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Focus Abilities in MP


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#1
hellbiter88

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Another comment on here got me thinking: Shouldn't we have focus abilities in MP? Like a 5th slot--reserved only for focus. You can build it up in operations as you would in SP mode. Each class should have one.

 

Looking at you, resurgence.



#2
DrKilledbyDeath

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I always focus on my abilities, can't win with just auto-attack.


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#3
hellbiter88

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Yeah me too. Especially when I get into the zone [5].



#4
DBR87

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But on consoles, where would you map it for the peasants?



#5
hellbiter88

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But on consoles, where would you map it for the peasants?

 

haven't played console w/ this game but don't u just hold down the right trigger to cycle through the menu? It's a focus ability so it's not like you'd be using it a whole lot.



#6
DrKilledbyDeath

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haven't played console w/ this game but don't u just hold down the right trigger to cycle through the menu? It's a focus ability so it's not like you'd be using it a whole lot.

I can't remember since I am not holding a controller but whatever button is used to cycle just brings up the potion options. Since healing pots have their own button mapped without cycling, maybe just change one of the potion spots to focus.



#7
hellbiter88

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I can't remember since I am not holding a controller but whatever button is used to cycle just brings up the potion options. Since healing pots have their own button mapped without cycling, maybe just change one of the potion spots to focus.

 

or I suppose they could just give you the option of sticking it in one of the 4 existing slots. I could make room for Haste, Thousand Cuts or resurgence. But then I suppose they would have to amp up the focus gain and then everyone would be OP.



#8
DrKilledbyDeath

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or I suppose they could just give you the option of sticking it in one of the 4 existing slots. I could make room for Haste, Thousand Cuts or resurgence. But then I suppose they would have to amp up the focus gain and then everyone would be OP.

Especially me with my 2 items that increase focus gain, and my thousand cuts ring.


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#9
Pheabus2009

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That would be fun, imagine using those Focus abilities against Dragons once that DLC is out.

I don't think the binding on console is a big problem, they can always use button-combinations.

However I think their current priority should still be bug-fixing, haven't touched DAMP for almost one week due to the infinite black screen bug.


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#10
Guest_Mortiel_*

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There are a few focus abilities in MP already, toned down from SP, obviously. Firestorm, Rampage, and Counterstrike.

 

I would like to see Haste, Rally, and Resurgence similarly ported into MP.

 

The ones that should be skipped: Hail of Arrows and Thousand Cuts are brokenly overpowered. Mark of the Rift is obviously restricted to the Inquisitor.

 

Cloak of Shadows was rather useless in my testing, and honestly was a poor design choice. Thousand Cuts seemed more of an Assassin skill, but that was placed on the Tempest instead, whom should have had some kind of elixer-based Focus skill in my opinion.



#11
hellbiter88

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There are a few focus abilities in MP already, toned down from SP, obviously. Firestorm, Rampage, and Counterstrike.

 

I would like to see Haste, Rally, and Resurgence similarly ported into MP.

 

The ones that should be skipped: Hail of Arrows and Thousand Cuts are brokenly overpowered. Mark of the Rift is obviously restricted to the Inquisitor.

 

Cloak of Shadows was rather useless in my testing, and honestly was a poor design choice. Thousand Cuts seemed more of an Assassin skill, but that was placed on the Tempest instead, whom should have had some kind of elixer-based Focus skill in my opinion.

 

Yeah giving thousand cuts to sera (who uses a bow) was an odd choice. They should have scrapped cloak of shadows or tweaked it to last longer. And I think the description says you stay cloaked and you don't. Half the time the rest of my characters never even stealthed along with my assassin.



#12
GrommitSmit

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There are a few focus abilities in MP already, toned down from SP, obviously. Firestorm, Rampage, and Counterstrike.

I would like to see Haste, Rally, and Resurgence similarly ported into MP.

The ones that should be skipped: Hail of Arrows and Thousand Cuts are brokenly overpowered. Mark of the Rift is obviously restricted to the Inquisitor.

Cloak of Shadows was rather useless in my testing, and honestly was a poor design choice. Thousand Cuts seemed more of an Assassin skill, but that was placed on the Tempest instead, whom should have had some kind of elixer-based Focus skill in my opinion.


I would love to see Rally brought into DAMP.

Haste would be fun, but not sure how easy the speed boost we be to implement in MP. Would it calculate off the Lobby Host or Character who cast it?

Resurgence would be great as well, give me a new Support Mage with either this or Revival and I would be one happy damper.

Thousand cuts limited to Tier 1 number of hits could be fun...

#13
Guest_Mortiel_*

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I would love to see Rally brought into DAMP.

Haste would be fun, but not sure how easy the speed boost we be to implement in MP. Would it calculate off the Lobby Host or Character who cast it?

Resurgence would be great as well, give me a new Support Mage with either this or Revival and I would be one happy damper.

Thousand cuts limited to Tier 1 number of hits could be fun...

 

Thousand Cuts would not port well into MP. Not to mention that the kind of single target DPS that Thousand Cuts provides would be useless in MP.

 

Honestly though, Resurgence and Revival would both be awesome in their own right. I wouldn't mind seeing both brought into MP at some point. I had forgotten about Revival, to be honest. 



#14
Jeremiah12LGeek

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Lightning Flask or Haste would confuse the hell out of your teammates. They'd think they had dropped acid, or something.


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#15
Guest_Mortiel_*

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Lightning Flask or Haste would confuse the hell out of your teammates. They'd think they had dropped acid, or something.

 

The manner in which those abilities are tackled in SP are unique to other games with similar spells. If the player is affected, it simply slows enemies down instead of speeding you up, making so that you get the same effect as speed but without affecting potential usability. If the player is not affected (i.e. Sara with Lightning Flask when player is controlling Inquisitor), then the player sees the AI character moving faster.

So, Haste would just make the enemies appear to move in slow motion. It would not be hard, because it affects the entire team. Think of it more like an infinite range Blizzard (not upgraded) instead of speed, as that is essentially what it is.

Lightning Flask, on the other hand, is likely not in MP simply because the mechanics slow everything but the caster, as opposed to speeding up the caster. It would be extremely difficult to slow everything else from the casters POV, yet make the caster appear to move faster from the POV of other players. Conversely, simply speeding up the caster would make it very unwieldy for a player based upon how fast I see Sera move in SP (not impossible, just unwieldy).



#16
veramis

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A big mistake that many grinding games make is they keep adding more and more powerful content while ignoring that most existing content is not even used by players. Poor balance obsoletes relatively less viable content (abilities, classes, equipment, difficulties, etc.) and proportionately reduces replayability.

 

I would much rather they balance THE ALREADY EXISTING CONTENT, than add in more things that will obsolete even more things.

 

I want to play a Katari that isn't made out of paper.

 

I want to play an Alchemist that has something useful to contribute to the team.

 

I want to play a Hunter that scores more than half of what an Archer scores.

 

I want to use that goddamn unique giant spoon two-handed weapon.

 

I want to be able to try out different abilities without people telling me I'm doing things wrong because there is only one or two optimal ways to build each class.

 

Keep your focus abilities out of your MP, biower, unless you actually hire people who know what they are doing to balance the game.



#17
hellbiter88

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snip

 

I would never expect to see lightning flask in MP. How would you even implement that without effecting the entire team? Haste, on the other hand, should be brought in, if possible. As with the other existing "focus" abilities like firestorm, you could give it tier 1 duration. It would still be incredibly useful to slow down enemies on the map for revivals, team combos, or running away.

 

Also: I've thought about why revive isn't in the game many times. It's probably because it would be too easy to spam with other cooldown items and passives. This would render the entire point of MP difficulty obsolete. I think if they brought in a revive-type ability (like resurgence), they should give it a special MP cooldown time of like 180 seconds or something.



#18
JRandall0308

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Within reason, speeding up the player (character's) movement and attack animations isn't a problem. We already have Rampage for example.

 

In ME3 we had Adrenaline and various other "speed up" stuff (Drell passives, certain evolutions of Annihilation Field, etc.).

 

You just can't speed up the movement/attack so much that it becomes unplayable.

 

But a 30% ? 40% ? (wherever you draw the line) increase would give the player a huge boost.



#19
Guest_Mortiel_*

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Within reason, speeding up the player (character's) movement and attack animations isn't a problem. We already have Rampage for example.

 

In ME3 we had Adrenaline and various other "speed up" stuff (Drell passives, certain evolutions of Annihilation Field, etc.).

 

You just can't speed up the movement/attack so much that it becomes unplayable.

 

But a 30% ? 40% ? (wherever you draw the line) increase would give the player a huge boost.

 

I'm not sure if you understand how speed reduction versus speed increase works.

 

The way is translates best is in decimal form. Normal speed is 1. A 50% speed reduction would divide the base speed by 2, resulting in 0.5. In order to get the inverse of that (the equivalent speed bonus), you have to multiply by 2. Does that make sense?

 

Lightning Flask, not upgraded, causes a 60% speed reduction to everyone but the Tempest. This means that technically the Tempest is receiving a 250% speed bonus (to outside POV).

 

Lightning Flask's upgrade, Quicksilver, increases the speed reduction to 99%. This translates effectively to a 10,000% speed bonus. How would you make that in any way usable?

 

No, I am afraid Lightning Flask will not be ported to MP. If it is, it will be changed (read: nerfed) to such an insane degree that it might as well be a completely different skill.

 

However, as I said, Haste would be totally possible, as it affects the entire team. There would be no need to worry about the effective 667% speed increase from outside POV, as the outisde POV is all AI. To all players, it just appears to be an 85% speed reduction to all enemies.



#20
Zehealingman

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Lesser Lightning Flask

+ movement speed
+ attack rate

Enemies who are hit by any attack of the caster have their movement speed slowed.

#21
coldflame

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Cloak of Shadows was rather useless in my testing, and honestly was a poor design choice. Thousand Cuts seemed more of an Assassin skill, but that was placed on the Tempest instead, whom should have had some kind of elixer-based Focus skill in my opinion.

 

Similar situation happened to Haste where it is more suited for KE, and Resurgence more suited for Necromancer.



#22
JRandall0308

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I'm not sure if you understand how speed reduction versus speed increase works.

 

I understand how they work. We're basically saying the same thing: MP cannot use the same reduction/increase amounts as SP because it would be unplayable.

 

No player can control their character moving 1000% faster than normal. But a player could control a character moving 30%-40% (or whatever, need testing) faster than normal. So we could have "lesser" or "modified" Focus abilities like Haste, etc. Not exactly the same as in SP but appropriately modified for MP.



#23
hellbiter88

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I understand how they work. We're basically saying the same thing: MP cannot use the same reduction/increase amounts as SP because it would be unplayable.

 

No player can control their character moving 1000% faster than normal. But a player could control a character moving 30%-40% (or whatever, need testing) faster than normal. So we could have "lesser" or "modified" Focus abilities like Haste, etc. Not exactly the same as in SP but appropriately modified for MP.

 

I think (I don't know) that the difference is that lightning flask would have to be altered in order to be moved to MP. Haste could simply be imported as a tier 1 like the others. One could argue that with the addition of haste, the game would be nerfed and the players OP, especially if you had more than one person casting it. However, if you roll with a team of elementalists all with firestorm, this argument becomes moot, since that ability is also pretty OP for MP.



#24
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I understand how they work. We're basically saying the same thing: MP cannot use the same reduction/increase amounts as SP because it would be unplayable.
 
No player can control their character moving 1000% faster than normal. But a player could control a character moving 30%-40% (or whatever, need testing) faster than normal. So we could have "lesser" or "modified" Focus abilities like Haste, etc. Not exactly the same as in SP but appropriately modified for MP.


*facepalm* No, I do not think you do... As I said many times, Haste would not need to be modified at all, as it affects the whole team. Lightning Flask, by itself, only, not any other skill, cannot exist in MP without being completely altered, at which point it would not even be Lightning Flask anymore.
 

I think (I don't know) that the difference is that lightning flask would have to be altered in order to be moved to MP. Haste could simply be imported as a tier 1 like the others. One could argue that with the addition of haste, the game would be nerfed and the players OP, especially if you had more than one person casting it. However, if you roll with a team of elementalists all with firestorm, this argument becomes moot, since that ability is also pretty OP for MP.


Spot on. Haste is not an issue. Lightning Flask is an issue by the degree of the effect and it's mechanics.

A tier 1 Haste only lasts like 6 seconds, which is really not any more game-breaking than current iterations of Firestorm, Counterstrike, or Rampage. Throw on a 60 second cool down like the other imported Focus abilities and it's surprisingly balanced.


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#25
hellbiter88

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snip

 

They may add new classes in DLC and end up importing some of these abilities. Maybe even make some new abilities. At least I'd hope so.

 

A time mage would be pretty cool. Haste, disruption field (only larger), some kind of teleport ability besides fade step. That sort of thing.