Aller au contenu

Photo

Knight Enchanter deserves a nerf?


  • Veuillez vous connecter pour répondre
50 réponses à ce sujet

#26
Feranel

Feranel
  • Members
  • 932 messages

Shield Bash 1200% dmg vs guard, but it has a cooldown.  Spirit Blade can be spammed, AND it destroys barriers even before my mage companions can fire off Dispel.

 

Spammability doesn't really mean anything when one shield bash from a warrior with 100 STR (90% bonus damage to guard) can one shot any boss or Dragon's guard on nightmare. 

 

Every class has OP combinations when built right, KE's merely have a slightly simpler path towards OPness, but they really aren't all that special.


  • Cobra's_back aime ceci

#27
McPartyson

McPartyson
  • Members
  • 318 messages

Spammability doesn't really mean anything when one shield bash from a warrior with 100 STR (90% bonus damage to guard) can one shot any boss or Dragon's guard on nightmare. 

 

Every class has OP combinations when built right, KE's merely have a slightly simpler path towards OPness, but they really aren't all that special.

 

Nah, I agree with the other guys. Spirit Blade is more efficient in taking guard and barrier down and you do it while bouncing any projectiles coming from ranged enemies back at them and doing aoe damage to the melee enemies. Also while this is happening, fade shield is charging. It's all in 1 button. Pressed Repeatedly. Serious.


  • The Goodjerk et Bayonet Hipshot aiment ceci

#28
Fullmetall21

Fullmetall21
  • Members
  • 325 messages

Spirit Blade hits in a wide arc hitting multiple enemies, destroys barriers and guard faster then any other class and ignores enemy armor. The damage is atleast average.

 

Spirit Blade hits for like 500-700 damage per hit on mobs without spirit vulnerability so at best it's like a normal swing of a 2H sword. I would say it's VERY average damage and guard breaking with a warrior is better shield bash and take out the whole bar in one hit as others have said.

 

You might consider that damage a lot for a spammable ability however there are countless abilities in the game that are able to wipe the floor with every single mob in 1/5 of the time a knight enchanter spamming Spirit Blade would. Fire Mine, Wrath of Heaven+Spell Purge, Hidden Blades from Stealth.

 

Oh and the other spammable spec the Reaver hits for over 2.6k per swing of Dragon's Rage in a wide arc that of course decimates guard since you are a warrior. In comparison to that, the 500 or even 1000 damage of the spirit blade seems below average. I could see it if you said something about Chaotic Focus + Fire Mine spec of the KE, or the defense but, spirit blade damage? come on guys.



#29
Frybread76

Frybread76
  • Members
  • 816 messages

Looks like patch 7 nerfs KE:

 

From the notes:

"Balance changed on Arcane Warriors. “Spirit Blade” now costs more and does less damage to Barriers and Guard in multiplayer. “Spirit Blade” no longer applies a damage bonus in both play modes."

 

So what does "no longer applies a damage bonus" mean?  Spirit Blade did 300 percent weapon damage pre-patch 7.  Does that mean that it will do only base weapon damage post-patch 7?


  • Cobra's_back aime ceci

#30
draken-heart

draken-heart
  • Members
  • 4 009 messages

If anything, Knight Enchanter+Fire Mine deserves the nerf. After all fade shield gives 30% of damage dealt as barrier and Fire Mine does 1600% damage. that is a full barrier no matter how many enemies there are on any difficulty.



#31
stop_him

stop_him
  • Members
  • 1 119 messages

All this stupid nerfing on a single player game while REAL glitches and problems remain. Why not just make all spells and weapons do 1 hit point of damage, then everybody will stop whining about all classes being so OP?


  • Frybread76, Texhnolyze101, Cobra's_back et 1 autre aiment ceci

#32
draken-heart

draken-heart
  • Members
  • 4 009 messages

All this stupid nerfing on a single player game while REAL glitches and problems remain. Why not just make all spells and weapons do 1 hit point of damage, then everybody will stop whining about all classes being so OP?

 

I was joking, myself, but it is true in a way.



#33
Frybread76

Frybread76
  • Members
  • 816 messages

KE was kinda OP, but I don't really care about a single-player class being OP and I don't play multiplayer.

 

My only issue is won't this change KE into a more traditional ranged mage?  I mean, with only base weapon damage for Spirit Blade,  a KE won't be able to generate enough of a barrier to stay long in melee, right?


Modifié par Frybread76, 04 mai 2015 - 11:46 .


#34
Poisd2Strike

Poisd2Strike
  • Members
  • 379 messages

Looks like patch 7 nerfs KE:

 

From the notes:

"Balance changed on Arcane Warriors. “Spirit Blade” now costs more and does less damage to Barriers and Guard in multiplayer. “Spirit Blade” no longer applies a damage bonus in both play modes."

 

So what does "no longer applies a damage bonus" mean?  Spirit Blade did 300 percent weapon damage pre-patch 7.  Does that mean that it will do only base weapon damage post-patch 7?

 

No.  It means that Spirit Blade will no longer do +200% bonus dmg vs barrier and +400% bonus dmg vs guard.  The 300% weapon damage would still apply, since that is Spirit Blade's base damage.  Unfortunately, this will make fighting some Dragons and some other enemies more time consuming as well as making it more difficult to maintain barrier during certain fights.  KE has already been nerfed previously, so I don't really see the point in further nerfs; especially in Single Player mode.


  • Cobra's_back aime ceci

#35
Frybread76

Frybread76
  • Members
  • 816 messages

No.  It means that Spirit Blade will no longer do +200% bonus dmg vs barrier and +400% bonus dmg vs guard.  The 300% weapon damage would still apply, since that is Spirit Blade's base damage.  Unfortunately, this will make fighting some Dragons and some other enemies more time consuming as well as making it more difficult to maintain barrier during certain fights.  KE has already been nerfed previously, so I don't really see the point in further nerfs; especially in Single Player mode.

 

Yeah, I looked at the sentences again and that makes sense (still doing 300% base damage but no bonus damage on top of that for barrier and guard).  Only doing base weapon damage would severely weaken the class.



#36
Cowcaster

Cowcaster
  • Members
  • 3 messages

according to the bioware employee's post here: http://forum.bioware...2#entry19076778 it seems like the non-guard/barrier related damage nerf (which was only changed in multiplayer) was actually an erroneous bonus 100% damage the spirit blade got when you picked up the upgrade to it. otherwise it's unchanged in the single player.



#37
Poisd2Strike

Poisd2Strike
  • Members
  • 379 messages

according to the bioware employee's post here: http://forum.bioware...2#entry19076778 it seems like the non-guard/barrier related damage nerf (which was only changed in multiplayer) was actually an erroneous bonus 100% damage the spirit blade got when you picked up the upgrade to it. otherwise it's unchanged in the single player.

 

Luke's post doesn't say that the bonus damage nerf is only for Multiplayer mode.  Also, the Patch 7 Notes specifically mentions the following:

 

"Balance changed on Arcane Warriors. “Spirit Blade” now costs more and does less damage to Barriers and Guard in multiplayer. “Spirit Blade” no longer applies a damage bonus in both play modes."

 

Unless the "damage bonus" is the unintended / erroneous bonus that Luke specifically mentions, in which case KE would behave as it did pre-Patch in Single Player.  I just wish the Patch 7 Notes were a little more specific as to which damage bonus has been removed.



#38
draken-heart

draken-heart
  • Members
  • 4 009 messages

I really don't think the KE needs a nerf in the traditional sense.  I mean they don't have a taunt, so they can't really tank.  Their dps isn't marginally higher or lower than the other specs.  It's their survivability.  The problem comes along with a statement like "I got tired of my party dying so I just left them dead and killed the dragon by myself".

 

I think the KE, being a commander, should scale with party.  What I mean is, the more people alive, the passives become better.  For example, if your entire party was alive, let the passives be what they are now.  If 1 person dies, cut it by 1/3.  If two die, cut it by 2/3.  If 3 die, well...your passives become junk.  Passives that allow mana regen in melee range, or slow barrier decay, or how much you regen barrier by doing damage.  And probably put a max on how much you can regen your barrier from any given damaging spell too would help.

 

I think this could work, but it could be reworked abit. Maybe make Fade shield, instead of self-barriering, increase defense. Also the mana/stamina regen thing might be good



#39
Cowcaster

Cowcaster
  • Members
  • 3 messages

Luke's post doesn't say that the bonus damage nerf is only for Multiplayer mode.  Also, the Patch 7 Notes specifically mentions the following:

 

"Balance changed on Arcane Warriors. “Spirit Blade” now costs more and does less damage to Barriers and Guard in multiplayer. “Spirit Blade” no longer applies a damage bonus in both play modes."

 

Unless the "damage bonus" is the unintended / erroneous bonus that Luke specifically mentions, in which case KE would behave as it did pre-Patch in Single Player.  I just wish the Patch 7 Notes were a little more specific as to which damage bonus has been removed.

 

i mean i figured since the patch notes specifically say that two changes, the cost increase and the guard/barrier damage nerf, were only in multiplayer, and that the post says there were a total of three changes made to spirit blade, a cost increase, a barrier/guard damage nerf, and a bugged damage fix, i thought it wouldn't be all that confusing but here we are.



#40
Bhaal

Bhaal
  • Members
  • 415 messages

KE isn't inherently OP. However Chaotic Focus with Fade Shield and Spirit Blade with Clean Burn are OP.

 

KE can utilise Chaotic focus without losing barrier. At some point KE does up to 20k fire damage with fire mine and 6k with immolate. Considering these two do AOE damage... 

 

So, only nerf needed(if needed) was changing Fade shield so it couldn't work with other damage skills(make it only work with spirit damage for example).



#41
Ambivalent

Ambivalent
  • Members
  • 237 messages

Umh why nerf some class in a single player game? Not like it'll ruin your fun in PvP or something.

 

Think it is OP and don't like it? Then don't be it, don't use it.


  • tcun44 aime ceci

#42
Bigdawg13

Bigdawg13
  • Members
  • 1 174 messages

Umh why nerf some class in a single player game? Not like it'll ruin your fun in PvP or something.

 

Think it is OP and don't like it? Then don't be it, don't use it.

 

Because some people like the concept of the KE but find the playstyle is boring when there is NO CHALLENGE.

 

People like challenge.  Being singleplayer doesn't negate the value of a challenge.  Arguing otherwise is akin to suggesting difficulty levels be removed.  The problem with KE is that it is REALLY boring.

 

People like the idea of an arcane warrior though.  They like the idea of an evolved knight enchanter with a lightsaber. 

 

I still think the KE's ability to recharge their barrier should be based on how many companions are around them.  Force them to use more utility and synergy type spells rather than just spam fire mine on EZmode (...meanwhile the rest of your party died a long time ago but you don't care because you can NOT DIE).


  • Seraphael aime ceci

#43
draken-heart

draken-heart
  • Members
  • 4 009 messages

Because some people like the concept of the KE but find the playstyle is boring when there is NO CHALLENGE.

 

People like challenge.  Being singleplayer doesn't negate the value of a challenge.  Arguing otherwise is akin to suggesting difficulty levels be removed.  The problem with KE is that it is REALLY boring.

 

People like the idea of an arcane warrior though.  They like the idea of an evolved knight enchanter with a lightsaber. 

 

I still think the KE's ability to recharge their barrier should be based on how many companions are around them.  Force them to use more utility and synergy type spells rather than just spam fire mine on EZmode (...meanwhile the rest of your party died a long time ago but you don't care because you can NOT DIE).

 

In Origins, I tried the arcane warrior for no reason other than it sounded cool. Gameplay was similar to the Knight Enchanter, except more sustained then walk up and just auto attack all the time. That is boring. You want a challenge with KE, do not take fade shield.



#44
Magdalena11

Magdalena11
  • Members
  • 2 840 messages

I can say this:  I found 2 new glitches today that happen when enemies die too fast.  If you kill the Ferelden Frostback on the valley floor, not on top of the mesa, the loot drops under the mesa and is inaccessible.  Also, all enemies from the area also blink into existence, including the red templars from the docks, which was a fun fight, but one I would have rather not had to reload over.  Doing rocky rescue, I picked off a group of red templars around a column at range from an overpass, essentially as they entered combat.  The enemy winked out, and Inq reappeared standing where she was before she crossed the overpass, but with the buffs she'd built up during combat.  I don't know if the class needs to be nerfed, but if you enjoy it, you can really get rid of stuff quickly.  Unless when I turn the game back on, I walk in like I was supposed to and find a circle of dead red templars and a very confused marksman I missed.



#45
MEBengal2008

MEBengal2008
  • Members
  • 214 messages

Welcome to last November.

But no, KE does not need a nerf. Every specialization is OP once you learn to play it.

 

No...it does not...but it is definitely OP in almost anyone hands...Just pop the barrier, go into battle and hold the down the button that has your KE blade....very simple and easy to use....



#46
Cobra's_back

Cobra's_back
  • Members
  • 3 057 messages

KE can survive the whole game but it's hardly OP. It deal average/below average damage and its only upside is that it's really easy to use but that's it. The champion warrior can do all the KE can and more dealing some serious damage while being indestructible. The reaver is also unrivaled in damage and survival with the right set up. Don't even get me started on rogues.

 

The fact that mages can solo bosses on a sluggish speed means nothing what so ever. If you think that the KE is too easy to play don't play it the class is not for you. Every class in this game can solo nightmare if you know how to play KE is simply the easiest to get into. And no you should NOT nerf a freaking single player game.

 

It's not like you compete with anyone for anything you play alone to complete the game. If you are a min/max person like me and yet you pick KE as your optimal spec, well unless you go whole game solo I can see it but chances are if you survived the mage solo 1- skyhold you don't really need KE.

 

 

I agree 100%. The archer assassin does 9800 with not even the best bow. The KE is not going to do that kind of damage. Having said that an assassin is a glass canon without stealth. Sera 1000 cuts can rip through a dragon herself, but she is not that good at taking damage. All classes have their strong points. KE is a much longer fight than a rogue up against a dragon. KE is designed to survive a long fight.



#47
Cobra's_back

Cobra's_back
  • Members
  • 3 057 messages

KE isn't inherently OP. However Chaotic Focus with Fade Shield and Spirit Blade with Clean Burn are OP.

 

KE can utilise Chaotic focus without losing barrier. At some point KE does up to 20k fire damage with fire mine and 6k with immolate. Considering these two do AOE damage... 

 

So, only nerf needed(if needed) was changing Fade shield so it couldn't work with other damage skills(make it only work with spirit damage for example).

 

How does this work against something immune or resistant to fire? You know like the following:

 

Fire dragon

Fire mage

rage demon

Gurgut

Phoenix

Wyvern

Varghest

Behemoth

 

I think the game is designed where one is not king in all situations. 



#48
Cobra's_back

Cobra's_back
  • Members
  • 3 057 messages

No...it does not...but it is definitely OP in almost anyone hands...Just pop the barrier, go into battle and hold the down the button that has your KE blade....very simple and easy to use....

 

Yes, I can see how boring it would be if played that way. They could instead use some of their other mage skills.



#49
Cobra's_back

Cobra's_back
  • Members
  • 3 057 messages

All this stupid nerfing on a single player game while REAL glitches and problems remain. Why not just make all spells and weapons do 1 hit point of damage, then everybody will stop whining about all classes being so OP?

 

Good point. I believe Rift mage is still bugged. Can't take punching down, Shaken or any ability that reduces cool down. Let's see if they manage to screw KE up as well.



#50
Cobra's_back

Cobra's_back
  • Members
  • 3 057 messages

Nah, I agree with the other guys. Spirit Blade is more efficient in taking guard and barrier down and you do it while bouncing any projectiles coming from ranged enemies back at them and doing aoe damage to the melee enemies. Also while this is happening, fade shield is charging. It's all in 1 button. Pressed Repeatedly. Serious.

 

 

 

Edit found error. Spirit blade does 300% base damage no bonus damage on top of that for barrier and guard.  That means not very good against dragons with guard. There are roughly 6 dragons with guard. The shield bash is a must.