There's an idea for a legendary single-handed weapon! Sword of the Foot Soldier. Special: magically blocks everything.
Hahaha
If they add Michel De Chevin as a character, this is what they need to do ![]()
There's an idea for a legendary single-handed weapon! Sword of the Foot Soldier. Special: magically blocks everything.
Hahaha
If they add Michel De Chevin as a character, this is what they need to do ![]()
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.
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).
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.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.
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.
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.
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.
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.
Single player weapons (focus gain), and accessories such as Rally still drop from the loot table.
Despair Demon ballerina jump cooldown is still 2seconds (i.e. jumping all the time)
Despair Demon ballerina jump cooldown is still 2seconds (i.e. jumping all the time)
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.
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.
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.
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).
Oh you.
![]()
I demand you make that emoji your portrait
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.