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


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#151
BansheeOwnage

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

Hahaha  :D  If they add Michel De Chevin as a character, this is what they need to do :lol:



#152
Drasca

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Can we have a buff to the Armor potion? Currently it adds 26 armor for 30 seconds, which is negligible. Something to the order of 200 armor for 30 seconds, or better yet, as long as the resist tonics, would make it very useful.


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#153
Angelus_de_Mortiel

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Can we have a buff to the Armor potion? Currently it adds 26 armor for 30 seconds, which is negligible. Something to the order of 200 armor for 30 seconds, or better yet, as long as the resist tonics, would make it very useful.

 

I would be all for a much longer duration.

 

I would say, however, that +26 armour, even to the Katari with 95 armour, is still a drop in the bucket. +100 armour would make it worth while without making it too strong, I think. I honestly can't say without testing, though.

 

So yeah, I think 100 armour for like 200 seconds (or however long the tonics last).



#154
HeroicMass

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It would probably be better if they changed it to a damage reduction modifier like the tonics instead of a base armor increase. If its possible, that is.

#155
starrks

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I do have some questions here:
This above listed abilities had inaccurate tooltips. Pretty much all of these were actually dealing 100% weapon damage in game. Based upon that, are all of these just getting "fixed" and Horror is the only one actually getting buffed?

I didn't see anyone else comment on this, but I just finished the poison challenge. Toxic cloud was doing the same damage as it was pre-changes. Looks like just the tool tip was fixed.

#156
Wikiri

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I didn't see anyone else comment on this, but I just finished the poison challenge. Toxic cloud was doing the same damage as it was pre-changes. Looks like just the tool tip was fixed.

Hmmm, hasn't been my experience.  I have been playing the Hunter and Alchemist pretty extensively this weekend with Toxic Cloud and it's been doing a lot more damage.  I'm also running with some pretty top tier weapons, so the increase to damage in Toxic Cloud is much more noticeable.



#157
starrks

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Hmmm, hasn't been my experience.  I have been playing the Hunter and Alchemist pretty extensively this weekend with Toxic Cloud and it's been doing a lot more damage.  I'm also running with some pretty top tier weapons, so the increase to damage in Toxic Cloud is much more noticeable.


My daggers are 112 damage, 352 dps and 115 damage, 360 dps. I added a 10% ring of attack. The two hits toxic cloud generated for me ranged from 80-90 and 100-115 before and after the changes.

#158
BiggyDX

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Since Ice Mine is more for retaining enemies and setting up shatter combos, would it be possible to increase the radius of the mine by 1.5-2 meters? Also, could the mana cost for Flashfire and Winters Grasp be reduced to 50? They're pretty significant in cost when compared to their damage output and utility.



#159
Shiratori

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I was thinking the same for Winter's Grasp but instead what if you kept the mana cost and instead when upgraded, have it freeze everything caught in it rather than freeze the target and simply chill the rest. This gives it more of a crowd control function for the cost rather than upping the damage or lowering the mana cost.

Also, even with this, it would not prevent ice mine from being useful since ice mine can likewise freeze multiple targets and it freezes them for longer for a lower mana cost and with he upgrade remove all armor. My last run as a Necromancer was as a true "Ice Queen" as I went wih just the ice spells and nothing on the spirit side (no walking bomb either). She was fun to use this way, but the frozen skills did feel a little lacking in comparison. So this way WG gets to be a bit more useful as a control spell while justifying the higher cost.
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#160
BansheeOwnage

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I didn't see anyone else comment on this, but I just finished the poison challenge. Toxic cloud was doing the same damage as it was pre-changes. Looks like just the tool tip was fixed.

Funny, I was just about to ask about that when I saw this. As far as I know, poison always did 50% weapon damage like you said, so I was wondering if people are simply feeling the placebo effect.



#161
yarpenthemad21

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Lightning bolt change has one (or few) major impact in future.
As soon as Stone fist combo damage is fixed there would be possible to play as a new Combo King.
Lightning Bolt + stone fist = Discharge Combo. It's maybe nothing new that class can detonate it's own combos but this is different.

1) Both skills cost 50 mana,
2) Stone fist is 8 sec cooldown, LB is 12 seconds cooldoown
3) Elementalist has passive for cooldown reduction (or lack of it)
4) Death siphon for mana + winter stillness for mana if needed
5) Added ability to also detonate own shatter combos (with mine for example)
6) LB and stone fist both have default targeting so there is no limitation in range like for immolate for example
7) Static Charge passive adds even more paralyze status so with good use of flashpoint it's possible to detonate very often.
8) Discharge combo is aoe damage.

#162
nobodyspecial

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Could barrier be changed to not trigger cooldown if you completely miss? The targeting gets wonky sometimes and targets random enemies, then you're stuck with a full cooldown and in some real danger.
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#163
Drasca

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Single player weapons (focus gain), and accessories such as Rally still drop from the loot table.



#164
Drasca

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Despair Demon ballerina jump cooldown is still 2seconds (i.e. jumping all the time)



#165
Luke Barrett

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Despair Demon ballerina jump cooldown is still 2seconds (i.e. jumping all the time)


I think the last couple changes in the overrides got clipped off somehow because this and the walking bomb mana cost were at the bottom. If that's the case you can be sure next Friday will have them (again) with all the new exciting stuff :)
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#166
Shadohz

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Could barrier be changed to not trigger cooldown if you completely miss? The targeting gets wonky sometimes and targets random enemies, then you're stuck with a full cooldown and in some real danger.

Sorry bud but have to completely disagree. Spells that you miss with should always have a CD period. As a matter of fact, they need to fix the 20 other skills that spam if you miss or have no target selected. You've technically done a failed spellcast. The only other way to fix it would be to prevent the player from firing off spells unless there is an appropriate mob or friendly target. Sure they should also fix targeting so that non-aggro powers don't target things such as a vase.



#167
Ghost Of N7_SP3CTR3

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Not really a balance change,but it would be nice to have 3 of each consumables.2 just seems a little inadequate on the higher levels.


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#168
CremeDelight

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Can Storm Dragon be nerfed a little in comparison to the other two dragons? The other two dragons are dangerous, but their breath affects both enemies and allies and doesn't drop health that quickly. Where the Storm Dragon only hits players and if one drop during revival it instantly kill the revived players unless people have a lot of promotion.



#169
BansheeOwnage

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Not really a balance change,but it would be nice to have 3 of each consumables.2 just seems a little inadequate on the higher levels.

I second this. If you compare a Health Potion to an Ops Survival Pack from MEMP, it looks like this:

 

OSP instantly restores all health and shields, and gives you one second of invulnerability. You can have 6 per game.

 

Health Potion restores maybe half your health and takes longer to drink. No invulnerability. You only get 2 per game.

 

Add that to the fact that you can't resurrect yourself with Medigel, and the Health Potion becomes even more important, but not useful enough. I would suggest a combination of the following improvements:

 

- Increase the capacity of Health Potions. Perhaps you could earn more slots from winning community challenges, or win them in packs, both of which ME3 did. Made challenges more fun and rewarding too.

- Give the player 1 second of invulnerability when activated, otherwise you can lose all of the health it gave you before you drop the bottle.

- At least make it restore all health on any character. It's ridiculous that on any given warrior, you can't even give yourself full health back with both of the only 2 potions you get per game.


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#170
Felis Menari

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I second BansheeOwnage's proprosal. As it currently stands, healing potions can't even properly serve as the "Oh ****!" button that they are meant to be in most circumstances. We could also go with the consumable upgrade route, like in SP. That would make for quite the resource dump (though with full upgrades consumables could be overly potent for MP).



#171
Luke Barrett

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- At least make it restore all health on any character. It's ridiculous that on any given warrior, you can't even give yourself full health back with both of the only 2 potions you get per game.

 

:bandit:


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#172
Theghostof_timmy

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:bandit:

Oh you.



#173
BansheeOwnage

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:bandit:

<3



#174
BiggyDX

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:bandit:

 

I demand you make that emoji your portrait



#175
Drasca

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We shifted Rion's burst damage down for his fire abilities while drastically increasing the burning damage they deal.

 

Due to circumstances unforeseen to Luke which I will explain, the secondary statement does not happen in practice, because players use multiple burning dots.

The fire mine nerf came with no actual counter benefit to the dot component of Fire mine.

 

Burning Dots cannot stack. I just tested this. The first burning dot that applies, stays, and is not overwritten by a more powerful burning dot.

 

While Immolate may deserved a damage upgrade, Fire Mine did not need a nerf, as players overwhelmingly use Immolate more than Fire Mine despite the benefits in Perilous (because most players play threatening and below, and never actually look at fire mine).

 

I am a Fire Mine advocate, and it takes a ridiculous amount of convincing for people to actually use it. It was not overpowered previously (cooldown and fuse time balanced it), nor overused (pugs preferred immolate).

 

So yeah, the Fire Mine nerf was a straight nerf, with no actual burning component upgrade because the burning dots cannot stack (or overwrite each other with higher burning damage).

 

That blows. Unforeseen on Luke's part, because there's very little for him to know this, and I don't blame him for trying--- but the current burning dot function is broken. I don't know if it is considered a bug or intended, but this is how it works right now.

 

Boosting Immolate actually discourages variety than encourages it, while nerfing Fire Mine and boosting its dot component is in practice only nerfing Fire Mine. I like more damage from Immolate, but it functionally discourages variety.

 

I have yet to if spirit dots behave similarly. Need to test, not enough time.