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St. BLuke's Weekly Balance Changelog (May 8th)


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#126
jerky

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Dat poison buff... Good stuff.

#127
Gya

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Yay, poison and elemental mines buffed! Fire DoTs buffed... but not for firewall ;_;

Meh, firestorm damage nerfed, it's a CC skill anyway. Please don't shorten duration. Or make it blockable.

Booooo, longshot nerfed the day after I get the longshot ring. I'd better go salvage that. I hate the archer, anyway.

I, Gya, do solemnly swear that as of this day, the 8th day of May in the year 2015, being of sound mind and body (kinda), shall hereby ragequit the archer and continue to never play him.

Yaaaaaaaay, floating beamspam saggyt*ts wallpwn b*tchqueen nerfed! Pls nerf more.

All in all, a good day. I feel bad for archer and AW fans though. Once opportunity knocks and fade shield receive their inevitable nerf, there will be no more Hall and Cillian wandering around perilous. "I used to dream about places like these. But then I kept dying"

Edit: it's not March, wtf? screw time travel, too much lag.

#128
Gya

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Caltrops+enhanced ring=dead nug


Pls buff nug.

#129
jerky

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Yay, poison and elemental mines buffed! Fire DoTs buffed... but not for firewall ;_;

Meh, firestorm damage nerfed, it's a CC skill anyway. Please don't shorten duration. Or make it blockable.

Booooo, longshot nerfed the day after I get the longshot ring. I'd better go salvage that. I hate the archer, anyway.

I, Gya, do solemnly swear that as of this day, the 8th day of march in the year 2015, being of sound mind and body (kinda), shall hereby ragequit the archer and continue to never play him.

Yaaaaaaaay, floating beamspam saggyt*ts wallpwn b*tchqueen nerfed! Pls nerf more.

All in all, a good day. I feel bad for archer and AW fans though. Once opportunity knocks and fade shield receive their inevitable nerf, there will be no more Hall and Cillian wandering around perilous. "I used to dream about places like these. But then I kept dying"

Bro it's not march anymore
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#130
Gya

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Bro it's not march anymore

+1

Can't have an important legal document containing errors. Otherwise I might have to play archer again one day.
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#131
jerky

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+1

Can't have an important legal document containing errors. Otherwise I might have to play archer again one day.

I seriously just lol'ed at that

#132
Felis Menari

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b57ff78210fd5626f23dd81f1037b4eb.jpg

Yeah, Spirit Blade wasn't overnerfed. Not at all. /sarcasm



#133
Angelus_de_Mortiel

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I for one am looking forward to caltrops becoming closer to their pre-release counterparts. I know it seems crazy to imagine, but early on they were GODLY in terms of their slowing effects and DOT.

 
Graham! Druffalo! Buff! Please! I want a giant Druffalo boss fight! And I want to beat him using only Caltrops!
 

<snip>


So for the next balance, maybe taking a look at Winter's Grasp and Flashfire? Currently they both cost 65 mana. Neither of those skills feel like they really merit such a high mana cost, so maybe try either lowering the mana cost (ideal) or buff their effectiveness?
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#134
yarpenthemad21

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Is walking bomb really changed? I don't see change on my necro, still costs 65 mana ingame, hard to tell about damage.

#135
BiggyDX

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I'm playing on the Xbox One right now, and I noticed the tooltip only applies the balance changes after I've gone through a match (or maybe joined a lobby). Is that supposed to happen? I did a hard reset on my console, and noticed there wasn't a change until I went into a match.



#136
DrakeHasNoFlow

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Brotrops are amazing now, doing about 250+ with ring.

#137
themageguy

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Also am very pleased with the tweaks for Tamars abilities.

#138
TormDK

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I'm playing on the Xbox One right now, and I noticed the tooltip only applies the balance changes after I've gone through a match (or maybe joined a lobby). Is that supposed to happen? I did a hard reset on my console, and noticed there wasn't a change until I went into a match.

 

Yes, apparently the way it works is that math is updated every time you join a lobby. The text etc. requires a patch, but the math behind it can be updated on the fly by St. Luke and the team.



#139
Stealth Clown

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Im curious:

 

Are these changes only for multiplayer, or will they also affect single player?

If the y do, I see a respec in my future.



#140
Stealth Clown

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Im curious:

 

Are these changes only for multiplayer, or will they also affect single player?

If the y do, I see a respec in my future.



#141
themageguy

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I looked and it seems the changes are only for the MP. For example, my inquisitors flasks are still at 32 seconds cool down, whereas Lukas are less.

#142
scene_cachet

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Yeah, Spirit Blade wasn't overnerfed. Not at all. /sarcasm

 

tumblr_lzjro2Tv011r4gei2o4_400.gif


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#143
TormDK

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Whops, wrong thread.



#144
Xeck

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Great work with this update! Slightly sad to see the end of the era of the mega OP Arcane Warrior, but obviously it was necessary. :P Guess I won't be soloing perilous dragons. Poison still seems like a wasted skill slot though tbh. Considering how low the damage of daggers is, even 50% isn't really worthwhile. At least it'll be less of a headache to grind out the Exterminator achievement though..



#145
scene_cachet

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Great work with this update! Slightly sad to see the end of the era of the mega OP Arcane Warrior, but obviously it was necessary. :P Guess I won't be soloing perilous dragons. Poison still seems like a wasted skill slot though tbh. Considering how low the damage of daggers is, even 50% isn't really worthwhile. At least it'll be less of a headache to grind out the Exterminator achievement though..

 

Toxic cloud is amazing now however it should weaken and slow the enemies,,,, It is poison after all.

 

And it should have the size of a spell like meteor storm.



#146
Theghostof_timmy

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I'm actually enjoying playing the alchemist now, which is nice. Toxic cloud, poisoned weapons, stealth and EM. Poison and explode all the things!


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#147
OutlawJT

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As much as I hate the nerf of longshot, archer being my favorite class, I can't deny it was a wise move. Longshot was scary good and no class should be defined by a single ability. *looks sideways at the necromancer* The buff to explosive shot is awesome but it baffles me. Explosive shot was good before the buff when you used it wisely. The buff to caltrops was beyond needed. It's not as awesome with the buff as people are going on but it is a viable ability now. Makes me feel better about keeping it by default. With full draw having such a long animation (and being wasted unless you have lots of team coordination) and mark only being useful against bosses I was always at a loss for what to bring along for my fourth archer ability (I use leaping shot, longshot, and explosive shot religiously).



#148
Felis Menari

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tumblr_lzjro2Tv011r4gei2o4_400.gif

Ya know, you post these gifs, and yet they do not apply to me. I'm upset, not chuck my controller against the wall angry that Spirit Blade's cost got jacked way up (the damage nerf was totally justified though. One or two shotting commanders' guard/barrier was ridiculous). The reason I say this is because Spirit Blade, on it's own, is not good enough of a skill to justify it's slot on the skill bar. It must be (heavily) supplemented by going nearly all the way down the Elemental tree to pick up Stone Fist and Restorative Veil. And being that Restorative Veil doesn't work consistently...yeah, it's kind of a problem.



#149
BansheeOwnage

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I'm really looking forward to the tone-down in blocking from foot-soldiers... Apparently in addition to every projectile of Leaping Shot, Longshot, Spirit Blade and AoE daggers, they can also block Zither!'s Hot Licks... They can now block fireballs :mellow:  Really hoping that in addition to toning down the rate of blocking, foot-soldiers will no longer be able to block attacks that make no sense to be able to block. Thanks! :P



#150
Xeck

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I'm really looking forward to the tone-down in blocking from foot-soldiers... Apparently in addition to every projectile of Leaping Shot, Longshot, Spirit Blade and AoE daggers, they can also block Zither!'s Hot Licks... They can now block fireballs :mellow:  Really hoping that in addition to toning down the rate of blocking, foot-soldiers will no longer be able to block attacks that make no sense to be able to block. Thanks! :P

There's an idea for a legendary single-handed weapon! Sword of the Foot Soldier. Special: magically blocks everything. 


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