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.
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.
They have added a fear aura to pots when you try and hit them.
Guest_Stormheart83_*
Glorious! DAMP, here I come.http://blog.bioware....-patch-3-notes/
TL;DR
Rampage fixed, Keyboss fixed, DC nerfed, pots fixed, no abilities bug fixed, buffed strength of spirits
DC nerfed
I'm certainly hoping that's what the note meant!
But technically, it could be referring to a buff... ![]()
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
Guest_Stormheart83_*
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.Also I really thought that they would buff the Venatori Commander.
No face export or edit?
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.
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.)
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.
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.
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.
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!
Yes! We can finally beat the hardest enemy on multiplayer: the almighty POT
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.
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.