed, Rampage broken, Pots broken


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#26
BeardyMcGoo

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If you are a reaver or Katari attempting to tank the demon commander then you are doing it wrong.

It's not a matter of tanking it, it's a matter of going up to it, hitting it maybe twice and then immediately getting panicked for way too long.


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#27
Beerfish

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They have added a fear aura to pots when you try and hit them.


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#28
Zehealingman

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But... But what exactly did they change? I'f like to know more details about the DC change and the strenght of spirits change.

Also thank you that I can finally revive people in tactical mode.

#29
Guest_Stormheart83_*

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http://blog.bioware....-patch-3-notes/
 
TL;DR
 
Rampage fixed, Keyboss fixed, DC nerfed, pots fixed, no abilities bug fixed, buffed strength of spirits

Glorious! DAMP, here I come.

#30
Zehealingman

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Also I really thought that they would buff the Venatori Commander.

#31
Jeremiah12LGeek

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DC nerfed

 

I'm certainly hoping that's what the note meant!

 

But technically, it could be referring to a buff...  :wacko:



#32
Jeremiah12LGeek

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Don't worry.  If they overnerfed the DC we will soon see him get the Geth treatment and then we will all overly loathe his existence.  I remember when they were able to finally fix the Prime combat drone to actually fire incinerate and the wailing that ensued.

 

When in doubt... MOAR STUNLOCK


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#33
Guest_Stormheart83_*

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Also I really thought that they would buff the Venatori Commander.

Yeah, she desperately needs a buff. Poor woman gets ganked by my Assassin in like 10 seconds or less. She needs Mind Blast added to her list of spells.

#34
Gya

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Pot Commander nerfed? Biuvar tnx. :)

Kinda sad blizzard and combo detonators weren't fixed for SP but to be fair, i suppose there were more important issues. That aside, looking forward to the increased MP stability and firestorm spamstorm that will inevitably ensue.

#35
Merlik

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No face export or edit?



#36
Rolenka

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The Demon Commander was a tremendous spike in difficulty over the rest of MP. That kind of disparity should not exist. If the rest of the game is too easy for you... OK. If you say so. I hope you find the game you're looking for. But in this game, the DC's difficulty was bad game design.


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#37
Jeremiah12LGeek

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No face export or edit?

 

Somebody posted in the forums that a post-CC edit function was going to be added with this patch, however, I have seen nothing from BioWare confirming this, so it is little more than a rumour (and... not from a reliable source, but I won't say any more than that.)



#38
caino221

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Agreed the DC was a joke. Having boss aggro...running and jumping but still get hit by underfloor attack, Hhmmmn no thanks.

Estimate... 0.6 secs more after the smoke appears on and I would be happy with that.

#39
Hiero_Glyph

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Meh. These issues should have been fixed within 2 weeks of release, not 2 months later. Also, the armor issue has not been mentioned, nor do we have an ETA for it. Likewise the pointless nature of the current weapon system is still being ignored. ME3 MP had better support/gameplay/DLC and Bioware promised they would do even more with DAMP. I guess we only have to wait another couple months for them to finally deliver on even a small part of what was promised. Also, their communication to date has been abysmal, especially when compared to the ME3 MP team. I hate to keep making comparisons to ME3 MP but they did it first when they sold us the game, now they have to deliver on what was promised.
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#40
Bocochoco

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BIOWARE PLZ DON'T NERF THE DC!!!
In douchecap font!
Please!!!! He's only one challenging
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#41
BraveLToaster

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I'd guess they're moving damage from the teleport to other attacks.

 

Yes, yes, learn to dodge.  Even when you Fade Step away, jump off a ledge, and still somehow get hit when he pops up at your original position.


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#42
Rolenka

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Meh. These issues should have been fixed within 2 weeks of release, not 2 months later.

 

Blame it on the pre-Christmas release schedule. DA:I is the biggest game I've ever seen. They deserved some time with their families.

 

We'll get over it. Life will still go on. In a few months, the delay won't have mattered.


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#43
Saboteur-6

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I'm definitely in the camp in not wanting the DC's damage nerfed. If anything I hope it was a fear stun duration reduction. Everything else seems to be shaping up nicely but....was there a mention of Red Templar wave 5 fixes? This is a serious issue on PS3 as 1/3 Red Templar matches ends with the host having to drop because the Wave 5 didn't complete.



#44
lpconfig

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NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO



#45
Wavebend

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NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

 

Yup, that's right. They nerfed the DC. The only boss that could take down a team of skilled players.

 

Another reason to stop playing the worst MP ever. Join the dark side!



#46
BeardyMcGoo

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Another reason to stop playing the worst MP ever. Join the dark side!

why are you here then?


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#47
UnearthlyCheese

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I really don't understand why people struggle with the DC so much.

Like, there's 3...THREE!!!!!....mobs in this game which require a player to spend half an ounze of effort "studying" in order to defeat....and I'll say that the Venetory chic is a joke which requires next to no planning.

Maybe it's just because I'm used to WoW, where there was literally 6-7 dozen bosses, all of which required unique strategies, undertaken by 10, 25, or up to 40 players all at once....where a single boss fight can last up to 20 minutes or more....things get complicated very fast (and I say "complicated" lightly...it wasn't that hard).


The DC only has 3 abilities (correct me if I'm wrong please, I may be overlooking something that I haven't noticed yet), and he follows the EXACT SAME ATTACK PATTERN, every time, with zero deviation!


-selects a target
-dives under ground
-emerges under selected target, doing damage upon surfacing. The damage is AOE, and has a knockdown.
-auto attacks his primary target for about 5 seconds (total guess, feels like 5ish seconds)
-Fears (the BOOM BOOM BOOM). Fear is the 3rd boom, along with some damage.
-dives under ground after the fear.
-emerges at a random spot, usually far away
-shoots his green missiles things at his primary target from distance
-dives back under ground after shooting the missiles
-emerges under primary target, dealing damage.
-auto attack
-fear
-underground
-missile
-underground
-auto attack
-fear
Etc etc .....

If you are ranged, stay the hell away from the primary target (either a tank, or a kiter) so you don't get hit with the knockdown.

If you are tanking/kiting....when you see him go under....START MOVING! Move away from allies, and stay moving until he surfaces. With my Lego, I don't think I've ever been hit while moving.

If you are kiting, the fear should be no issue, as you are out of range.

If you are tanking, PBS = win

The missiles can be dodged, LoS'd, or blocked with Shieldwall (actually a very easy way to generate a little extra Gaurd if you run with

If you are a melee dps class complaining about the fear interfearing with your ability to swing on the DC....as was mentioned, you're doing it wrong!

If you are melee DPS, vs the DC (actually against any boss, but this is just my opinion), you should be in charge of wiping up the adds. Especially if you have an AOE weapon.

Kataris are basically made for sweeping up trash mobs. They excel at it!! a Katari shouldn't be attacking the DC until every last add is dealt with....and at that point, you can probably just point and laugh at him lol.

To have a melee DPS chase the DC around is a giant waste of time. You spend more time running and/or feared than anything else.

I'm not trying to brag...I just don't see the difficulty. I've only been playing DAMP for just under 2 weeks.

Don't get me wrong, I've wiped on the DC a few times. That just made me want to figure it out, not have it nerfed.

Maybe it was just nerfed on routine? Fingers crossed!!!
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#48
rafoquinha

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Yes! We can finally beat the hardest enemy on multiplayer: the almighty POT


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#49
DrKilledbyDeath

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Yes DC isn't bad if you have 4 people that know what they are doing. When playing with PUGs you are lucky if one other person other than yourself doesn't suck.



#50
exLupo

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The DC issue isn't a balance one, it's a place between gameplay and mechanical design. I see a lot of comments around the good ol' interwebs about people not being able to avoid the attack. The most common pieces of advice are split between two camps.

 

1) Stand on XYZ

2) Jump after Blah

 

Neither of these are gameplay based strategies. The first is a pathing/geometry exploit. The second, as explained, is a client synching trick that lets the host system know precisely where you are; otherwise, the DC will think that you're however many steps back your ping says you must be.

 

Any point of player failure, in any game, should present a learning opportunity. In this case, the learning opportunity requires either experience with pathing design or a working knowledge of network theory. It's possible to have other players tell you this (assuming voice chat occurs) or to read it on forums (traditionally <20% of a game's playerbase) but, even then, the knowledge was gleaned from expertise that exists beyond the scope of the game. If a game presents failure criteria that a player cannot divine through in-game means, then that mechanic is a failure and needs to be fixed.

 

DC, in a LAN latency test environment is great. Real world restrictions, especially ones involving P2P environments, need to be considered and I hope whatever tweaks are in the patch address this shortcoming, specifically.


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