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


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#176
FRZN

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

Fortunately they do not and you can stack horror, spirit mark, and walking bomb on the same target for 450% damage per second (which isn't actually all that much considering that it takes three abilities).  I think it's because they're actually different effects while burning is treated as the same condition despite the fact that different abilities give different amounts of burning damage.



#177
Altair_Snake

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Awn :(

 

I was one of the few Fire Mine users. Sad to read the DoT buff didn't work.



#178
FRZN

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Awn :(

 

I was one of the few Fire Mine users. Sad to read the DoT buff didn't work.

It's not that it doesn't work at all, it's that it doesn't overwrite or stack with lower damage burning.  You can still get the higher damage DoT by hitting an enemy with fire mine before they get set on fire by something else, but that's a pretty big limitation on fire mine specifically due to the long arming time.  It's not as big of a problem for immolate as it's much easier to hit set enemies on fire with it before they run into your wall of fire.  Since wall of fire went from being the highest damage burning DoT to the lowest damage one it means that the extra burning duration on its upgrade is actually lowering your damage output when it's preventing you from applying a higher damage version.



#179
yarpenthemad21

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I have suggestion/question.
Is it possible to "normalize" auto attack melee damage?
Yes I know you can cancel animation but it looks stupid and it's cheap. I get idea that some weapons are slower.
I think that buffing damage of some attacks in chain so using all attack would be pretty much the same as with animation cancel. Those animation looks like some of them "hit harder".
Maybe adding elemental effect from rune on last attack of chain?

#180
DrKilledbyDeath

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I think a lot of the chains do lead up to higher damage, but statistically speaking it's higher DPS to run cancel attacks rather than using the regular attack animations.



#181
Xeck

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I have suggestion/question.
Is it possible to "normalize" auto attack melee damage?
Yes I know you can cancel animation but it looks stupid and it's cheap. I get idea that some weapons are slower.
I think that buffing damage of some attacks in chain so using all attack would be pretty much the same as with animation cancel. Those animation looks like some of them "hit harder".
Maybe adding elemental effect from rune on last attack of chain?

Not sure which weapons you're referring to, but the last attack in a chain does hit harder. For example, staves cast three times on the final animation. For daggers, both strike simultaneously... I think it's well balanced. 



#182
yarpenthemad21

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Not sure which weapons you're referring to, but the last attack in a chain does hit harder. For example, staves cast three times on the final animation. For daggers, both strike simultaneously... I think it's well balanced.


1h sword, 1h axe/mace 2h sword/axe 2h mace
Those aren't balanced.
Attack cancel on them gives from 33% to 50% more dps.

#183
Drasca

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I was one of the few Fire Mine users. Sad to read the DoT buff didn't work.

 

It only technically works if you have no other burning around. In practice, this is not likely, as there's usually many other burning dots around the battlefield.

 

I've tested via Firewall and Immolate dots. I have not tested cross-class dots, such as from Avvar and Katari, and staff blasts.



#184
yarpenthemad21

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It only technically works if you have no other burning around. In practice, this is not likely, as there's usually many other burning dots around the battlefield.
 
I've tested via Firewall and Immolate dots. I have not tested cross-class dots, such as from Avvar and Katari, and staff blasts.

Aren't higher damage burn win?
I don't have elementalist leveled but using immolate + last attack from staff (fire) does not change damage of burn on targets, it's still damage from immolate.

#185
Drasca

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Aren't higher damage burn win?
I don't have elementalist leveled but using immolate + last attack from staff (fire) does not change damage of burn on targets, it's still damage from immolate.

 

No, it does not overwrite or stack with higher burn.

 

I put on my inquisition staff, went into threatening, tossed immolate on an enemy, then upgraded fire mine. It is harder to tell the difference between firewall and immolate, but there is definitely no burning difference with upgraded fire mine.

 

There is a small possibility it is a display error because I cannot monitor the exact health changes directly, but it is much more likely at this point there's only one burning dot at a time.



#186
yarpenthemad21

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No, it does not overwrite or stack with higher burn.
 
I put on my inquisition staff, went into threatening, tossed immolate on an enemy, then upgraded fire mine. It is harder to tell the difference between firewall and immolate, but there is definitely no burning difference with upgraded fire mine.
 
There is a small possibility it is a display error because I cannot monitor the exact health changes directly, but it is much more likely at this point there's only one burning dot at a time.


I will spend some time and test this on SP, with pause and exact numbers it's easier to spot it. I doubt that for some strange reason MP burn works different.

#187
yarpenthemad21

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I've tested this on SP and having pause helps a lot :)

Drasca you are right, burn does not stack, does not refresh. If target is burning you can't set it on fire (you would also don't get this first tick of fire dot damage at start on immolate and fire mine). I would call it first in first win behavior.
The same applies to party members.

It's bad because stupid autoattack can waste some nice burn. To get best effect burn skills should be used at start of the fight and we should avoid using fire mine or immolate on targets burning from fire wall for example.
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#188
Felis Menari

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I've tested this on SP and having pause helps a lot :)

Drasca you are right, burn does not stack, does not refresh. If target is burning you can't set it on fire (you would also don't get this first tick of fire dot damage at start on immolate and fire mine). I would call it first in first win behavior.
The same applies to party members.

It's bad because stupid autoattack can waste some nice burn. To get best effect burn skills should be used at start of the fight and we should avoid using fire mine or immolate on targets burning from fire wall for example.

Well, that sounds like something that needs to be fixed immediately, though we all know that this will likely require a patch (which means, not anytime soon).



#189
yarpenthemad21

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Well, that sounds like something that needs to be fixed immediately, though we all know that this will likely require a patch (which means, not anytime soon).


Yes it should be.
Probably burn as stacking condition would be too good and strange (like you are burning 5 times at this time).
IMO there are two quite balance ways.
Sorting burn from highest damage to lowest and making some queue of it. So each burn one after another (sorting optional)
Or
If target is not burning -> set on fire
if target is burning and new burn has higher damage, change damage to higher (and optionally add new burn duration to it)
if target is burning and new burn has lower damage -> duration of new burn extends duration of higher damage burn (can be fraction of whole time in both cases)
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#190
Felis Menari

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Yes it should be.
Probably burn as stacking condition would be too good and strange (like you are burning 5 times at this time).
IMO there are two quite balance ways.
Sorting burn from highest damage to lowest and making some queue of it. So each burn one after another (sorting optional)
Or
If target is not burning -> set on fire
if target is burning and new burn has higher damage, change damage to higher (and optionally add new burn duration to it)
if target is burning and new burn has lower damage -> duration of new burn extends duration of higher damage burn (can be fraction of whole time in both cases)

From a logical standpoint, having all burning effects being applicable simultaneous makes the most sense (for just about everything that exits, things can always burn more intensely). From a gameplay balance perspective...that might be overly potent.



#191
Gya

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From a logical standpoint, having all burning effects being applicable simultaneous makes the most sense (for just about everything that exits, things can always burn more intensely). From a gameplay balance perspective...that might be overly potent.


Stacking aoe burning dots with firewall, fire mine and immolate...? RIP RTC.

#192
FRZN

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If target is not burning -> set on fire
if target is burning and new burn has higher damage, change damage to higher (and optionally add new burn duration to it)
if target is burning and new burn has lower damage -> duration of new burn extends duration of higher damage burn (can be fraction of whole time in both cases)

I like this as it aims to preserve the value of both high damage and low damage burning effects without just stacking them for absurd dps, although in practice I'm not sure that extending the duration of high damage burning effects using low damage ones will really have any value as all burning effects already last for quite a long time.

 

On an unrelated note, how about giving evade, phasing, resilience, etc a cooldown instead of a chance to proc.



#193
Felis Menari

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Stacking aoe burning dots with firewall, fire mine and immolate...? RIP RTC.

Mmm...that would be ******* delicious.


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#194
J. Mann

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Played for a few days after some of these updates and have to say that the update to Legionaire's Walking Fortress really hurt. To me this far outweighs any damage buffs. Similar to the Alchemist's old flask abilities, it is really hard to justify using an ability with a really short duration when the animation sequence alone takes a second to get it going.

 

Keep in mind that Walking Fortress is the main staple of a Legionairre being able to tank in Perilous since none of the other abilities can scale in protection to match the exponential rise in damage/difficulty. Between this nerf and recent nerfs to the Arcane Warrior, it is really feeling like there is no way to survive as a tank in a Perilous PUG.

When it comes to balancing game mechanics, I recommend focusing on only improving less useful abilities instead of pushing out nerfs. This helps to avoid alienating users that love playing certain classes, but still excites those that play others. It also helps avoid frustration for users who don't read game mechanic updates and find abruptly that they're dying a lot more because their combat strategy is apparently no longer viable.


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#195
Drasca

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Crafting materials now drop out of treasure rooms.



#196
Luke Barrett

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Crafting materials now drop out of treasure rooms.

:bandit:


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#197
BiggyDX

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:bandit:

 

He listens...he listens...   :crying:



#198
FRZN

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He listens...he listens...   :crying:

Sure would be nice if we could salvage potions... *whistles innocently*


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#199
scene_cachet

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St Bluke, can we have dedicated servers.... I'm sure EA isn't using all theirs.


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#200
Sirmalek

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Double Full Draw nerf, Longshot nerf... Explosive shot better be awesome now because Archer is running out of actual archery abilities.

 

jk death to the railgun

 

 

Curious, though, is the game being balanced more around high promotions or low promotions here?

 

At this point I think its the high promotions heavy geared people.   Mass Effect MP was the same way in that at first they patched things and added stuff that only the top 10-20 percent  could hope to do and if you tried to pug with anything less than optimal you where relentlessly kicked rather than given a chance.  Later on they started to add OP classes though that mad bronze and silver near snoozefest however gold and plat still had enough challenge to make it worthwhile.   Lastly having achievements for soloing platinum difficulty zones proved Bioware WANTED you to challenge yourself and break MP otherwise putting things like that game is complete troll bait.  

 

DAIMP is still very very new and I think you will see a lot adjustments back and forth based around the same top 15 percent or whatever until it evens out the player base and they add maps/challenges that are supremely difficult.  This will allow them to bring in OP classes for undergeared people to eventually catch up but more importantly let those with uber gear and promotions to have senseless fun along with helping to bum rush through new players to keep the player base growing.

 

 

Oh and as said before.... I like being able to spam firewall instead of just firestorm again.   Although firestorm was a fun build it was way too powerful as I could easily solo threatening due to the near instant kill nature of the spell with upgrades.   Its nice that immolate got love with the DOT because it would appear to me that overall this makes elementalist damage output way less spiky.   I actually feel stronger overall more now than before.