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Strongest and Weakest classes (balance wise)


7 réponses à ce sujet

#1
Luke Barrett

Luke Barrett
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Hey, everyone!

 

Just wanted to gauge the community real quick to see which of the current 12 characters feel either too weak or too strong. It seemed like the response to the Katari changes we put in was very positive so we'll be looking to help out those characters that may also be in need (and maybe down tune a few others... I'm looking at you, Cillian). So if you could reply with whichever class you feel isn't up to par and maybe a very brief explanation as to why (in your opinion) that would be fantastic.

 

As a side note, I would like to increase the amount of developer interaction with the community here so please attempt to stay on topic and not derail the thread. If this goes well it will certainly increase the odds of it happening with more frequency ;)

 

 

 

 


  • SofaJockey, nranola, DragonRacer et 5 autres aiment ceci

#2
Luke Barrett

Luke Barrett
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Lots of great feedback so far! Most of it is in line with my initial assessment of where they're at so that's a good thing. A couple interesting ability specific items popped up that will now be on my radar now as well.
  • Hex of Hell, ChinookLoki et DragonRacer aiment ceci

#3
Luke Barrett

Luke Barrett
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ok, it's starting to drift a little, but for BSN, 4 pages of deep player insight, pretty much spam and snark free is a serious achievement  :) .

 

I know, right?! I'll probably do more directed topics like this in the future if they continue to go well. Trying not to sway any of the feedback with my opinions on things but most of it is roughly in line with the data we're getting as well as my own personal perception of the characters.

 

 

Just curious, what limitations are you working around when making changes? The Katari buff didn't involve changing the skill tree ect...it was Multiplayer exclusive. Are mechanical changes like that what you plan to use to buff or nerf the classes in place? Or would changing skill trees be an option? I'm assuming changing abilities functions isn't an option, and as a result buffing poison or throwing blades would not be achievable? 

 

Can't really comment directly on what I can and cannot change but I'll say that the easiest thing to do (especially as of the last patch) is tweak numbers on skills. SO while I couldn't easily add extra actions to an ability, I could, hypothetically, increase the damage multiplier for them B)


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#4
Luke Barrett

Luke Barrett
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I'm wondering how the changes you will make to multiplayer (including fixing bugged abilities) will affect singleplayer. Obviously I'd really like the bugged abilities specifically to be fixed in both. Any comments there?

If we're fixing bugs with patches it will be in both. If we're doing balance I have the ability to make number based changes exclusively for MP side of things.

 

Hope that helps :)


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#5
Luke Barrett

Luke Barrett
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All undead also immune to poison. I also believe it is only wraiths for demons but without my trusty toolset I can only go off memory :)

#6
Luke Barrett

Luke Barrett
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I'd like to change the promotion system so it scales differently but that may take a bit. As you said, definitely don't want to just cap it. I've got some ideas but I want to make sure they're actually possible on our end before I let everyone in on my plans :)
  • FRZN et Shinnyshin aiment ceci

#7
Luke Barrett

Luke Barrett
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Fully agree with TheThirdRace. Would it be feasible to restructure the skill trees so that they are broader, rather than deeper? That way, the number of viable builds would increase, also increasing replay value.


The trees only support going so wide but I'll try an experiment when I have some time with one of the characters and see how it feels.
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#8
Luke Barrett

Luke Barrett
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I'm kinda surprised you guys nerfed the Templars stun duration, but didn't give her a buff towards defense; which she surely needs.


Check back on Friday :)
As for the stun it is still long enough to combo easily. This was just to put it in line with the other crowd control for the future.