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Skills that should be buffed


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16 réponses à ce sujet

#1
deadkai

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I would suggest Shadow Strike should do more damage. Compared with full draw, it does far less damage(especially if the enemy has full health,has to be used in melee range and can miss easily. This isnt exactly balanced(for a skill at the bottom of a tree). Ice Mine is also not really worth it compared to an upgraded Winter Grasp that could freeze multiple enemies and deals damage. Either the range of this ability should be increased or it should deal at least 50 percent of the damage a fire mine deals.

 

Other suggestions?



#2
JaegerBane

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I would suggest Shadow Strike should do more damage. Compared with full draw, it does far less damage(especially if the enemy has full health,has to be used in melee range and can miss easily. This isnt exactly balanced(for a skill at the bottom of a tree). Ice Mine is also not really worth it compared to an upgraded Winter Grasp that could freeze multiple enemies and deals damage. Either the range of this ability should be increased or it should deal at least 50 percent of the damage a fire mine deals.
 
Other suggestions?


Might be worth pointing out that Winter's Grasp only ever freezes a single enemy, even upgraded (chills the rest), whereas ice mine can freeze multiple targets and can debuff them. I don't necessarily think either spell is genuinely enough as it is but I can see the logic as to how they were worked out.
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#3
Xerxes52

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I'd really like to see the Templar's Blessed Blades work as a party-wide buff like Horn of Valor rather than a ground ring. Also it should give some kind of damage buff against non-demons, or the description should be reworded.

 

Second, maybe change Ring of Pain so it is a fixed radius around the Reaver (basically like Aura of Pain in previous games)?

 

Third, Flashfire or the "Panicked" status effect should get some kind of buff.



#4
deadkai

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Might be worth pointing out that Winter's Grasp only ever freezes a single enemy, even upgraded (chills the rest), whereas ice mine can freeze multiple targets and can debuff them. I don't necessarily think either spell is genuinely enough as it is but I can see the logic as to how they were worked out.

Well, most enemies dont have much armor to begin with. I mean, 5000 health and like 39 armor? Electric Cage, Pull of the Abyss are far better at crowd control

and the latter also can weaken enemies.



#5
DomeWing333

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I think Shadow Strike is plenty powerful as it is. It's a lot faster to execute than Full Draw, is a detonator, is cheaper, and its upgrade reduces cooldown times by a ton. It doesn't make sense to compare it to Full Draw anyhow as any rogue with Full Draw has no business being in range to use Shadow strike. On Dual Wields, it's awesome though. The whole Subterfuge tree, in fact, is fine. What needs a buff is the Sabotage Tree. Caltrops in particular can be buffed 5 times over and still be just "okay."



#6
deadkai

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I think Shadow Strike is plenty powerful as it is. It's a lot faster to execute than Full Draw, is a detonator, is cheaper, and its upgrade reduces cooldown times by a ton. It doesn't make sense to compare it to Full Draw anyhow as any rogue with Full Draw has no business being in range to use Shadow strike.

And thats the problem right here. A dual dagger rogue takes higher risks then the archer,but his abilities deals less damage. Higher risk should lead to higher rewards.



#7
Arvaarad

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Well, most enemies dont have much armor to begin with. I mean, 5000 health and like 39 armor? Electric Cage, Pull of the Abyss are far better at crowd control
and the latter also can weaken enemies.


39 armor kind of is a lot. If you take the best bow schematic in the game and fill it with dragon mats, you'll still get more of a damage boost fully sundering that armor than you will from a stack of Killer's Alchemy (+15% damage).

Armor subtracts from your base damage, before modifiers are applied. And some dragons have armor in the 50s.

#8
Farangbaa

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None. Especially not DW rogue, it does crazy enough damage already.
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#9
TheBlackSwordsman

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almost every skill in artificer's or templar tree,i guess


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#10
AxholeRose

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The entire necro tree.



#11
rayzorium

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I wouldn't mind if Shadow Strike's cooldown reduction didn't require flanking. Such a pain for enemy pathing to screw you over.



#12
DomeWing333

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And thats the problem right here. A dual dagger rogue takes higher risks then the archer,but his abilities deals less damage. Higher risk should lead to higher rewards.

His abilities do slightly less damage per hit, but his superior attack speed makes up for this. Plus, you have to figure specializations into this. Think about a Tempest using Flask of Fire and then spamming Shadow Strike, each hit of which reduces the cooldown for every skill by 4 seconds, including flasks.



#13
Farangbaa

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almost every skill in artificer's or templar tree,i guess

 

A ranged artificer can take down every dragon in the game in like 30 seconds, if played right.

 

Templars can do up to 15000 spirit AoE damage to demons, and like half it to every other stunable enemy (use AoE stun and then purge it). Templars are beastly... :D


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#14
DomeWing333

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A ranged artificer can take down every dragon in the game in like 30 seconds, if played right.

The problem is that this has nothing to do with the active skills of the Artificer and everything to do with one single passive you can get with 2 points invested into the tree (and the gamebreakingly good crafting system). I hate that the best way to play Artificer is to play nothing like how an artificer should play and just completely ignore every trap ability.


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#15
Farangbaa

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The problem is that this has nothing to do with the active skills of the Artificer and everything to do with one single passive you can get with 2 points invested into the tree (and the gamebreakingly good crafting system). I hate that the best way to play Artificer is to play nothing like how an artificer should play and just completely ignore every trap ability.

 

Well, yeah, you've got a point there



#16
sethroskull79

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So as a soon to be Assassin Archer....I shouldn't take Shadow Strike?



#17
JaegerBane

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Well, most enemies dont have much armor to begin with. I mean, 5000 health and like 39 armor? Electric Cage, Pull of the Abyss are far better at crowd control
and the latter also can weaken enemies.


Like I say, i don't think ice mine is a particularly great spell to begin with, I was just pointing out that the logic behind it made sense. It's just that, barring the first tier, the Winter tree is generally a pretty rubbish selection. The fact that Ice Mine has been balanced against a earlier spell doesn't mean it's not a bad spell.

IMHO they should have binned off all the Mine spells altogether, and stuck with the old Glyphs that had persistent effects or could combo with others. The general lack of decent crowd control and wide open areas mean that activation delay is just a plain ball ache to deal with full stop.