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Strongest and Weakest classes (balance wise)


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#201
Drasca

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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.

 

Please explain. Can you be more specific on why you feel the Templar feels weak on defense?



#202
BiggyDX

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Please explain. Can you be more specific on why you feel the Templar feels weak on defense?

 

I'm basing my assessment of her ability all the way up into Perilous difficulty. While I think she's fine overall, she could benefit from some passives that help to regain her health. She can't generate guard as effectively as the Legionnaire, and while Unbowed can certainly max out your guard, it's got a hefty cooldown. While guard in general needs some serious work, I find that if she gets caught in the fray (and is unlucky to grab the attention of a few archers), the difference in defensive capabilities really shows.



#203
Drasca

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while Unbowed can certainly max out your guard, it's got a hefty cooldown.

While guard in general needs some serious work, I find that if she gets caught in the fray (and is unlucky to grab the attention of a few archers), the difference in defensive capabilities really shows.

 

Don't use Unbowed.

 

Her offense is her (primary) defense. There's a Wrath of Heaven / Spell Purge combo, along with Blessed Blades + Flow of Battle upgrade reducing her cooldowns, alongside shield wall attack cancelling, allows her to two-shot combo most enemies.

 

Secondary defense is turn the bolt, turn the blade, and shied wall. Last resort is unyielding.



#204
Catastrophy

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Depends on the class, rogues still get hurt a ton from stray arrows, basically glass cannon archetypes are still squishy. Warriors who do not have armor passives will die quite fast, since you can only minimize so much damage taken from the flank. Well, in perilous that is....

Now - if characters had an innate dodge ability - I wonder - would people use it? (***** me, but I did in ME3. One of the "selling points" in my opinion.) And would it provide for more survivability?

 

The derpy camera takes a lot away from mobile playstyle but I sure do love my Combat Roll and I never thought I'd love the Fade Step (and it's not because I'm waiting for the Necromancer to lose her clothing in the Fade while doing it.)


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#205
DrakeHasNoFlow

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Catastrophy, there are abilities in combat roll/evade that lets classes dodge attacks but your trading it for dps and already limited 4 skill set to choose from, and it's very buggy off host due to rubberbanding lag issues.

I don't know how effective an innate dodge would work, due to how auto tracking is in damp. Nothing worse than rolling or dodging arrows and than get shot through walls. Case in point, venatori marksmen on orlesian chateaux.

#206
Shadohz

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I'm busy so I'll try to keep my comment(s) shortish...

 

1. Get rid of the Skill Tree system. Nothing says fun like an RPG that handcuffs your skill selections 5 mins after the game starts. Noone likes throwing away precious skill points on useless/unused passives/actives just to get to a skill we actually want. Use a layout and let the players select what they want. If really necessary, add level lock on some of the higher skills.

2. Nerf Tactical Cloak. Reduce Stealth down to around 15 secs max. Players don't need the single-player version and long cloak time is detrimental to other teammates (especially when there's more than one stealth kit). <Insert nerd rage about why it should stay the same> l2p some other ways besides running in circles and hiding.

3. Remove actionable de-cloaking. Players in Stealth should not be decloaking when performing an action (loot, revive, event). It completely defeats the purpose of cloak. It was a bad idea in ME3MP and here as well.

 

4. Add more skills. There are only 12 characters and a limited amount of skills to choose from. Ever cracked open a Bible or Quran? There's several thousand years worth of spells/skills to choose from besides recycling basic D&D setups.

5. Increase the walking and run speed of melee kits. This is so they can keep pace with the range attacks archers and spellcasters.

 

6. Leaping shot. Fix the blocking mechanic so that mobs without shields aren't blocking every shot. I would say give i-frames to LS to remove fall damage for elevated locations but there's room for debate there.

7. Fix Grappling Chain so that minions don't stay stuck at the hit location but dragged to the player (as designed).

8. Fix Explosive Shot so that minions aren't hopping back up immediately after being knocked down. I think I saw an archer perform a backhand spring followed by a pirouette in my last Hunter game.

 

9. Get rid of Spirit Mark and Caltrops. Caltrops are useless. Spirit Mark is a troll spell. Swap SM for Raise Dead/Skeleton Warror or Corpse. Also you can remove one of the redundant mage spells and give Decaying Death to Necro.

10. Raise level limit to 25 or implement trade for Exp pts.  If you guys are going to generically beef up minions then we should be able get some advantages as well.

moar2cum...



#207
DrKilledbyDeath

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I like the idea of a level increase. Total amount of games I have played as a level 20 = 0. Let us promote at 20, but we can continue to level 25. This would also allow to swap moves out depending on team make up, or just load up the passives.



#208
Sulaco_7

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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 :)

 

Do you mean you are thinking of soft caps?   

 

Example:

10-30 Constitution: +5 HP

30-60: +3 HP

60+: +1 HP

 

I think this is a good idea.  If the system can work this way, you can also give greater benefits in the early ranges (i.e. 10-30 Const: +8 HP).



#209
DrakeHasNoFlow

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I like the idea of a soft cap for higher number of promotions, it should benefit beginners to have noticeable progressive increases without having them grind up to 50+ to notice a markable difference.

#210
Shadohz

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I think this is a good idea.  If the system can work this way, you can also give greater benefits in the early ranges (i.e. 10-30 Const: +8 HP).

It'd make more sense (at least to me) to cap the difficulty instead. Cap the RT@ 20, Threaten @40 and unlimited on Perilous. If a new difficulty comes out then cap Perilous @60 and apply 'unlimited' to the newer setting. You accomplish quite a few things this way. 1) you limit rail-roading by experienced players on lower difficulties. 2) it gives the Devs a min/max to work with when adjusting balance changes for lower difficulties. There are other reasons as well but you get the jist.



#211
Eelectrica

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Diminishing returns on stat upgrades seems to work well in the Borderlands games. Perhaps add a way to turn the bonuses off as well?

#212
Drasca

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Diminishing returns on stat upgrades seems to work well in the Borderlands games. Perhaps add a way to turn the bonuses off as well?

 

Wrong context.

 

Apples and Oranges. Fantasy Action RPG vs Post Apoc FPS

 

We don't have a bazillion guns here, and the prestige system is a completely different. In BL2 You got BAR for almost everything you did (so many different titles) in each playthroughs (including single player), not just leveling up and resetting character here. The balance was completely different too, with health-gating and free health nearly everywhere.



#213
Sulaco_7

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It'd make more sense (at least to me) to cap the difficulty instead. Cap the RT@ 20, Threaten @40 and unlimited on Perilous. If a new difficulty comes out then cap Perilous @60 and apply 'unlimited' to the newer setting. You accomplish quite a few things this way. 1) you limit rail-roading by experienced players on lower difficulties. 2) it gives the Devs a min/max to work with when adjusting balance changes for lower difficulties. There are other reasons as well but you get the jist.

 

I think this is a good idea.  However, I think Bioware's main intent in this area may be to limit players from grinding promotions until they reach an overpowered state - even at the hardest difficulty level.  They seem keen on making sure this game is balanced now...

 

Just as an aside, three things affect the balance of this game -> class abilities, gear, and promotions.  It is not unreasonable to tweak all these things (nerf) to make the game better. 



#214
Alan Drifter13

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Would it be a good idea to revamp this thread to talk about how weak the Avvar is?



#215
BiggyDX

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He definitely needs a more consistent means of generating Guard or improved defense, since he doesn't even have armor bonus passives; only having the 25% DR passive when near chilled enemies. Korths Might could also get a weapon damage buff.


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#216
Dieb

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Hmm... I know we're all just tossing around ideas here, and I intend to not sound as harsh as that may read. Alas, some thoughts:

 

 


1. Get rid of the Skill Tree system. Nothing says fun like an RPG that handcuffs your skill selections 5 mins after the game starts. Noone likes throwing away precious skill points on useless/unused passives/actives just to get to a skill we actually want. Use a layout and let the players select what they want. If really necessary, add level lock on some of the higher skills.

 

No, please do not. Ever.

 

That's how it works in this game. It may not be perfect, but I really like the system. I do agree that maybe some orders are a little mindless, but in general, they make sense and/or are deliberately demanding/punishing when it comes to usage of skill points. You have to allocate a lot of skill points to get to the most powerful talents, and they're down there because you don't get to just cherry pick. That may be annoying to many, but that's the point of the tree system, it's not a flaw.

 

 

 

2. Nerf Tactical Cloak. Reduce Stealth down to around 15 secs max. Players don't need the single-player version and long cloak time is detrimental to other teammates (especially when there's more than one stealth kit). <Insert nerd rage about why it should stay the same> l2p some other ways besides running in circles and hiding.

3. Remove actionable de-cloaking. Players in Stealth should not be decloaking when performing an action (loot, revive, event). It completely defeats the purpose of cloak. It was a bad idea in ME3MP and here as well.

 

The first thing I don't care about, cause as someone avidly using Stealth in almost every build, I'm hardly cloaked long enough to EVER exceed the given duration.

 

The second thing, curiously, seems unnecessarily OP to me. Being able to revive the whole squad in stealth without repercussions, or just casually stroll into the middle of the enemies and pickup the objective, would be a little extreme a change in possibilities. You would have to move to change the cloaking duration to the area of 5-10 seconds, and that would truly defeat its purpose.


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#217
Da_Noobinator

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I think that Spirit Mark needs a complete overhaul. It's frankly dead useless as it is, albeit fun to mess around with.

 

In my opinion it needs three major buffs:

1. Do away with the time limit on thralls. The only way the thralls should disappear is if they die, or if you cast Spirit Mark again. It might seem OP to have a Pride Demon or Behemoth last until they die, but there is no way they are going to out DPS an Elementalist or Assassin or out-tank a Legionnaire. In fact their damage output isn't all that high against other NPCs anyway. If you remain unconvinced, then at least do away with the timer on any thrall that isn't four feet taller than you. This entire point doesn't apply to wild beasts (specifically giants and druffalo), the time limit should still apply to them. 

2. The thrall should be extremely aggressive, immediately aggroing against anything that it or a team member sees. It should follow you closely during non-combat, practically hugging you.

3. Spirit Mark should last four or five seconds longer. Walking bomb is already better spirit dps than Spirit Mark, so the main effect would be not having to worry if Spirit Mark would wear off before the NPC dies.

 

I don't see many Necromancers actually using Spirit Mark, which is a pity seeing as it's pretty much the necromancer's signature spell. I think these changes would make the Necromancer an actually valid Necromancer, as opposed to a Cryomancer as it is currently is. The change may or may not warrant a slight redesign in the Necromancer's skill trees.

 

Also if you actually consider these changes, feel free to let the Singleplayer team know, as a permanent, aggressive thrall in the Singleplayer might make people consider the Necromancy specialistion.



#218
Theghostof_timmy

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I think that Spirit Mark needs a complete overhaul. It's frankly dead useless as it is

I dunno, seems pretty useful to me. Spirit Mark a brute in zone 5 venatori, and it runs around spamming knockdown attacks. I've seen one wreck the boss almost solo a couple times too.


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#219
JaneLunaC

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I've never got the hang of using it, I always aim it wrong on something I didn't want,

and sometimes minion just sits there doing nothing...I hated that (that useless feeling of not being productive) so I removed it from my build

But if you know how to aim it (unlike me) and at a big mob, it's interesting sometimes,

those banshee demon things are interesting to turn

 

I like the ice mine and ice armor combo, also love that it helps stop assassins by freezing them when they try to gank you

 

Oh and I also like that the condition spreading passive with winter's grasp aoe can freeze whole groups if you can kill them quickly



#220
Da_Noobinator

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@Hercules

Sure, it's useful in specific places but as a skill it's far too temperamental and ineffective to warrant taking points, let alone a skill slot, on a class that can already productively use every point it gets. If Blizzard and Walking Bomb are considered mandatory, I don't think that most people would trade Horror, Winter's Grasp or Fade Step for Spirit Mark, at least not on Perilous. As JaneLuna mentioned, the thrall is too temperamental and not aggressive enough. Combined with its short timer, it's just not practical to use. Surely the incredible favour of Knight Enchanter and even Rift Mage over Necromancer in the singleplayer shows how poorly the necromancy side of the Necromancer performs. (Well, Walking Bomb is good, but it isn't really necromancy...)

 

I think that if Spirit Mark were reconstructed as I mentioned, it would give the Necromancer a valid new skill to use without making her OP. In fact, compared to the Arcane Warrior (even post-nerf), the Elementalist, and Zither, she still wouldn't be as easy to use, thanks to her lack of barrier.



#221
Theghostof_timmy

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@Hercules

Sure, it's useful in specific places but as a skill it's far too temperamental and ineffective to warrant taking points, let alone a skill slot, on a class that can already productively use every point it gets. If Blizzard and Walking Bomb are considered mandatory, I don't think that most people would trade Horror, Winter's Grasp or Fade Step for Spirit Mark, at least not on Perilous. As JaneLuna mentioned, the thrall is too temperamental and not aggressive enough. Combined with its short timer, it's just not practical to use. Surely the incredible favour of Knight Enchanter and even Rift Mage over Necromancer in the singleplayer shows how poorly the necromancy side of the Necromancer performs. (Well, Walking Bomb is good, but it isn't really necromancy...)

 

I think that if Spirit Mark were reconstructed as I mentioned, it would give the Necromancer a valid new skill to use without making her OP. In fact, compared to the Arcane Warrior (even post-nerf), the Elementalist, and Zither, she still wouldn't be as easy to use, thanks to her lack of barrier.

Maybe. It's fun, though :P



#222
ClickToContinue

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It's brutal how badly for example assassin and templar got hit with the Dragonslayer. Naturally I used to play them both, but the new map turns them into a class who do absolutely nothing. Assassin also gets so outclassed by duelist. It's like they suddenly got old and world moves so fast. "Would anyone please stand still while I try to hit you with my Wrath/Twin Fangs?"

 

Necromancer then again became absolutely insane. Place a good Walking Bomb and enjoy explosions and killstreaks for the next 30 seconds.



#223
Shadohz

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That may be annoying to many, but that's the point of the tree system, it's not a flaw.

 

You would have to move to change the cloaking duration to the area of 5-10 seconds, and that would truly defeat its purpose.

Point 1: I have a response for that but it would require opening a blog site.

Point 2: I'm upselling. I toss out a number that's high and they end up picking a number that's lower, then it's expected. 

Point 3: Flank 2nd evo (skrimisher), IWNH and KITS already make Stealth "OPish"... in attack mode. All that's being done is shifting some of the balance away from attk and moving it over to utility. Changing the duration to 10 secs wouldn't impact it as much as you might think(5 secs, sure) and wouldn't impact attk prowess or attk bonuses. Some of these features were in ME3MP and I've never anyone complain that it made TC OP except for damage bonuses.

Back to topic:
1. Fix the skills with "On-miss cooldown resets". These would be skills like daggers, mark of death and explosive shot that reset their cooldown if you don't hit a target. There are quite a few skills like this so you'd have to check them all individually.

2. Get rid of "It Beats Walking" for another evo. Does anyone actually use this evo with Hook and Tackle? Replace it with something like "hamstring" (hold) or "lariet" (choke).

3. Fix Hook and Tackle so players quit flying in the air then falling into the map and getting stuck (or put more holes in the maps so we can fall through to reset).

 

That's all for now. At least until after the first weekly balance changes.



#224
jamdjedi

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Armor rating across the board needs to reworked.

 

my favorite classes are too squishy- Reaver and Alchemist.

Reaver needs lower stamina and cooldowns on her health siphon skills

 

Alchemist -need a graphic that shows where your flasks are being thrown, perhaps make the radius smaller so more enemies get hit.

 

While AW is powerful solo, I don't see anyway to nerf it without destroying the class.. I personally love the AW but I play him more ranged than most, only spamming sword when I have to.

 

Templar needs something-not sure what though. As a team buffer I think she shines and I don't mind playing her like that. Its just that most want to do damage and unless you don't have a 300+ DPS 1H you're not going to do much.

 

Assassin-fun to play just really tough when you blow an attack from stealth and are one shotted 

 

Lego is perfectly boring.

Keeper is great

Elementalist is my favorite Mage to play.. Jack of all trades really like the class

Necro is 'quirky'

 

I'm not a fan of the archer-pew pew classes haven't played them extensively



#225
DrKilledbyDeath

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Alchemists don't throw flasks they drink them, the radius is your tummy.


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