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
.
Honestly, that's worthy of a Victory Chest in and of itself. ![]()
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
.
Honestly, that's worthy of a Victory Chest in and of itself. ![]()
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 ![]()
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
Very nice. Thanks you for the info. Hopefully people can pass along some strong ideas.
i love that you guys are looking into class balance, personally while i do feel some classes are a bit too strong(looking at you cillian) the balance isn't too bad at all in this game. its hardly game breaking and a few little tweaks should at the very least liven things up a bit.
As far as my opinion goes, I'd look more into making weaker classes more perilous viable before I'd go nerfing anything. It's not like it's PvP and one class being better is breaking everything.
That said, Alchemist could use some love. A lot of cool skills but they never work out well in practice. Elemental mines, either agro everything and die instantly or you miss everyone with it and waste it. Get surrounded, pop frost flask, combo with Shadowstrike but that doesn't help much. One enemy gets shattered and the rest are back on you in seconds. All of the alchemist moves seem like they are better suited for longer encounters (poisons, mines, etc) but in a game where the faster you kill the better off you are it doesn't sync well.
Assassin, not sure what can be done other than have the stamina on kill and stealth work better. When it goes well, you are popping in and out of stealth hitting for ridiculous numbers, it seems like there are 2-3 assassins on the field. When it doesn't go well because you didn't get stamina back or stealth CD didn't reset, you die. Like right away.
Necros, Im sure I'm beating the dead horse... I hate Simulacrum, it is horrible. The duration gives you just enough time to pick someone up if they are downed.... if you do it right away or else you'll fall over dead half way through. And the worst part is when you kill a ton of enemies, your ghost has full or close to full HP, but you still fall over dead. If you can't fix it, at the very least just move it so we aren't forced to take it to get the precious Walking Bomb.
I almost wish their skill tier system worked like Borderlands so we weren't forced into abilities that are useless. Case and point, needing Shadowstrike to get reduced threat (or is it stealth on kill... I can't remember, but you get the idea) on the Alchemist. It's one thing to get a passive, but for a tree to force you to waste a skill on an ability you will never use sucks.
One thing to consider Luke, other BioWare lurkers and other bsners, strongest and weakest can change dramatically on the last wave because of the very different dynamic. Some classes in jeopardy in the 1st 4 waves really shine when being able to take down bosses. Some fairly dominant offensive classes that look great in waves 1-4 get smashed on the last wave due to lack of cover, the knockdowns or fear of bosses and the many distance missile attacks from mooks.
FTFY
One of the reasons I quickly realised I hated Shield Wall was precisely because I could take damage while using Shield Wall, you can block an alpha strike, but it is not something you can rely on to turtle with.
I almost never play perilous, but I turtle with it just fine. As long as you have the stamina regeneration passive and only block for a split second, then continue attacking to regain stamina, you're fine, even without the stamina amulet.
I almost never play perilous, but I turtle with it just fine. As long as you have the stamina regeneration passive and only block for a split second, then continue attacking to regain stamina, you're fine, even without the stamina amulet.
It's all good until you are on wave 5 with 10+ things hitting you. Your stamina goes away instantly and you may as well be standing there naked after that point.
I don't quite understand how a move like fade step costs no mana, but combat roll takes stamina away. Would be nice if it was free to use, keep the CD though.
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
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?
It's all good until you are on wave 5 with 10+ things hitting you. Your stamina goes away instantly and you may as well be standing there naked after that point.
I don't quite understand how a move like fade step costs no mana, but combat roll takes stamina away. Would be nice if it was free to use, keep the CD though.
Yeah, as others have said, the 5th wave changes all the rules. It's still good for blocking attacks from commanders and such though. Agree that Combat Roll shouldn't cost stamina, at least with the upgrade. I don't feel the need to use it with only 4 slots as it is.
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 ![]()
The Hunter: I think this class could benefit from an increased threat reduction and wider radius from explosive shot. I play him with stealth because playing him any other way I gain too much aggro. It would be nice to walk in when I spot an opportunity and drop a spike trap on incoming enemies without being in stealth.
The Alchemist: Her flask have a very short duration.
Necromancer: Virulence doesn't work well off host which means you'll get hit and mindblast barrier gain was broken when I tried that build. Also chill from fade step didn't give ice armor even if they froze I guess that it doesn't count as a persistent cold spell. However if chill did work with ice armor the Necromancer would be even sweeter.
Templar: She needs help, I just tried line in the sand for the first time, I don't want to level her again for a long time. She is basically a two skill combo. I did make this nice mercenary build using challenge, unbowed, wrath of heaven and combat roll but it was only viable for threatening.
Stealth: I take the same damage in stealth as normal but more often than not when I get shot in stealth it's a situation where I should not of been spotted. For example a new enemy spawns but disregards my stealth and shoots at my character. I think that there should be a chance to miss or where damage when hit in stealth has a good chance to be ignored if not reduced.
Guard: This is loss way to easy. Of course I don't want the game to be a breeze but guard < barrier and everyone knows. I'm more surprised that because of how great barrier is that we didn't have a class that discharges barrier with a short cooldown (AW
)
When in doubt...Tech armor.
There are so many underpowered classes like hunter, reaver, and katari. Hunter isn't weak, but it doesnt make sense to pick it over archer. Why not give it stealth? Reaver is too squishy. Katari is too squishy. Armor rating doesn't seem to have any effect on mobs above routine. Even templars die too fast and theyre supposed to be the tankiest class in the game. Basically, bring more suvivalbility to each class besides the obvious ones.
Also I dont recommend nerfing alchemist and arcane warrior and archer because i think theyre balanced. There is a learning curve to them and they have their weaknesses.
There are so many underpowered classes like hunter, reaver, and katari. Hunter isn't weak, but it doesnt make sense to pick it over archer. Why not give it stealth? Reaver is too squishy. Katari is too squishy. Armor rating doesn't seem to have any effect on mobs above routine. Even templars die too fast and theyre supposed to be the tankiest class in the game. Basically, bring more suvivalbility to each class besides the obvious ones.
Um, hunter already has stealth. Katari is too squishy? Maybe it's my promotions talking but he sure doesn't feel squishy. Templar the tankiest? Nerfing alchemist? How high are you?
Um, hunter already has stealth. Katari is too squishy? Maybe it's my promotions talking but he sure doesn't feel squishy. Templar the tankiest? Nerfing alchemist? How high are you?
It is fair to say from ksam's perspective that they are weak and squishy to ksam. That is not universally true however. There also may or may not be a language barrier going on. It is pretty obvious that ksam has not really explored these classes as we have, and there may be an art to making these classes more intuitive + learner friendly.
I wonder if Luke could change the character tree tooltips as well to better reflect an accurate description of the MP skills actual function. That would be a nice step forward without actually needing to do much heavy coding.
It would be work, but it would be worthwhile and not nearly so much work (balance testing, coding, etc).
Um, hunter already has stealth. Katari is too squishy? Maybe it's my promotions talking but he sure doesn't feel squishy. Templar the tankiest? Nerfing alchemist? How high are you?
I obviously dont play game as much as you do but thats what ive come across playing these classes
I agree with many here that alchemist needs some work. She can be fun and a refreshing break but nothing she can do really stands out. I would rework her poison skills. She has too many parts of the tree devoted to it and they are useless in a multiplayer team environment. They do too little damage, take too long to kill, and enemies are long dead by others before they have an impact. Nor do they have any cc or combo synergy to justify them. Their only use is in a solo game for the achievements.
Also, isn't an entire enemy faction immune to poison?
Also, isn't an entire enemy faction immune to poison?
No, only some of the demons are immune, but it is enough to want to avoid Demons while doing the poison kill challenge.
No, only some of the demons are immune, but it is enough to want to avoid Demons while doing the poison kill challenge.
Just the wraiths, right?
Also I dont recommend nerfing alchemist and arcane warrior and archer because i think theyre balanced. There is a learning curve to them and they have their weaknesses.
Just the wraiths, right?
I'm fairly certain the wraiths are poison immune and possibly the terrors too (may not be, but I'm fairly certain it isn't just wraiths) . Again, I have to look & test, as I cannot recall off hand (as I don't use poison enough to recite by memory). Perhaps there is another here that uses poison enough to memorize the list (or is willing to test / watch from the fade)
I'm fairly certain the wraiths are poison immune and possibly the terrors too (may not be, but I'm fairly certain it isn't just wraiths) . Again, I have to look & test, as I cannot recall off hand (as I don't use poison enough to recite by memory). Perhaps there is another here that uses poison enough to memorize the list (or is willing to test / watch from the fade)
Used to use poison a fair bit, can confirm it works on terrors. I know wraiths are immune to poison, and I believe thats it for standard demon faction enemies.