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


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#201
CronoDragoon

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What's the deal with Reaver these days? Are the old builds linked in the Resource still the best ones?

#202
scene_cachet

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What's the deal with Reaver these days? Are the old builds linked in the Resource still the best ones?

 

 

Reaver is awesome. 

 

I stick with the same build I've alway had which is Dragon Rage, Devour, Rampage and either that war horn one or ring of pain. 

Now that devour regains more health and has less cool down it's great. 

 

I don't dragon rage during rampage as it's easier to get your health up with an aoe weapon with just hitting and once your full again, then switch back to dragon rage.


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#203
Kalas Magnus

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

bluke pls

 

i get dc all day. 



#204
ruggie

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So glad i finished the archer before they nerfed the only ability he has worth using. As for the Reaver they should have just kept it the way it was when dragon rage healed you in rampage all the time. Now its like sometimes it will sometimes it wont. If it is dont dare go down or it will stop. But I got 250 on her too so whatever. At least the hunter got some lovin.



#205
Drasca

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Can we have a weekend challenge / achievement for Trebuchets fired/hit on dragon?


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#206
Vortex13

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Any possibility of getting a faction selection option for our games?

 

 

After about 10 Red Templar matches in a row, I was beginning to get a little annoyed.  <_<



#207
yarpenthemad21

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Any possibility of getting a faction selection option for our games?
 
 
After about 10 Red Templar matches in a row, I was beginning to get a little annoyed.  <_<


I doubt it, nobody would play red templars.

But it can be done in different way.
Random setting gives some bonus, like bonus to xp gained.
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#208
Felis Menari

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I doubt it, nobody would play red templars.

But it can be done in different way.
Random setting gives some bonus, like bonus to xp gained.

That's how it worked in ME3MP, and there's no reason why it can't work with DAMP.


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#209
Angelus_de_Mortiel

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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.

 
It isn't all about DPS... For example, the Greatsword's final strike is a 360 AoE hit. And I think one of the 1h weapons ends the chain in a Shield Bash-esque hit that staggers/knocksdown. The Final hit for staves does 3x damage and guarantees elemental proc.
 
From what I've seen, it's mostly 1h and 2h weapons specifically that benefit from animation-cancelling, but mostly because there are a lot of builds centered around Flow of Battle, where more hits means more crits, and more crits means lower cool downs. More hits faster means even lower cool downs. I do not think changing effects to the attack animation will change this.
 
The only weapon I thought was oddly off was the Greathammer: Slow attack chain, small hitbox, no logcal benefits to using a Greathammer (e.g. Higher damage or stagger). I think the Greathammers technically have a higher base damage than a comparable Greatsword, but if that is the case, it's not by enough to matter. Greathammers to me should have a small AoE on impact (like a mini version of Mighty Blow with maybe 1m AoE) and stagger enemies. However, that's only my opinion.
 

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.


I'm old school... I love sapper classes, where the tactic was to stack as many DOTs on the enemy as possible, then evade like crazy and let them slowly wither away. Obviously, this game is not geared toward long duration, low damage DOTs.

 

WIth that said, I hate that using Poisoned Weapons and Toxic Cloud does stack Poison (at least that I have seen... maybe I'm wrong there?), or in this context, Burning DOTs from Immolate/Fire Mine/Wall of Fire.



#210
yarpenthemad21

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It isn't all about DPS... For example, the Greatsword's final strike is a 360 AoE hit. And I think one of the 1h weapons ends the chain in a Shield Bash-esque hit that staggers/knocksdown. The Final hit for staves does 3x damage and guarantees elemental proc.
 
From what I've seen, it's mostly 1h and 2h weapons specifically that benefit from animation-cancelling, but mostly because there are a lot of builds centered around Flow of Battle, where more hits means more crits, and more crits means lower cool downs. More hits faster means even lower cool downs. I do not think changing effects to the attack animation will change this.
 
The only weapon I thought was oddly off was the Greathammer: Slow attack chain, small hitbox, no logcal benefits to using a Greathammer (e.g. Higher damage or stagger). I think the Greathammers technically have a higher base damage than a comparable Greatsword, but if that is the case, it's not by enough to matter. Greathammers to me should have a small AoE on impact (like a mini version of Mighty Blow with maybe 1m AoE) and stagger enemies. However, that's only my opinion.
 

I'm old school... I love sapper classes, where the tactic was to stack as many DOTs on the enemy as possible, then evade like crazy and let them slowly wither away. Obviously, this game is not geared toward long duration, low damage DOTs.
 
WIth that said, I hate that using Poisoned Weapons and Toxic Cloud does stack Poison (at least that I have seen... maybe I'm wrong there?), or in this context, Burning DOTs from Immolate/Fire Mine/Wall of Fire.


Shield bash animation is when you attack and move at the same time. Still there is now stagger, it's just slow normal hit.
I'm also quite sure that this 360 attack from greatsword is just animation. Never hit anyone on my back with it.

Staff autoattack is the only well made autoattack chain. There is a reward for going to the end of it. All other weapons on warrior does not have it and those 2h weapons deal even less than 100% dps per second on average.
It could be anything. More damage, some stragger, elemental proc, maybe knockdown on hammer. But for now there is now reason not to use animation cancel (because it can give you even 50% dps gain, like on 1 sword when you can exploit 1st attack 0.5 seconds animation)

And no, poison don't stack. It's probably direct damage part of toxic cloud.

#211
DrKilledbyDeath

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I'm old school... I love sapper classes, where the tactic was to stack as many DOTs on the enemy as possible, then evade like crazy and let them slowly wither away. Obviously, this game is not geared toward long duration, low damage DOTs.

 

WIth that said, I hate that using Poisoned Weapons and Toxic Cloud does stack Poison (at least that I have seen... maybe I'm wrong there?), or in this context, Burning DOTs from Immolate/Fire Mine/Wall of Fire.

Even if they do stack the recipe for success in DAMP is kill things as fast as humanly possible. The way the game mechanics are it's too risky to use dots. In theory my alchemist should be able to clutch every game due to stealth on kill and poison dots but you can't pop in and out of stealth without taking stray arrows to the back.

 

My bard from Everquest must be rolling in his grave seeing this, I used to run in circles for 5 minutes at a time to kill a single enemy with dots back then.


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#212
BansheeOwnage

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Staff autoattack is the only well made autoattack chain. There is a reward for going to the end of it.

Disagree. It's good, but there is a pause between the triple attack and the previous one that means your damage isn't going to be significantly higher. I find daggers to have the best sequences. If you're using AoE ones and moving, the last attack is basically Twin Fangs, and seems to damage enemies accordingly. Unfortunately, it misses a lot. Normal daggers have a pretty constant attack speed, but the last attack uses both daggers, so that is most likely the highest DPS sequence.



#213
Angelus_de_Mortiel

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Even if they do stack the recipe for success in DAMP is kill things as fast as humanly possible. The way the game mechanics are it's too risky to use dots. In theory my alchemist should be able to clutch every game due to stealth on kill and poison dots but you can't pop in and out of stealth without taking stray arrows to the back.

My bard from Everquest must be rolling in his grave seeing this, I used to run in circles for 5 minutes at a time to kill a single enemy with dots back then.


I love those... I do know that Inquisition is built to be far more fast-paced, but DoT stacking would play into that. Currently the duration is short and damage is higher (than normal DoT abilities from other games), but the lack of stacking or tertiary effects like Weakened or Slow are what really bug mess.

#214
yarpenthemad21

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Disagree. It's good, but there is a pause between the triple attack and the previous one that means your damage isn't going to be significantly higher. I find daggers to have the best sequences. If you're using AoE ones and moving, the last attack is basically Twin Fangs, and seems to damage enemies accordingly. Unfortunately, it misses a lot. Normal daggers have a pretty constant attack speed, but the last attack uses both daggers, so that is most likely the highest DPS sequence.


on cold one maybe, on fire you would loose 3 ticks of 100% dot, on electric shocked so 20% damage buff

I'm not all that around damage really, just normalize it (so animation cancel does not have sense) and give some reward for making full chain.

#215
BansheeOwnage

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on cold one maybe, on fire you would loose 3 ticks of 100% dot, on electric shocked so 20% damage buff

I'm not all that around damage really, just normalize it (so animation cancel does not have sense) and give some reward for making full chain.

Good points. I agree though, I think animation-cancelling is silly.



#216
yarpenthemad21

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Could we get some buff to escort npcs?
Either to they AI or just health. They tend to charge like morons or just die right after. Once on ferelden castle, zone 4 Shadow just killed npc 2 seconds after quest showed up (npc there spawns close to rogue unit...)

#217
Silversmurf

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Could we get some buff to escort npcs?
Either to they AI or just health. They tend to charge like morons or just die right after. Once on ferelden castle, zone 4 Shadow just killed npc 2 seconds after quest showed up (npc there spawns close to rogue unit...)

 

Butt Ninja on Red Templar is the funniest thing I've seen in this game when it targets the escort npc immediately....even before the text disappears off screen and he's still doing his little protect me talk.....when already lying dead for several seconds.

 

<3


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#218
Innarra

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Hope the weekend balance changes for this Friday help to remedy the Ferelden Castle connectivity issues. I've wasted so many hours of my life this week trying to get through zone 4 while dealing with countless host migrations, game freezes, and PSN errors and disconnects, it's hard to feel positive about this game right now.

 

Sometimes these issues seem due to having a Virtuoso in the group, his spell animations causing major lag and frame rate slowdowns, but I've experienced disconnects in groups that don't have Virtuoso's as well, other class spell animations seem to be causing the same problems in the Ferelden Castle, noticeably more so on zone 4 when there are multiple enemies present, like the Necro's Walking Bomb and Alchemist's Elemental Mines. It also seems to have something to do with where you are positioned on the map. My groups have seen that the right side little rooms on zone 4, we have the leader DC almost every time. The left side stairway seems to be a bit better in terms of disconnects/lag


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#219
J. Mann

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So it seems after each update, the game is generally getting harder [more enemy types, boss buffs, etc], while the strongest non-barrier abilities players have get nerfed [Walking Fortress, Longshot, Meteor Storm, Spirit Blade, etc]. This ends up making the game much harder for newer players since they rely the most on abilities due to the lack of good gear and promotion buffs. It also makes it difficult for those that don't have a ton of promotions to catch up with those that do.

If balances can be implemented so that only weaker abilities are improved to be on par with the strongest, that should increase diversity of ability usage without affecting the overall player power much. When there are methods for re-speccing, players are generally as powerful as the most powerful abilities - not the average of all abilities.



#220
scene_cachet

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Hope the weekend balance changes for this Friday help to remedy the Ferelden Castle connectivity issues. I've wasted so many hours of my life this week trying to get through zone 4 while dealing with countless host migrations, game freezes, and PSN errors and disconnects, it's hard to feel positive about this game right now.

 

Sometimes these issues seem due to having a Virtuoso in the group, his spell animations causing major lag and frame rate slowdowns, but I've experienced disconnects in groups that don't have Virtuoso's as well, other class spell animations seem to be causing the same problems in the Ferelden Castle, noticeably more so on zone 4 when there are multiple enemies present, like the Necro's Walking Bomb and Alchemist's Elemental Mines. It also seems to have something to do with where you are positioned on the map. My groups have seen that the right side little rooms on zone 4, we have the leader DC almost every time. The left side stairway seems to be a bit better in terms of disconnects/lag

 

I'm not having any of these issues and I'm on PS4. 

Ofcourse I do get the Zither slow down, but never causes the game to crash on that map. 

 

Are you sure it hasn't got anything to do with your internet? Are you using ethernet or wifi and how stable is your connection?



#221
Innarra

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I'm not having any of these issues and I'm on PS4. 

Ofcourse I do get the Zither slow down, but never causes the game to crash on that map. 

 

Are you sure it hasn't got anything to do with your internet? Are you using ethernet or wifi and how stable is your connection?

 

Maybe it's PS3? Every group I've run in, others hosting, have had game freezes on zone 4.



#222
Texasmotiv

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Maybe it's PS3? Every group I've run in, others hosting, have had game freezes on zone 4.

 

I am on ps3 and tend to have issues with Zither.

 

1) If I attempt to use more than 1 song, the frame rate drops. This is on any map, even when I am the only Zither but is worse if there is more than one Zither.

 

2) On FC, frame rate is worse. If I host, I will likely freeze in Zone 3 and I have to hard reboot my ps3. If I am not hosting I will crash the Host and we will get a host migration. The host usually migrates to me and its about a 50/50 shot that I freeze up and have to hard boot my ps3.

 

I have found that if you hang back on wave 4 and don't go up the stairs, you are less likely to freeze up.

 

It makes me sad because I really like this class but find him unplayable. I may need to lose all my MP progress and migrate to ps4 to play zither. 



#223
Spin-Orbit

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This must be more of a PS3 issue. I hate Zither!

Whenever Zither is in FC Perilous Zone 4 I freeze up a third of the time. Doesn't seem to happen in the old maps as much. If you add other mages such as Elementalist boy grab a snack and watch the freeze coming.

 

2 Zithers? FORGETABOUTIT!



#224
Vortex13

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You know what I would really like to see? A brief invulnerability window (1.5 - 2 seconds) for when a person is revived. 

 

 

I've had countless games where an unfortunate down results in a (up until then perfect run) in me burning through all of my 'lives' and getting shunted to the Fade because I get shot by an archer, or hit by a brute and re-downed before my revive animation can even finish.  <_<


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#225
MDK1281

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You know what I would really like to see? A brief invulnerability window (1.5 - 2 seconds) for when a person is revived. 

 

 

I've had countless games where an unfortunate down results in a (up until then perfect run) in me burning through all of my 'lives' and getting shunted to the Fade because I get shot by an archer, or hit by a brute and re-downed before my revive animation can even finish.  <_<

 

This yes, please.

 

The most frustrating part is that as soon as I get revived, I'm already susceptible to attacks while I'm still waiting for my character to respond to my commands. By the time that happens I've already eaten enough arrows for the entire year, if not decade. :pinched:

 

After having read the huge thread about bugs, I do wonder how long the next patch notes are going to be this time. There are so many things that need to be addressed that these weekly changes alone cannot resolve. :)