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Strongest and Weakest Enemies (balance wise)


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#1
Luke Barrett

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Just like the other week's character balance question, what does everyone think are the strongest and weakest enemies? This can include anything you swing a stick at (including the poor golden nug)

 

My initial thoughts are Archers need to share their workout secrets with Pride Demons.


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#2
ellpadre

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Ya, archers are certainly deadly strong. Also can't understand how mooks can block the Zithars electric attack. Its a area wide force feild, yet they just hold up their light saber and block away



#3
Luke Barrett

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Also can't understand how mooks can block the Zithars electric attack. Its a area wide force feild, yet they just hold up their light saber and block away

 

This and the Stonefist combo thing are at the top of my list - unfortunately not able to do an override on them for a weekly thing but I'll get it in as soon I can.


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#4
Drasca

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Strongest:
Marksmen

Despair Demons

Horrors and Red Knights that infinitely make Horrors, bypassing the mob spawn limit

Shadows & Stalkers, Fear demons to a lesser extent

Fire Wraiths (burning is lethal)

 

Druffalo, Gurn, Bog monster (elite animals that charge)

 

Enemies that stun you (most annoying)

 

Red Templar Commander

 

Weakest:

Demon Commander. He got over nerfed. He's still stronger than regular mobs, but just barely. His glyph sneak attack is spirit based now, and is not lethal anymore. At least on Perilous he should have a strong physical pop-up attack at least half the time.



#5
DrakeHasNoFlow

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Strongest enemies are:

Most range units except for wraiths:

Archers, both venatori and Templars, are the major cause of most wipes at higher difficulities particularly perilous. It's one of the main reasons why some classes do poorly, because there isn't much in ways to mitigate a hail of arrows coming their way. The fact that they also perceive you in stealth, makes assassin players a little salty. Another mechanic that archers have that seem to be one hit downs, is the dreaded step back shot. I've seen it hit upwards of 1200-1400 plus.

#6
Theghostof_timmy

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Needs Buff (characters):

 

Avvar. Whatever Drasca says, he could use something to make him a bit less like wet tissue paper. Baked clay, at least. Also, since his attacks have super long animations (comparatively) he can be frequently interrupted, lowering his survivability even further. Less stagger would help him methinks.

 

Flashfire: I did a post on it earlier, gist was either lower mana cost and cooldown dramatically, or make the panick effect a confusion effect that is like the confusion grenade, and temporarily makes the enemy attack his fellows.

 

Enemies:

 

Archers must die. They must! Also, dem red templar shadows. They're 1000x more dangerous than their venatori counterparts.


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#7
F_e_princess

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Most annoying 

 

Red templer mode assasins

 

On perilous 4\5 they can ruin your day in a hurry.  Im guessing there are so many to try make los aoe strategy more difficult.  M

 

Maybe a slight stealth movement speed penalty to better allow players to see them bhind them?

 

 

Weak

 

Venatori assasin.

 

The way they break stealth to twin fangs makes it easy to dodge even when they have the drop on you



#8
FRZN

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Archers are definitely the biggest threat.  They do tons of damage (especially with their special attacks), they spread out, they can't be kited (or lured without using cover), they tend to come in large numbers, they tend to knock players out of stealth (I think because entering stealth doesn't break their tracking), and most characters can't dodge arrows while attacking.  Wraiths can do serious damage by setting you on fire but aside from that aren't really an issue.

 

Terror and despair demons are very annoying with their CC spam.  They're the only thing that makes the demon faction dangerous.

 

Assassins are pretty dangerous if you don't keep track of them but aren't much of a threat if you see them coming.

 

Melee mobs in general aren't dangerous but they do put pressure on you so that archer can rip you apart, and when you get CCed they can deal some damage.  The slower they are (pride demons, giants) the less of a threat they are.

 

Druffalos are the deadliest thing on wheels.  Please don't ever nerf them.

 

Dragons are the easiest bosses (yes, on perilous without many promotions) because beating any single enemy is just a l2p challenge. The real threat in a fight comes from getting overwhelmed by numbers, which is when situational awareness, positioning, and teamwork are key.



#9
F_e_princess

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^^

 

Like frzn pointed out the perilous boss fight is pretty easy and will only get easier as more people learn it.  

 

Having adds constantly spawning from random points would make the fight more dynamic and would give a tank something to do



#10
abc1921034518

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Don't nerf the archers... its like the only challenge left in this game.

#11
dasfranken

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Strong:

Archers- My issue is the damage of the turn, sprint, and gank attack. Very frustrating when they decide to do that. Their normal dps combined with how many spawn at once are dangerous enough without an OHKO attack to 'reward' players who safely closed the gap or correctly used LoS. They are a good threat otherwise, and downright frightening when buffed by spellbinders and protected by shield guys. That is the faction working together though, which i like to see.

 

Templar Shadows- I think the damage on their normal attack is a bit too high for a unit with a super powerful drill back stab, cloak, and immunity to panic, sleep, and frozen. The frozen immunity should make them a bit weaker offensively than the venatori stalker who can be frozen.

 

Templar Horrors- My issue is that the seeking needle attack doesn't have an audio cue. Very high damage for something you can't hear.

 

 

Weak

Pride demon- I'd rather see a buff to his non-electric resistances and armor than more HP. He especially needs more spirit resist, but he is already hard to kill if your mage only has electric attacks (keeper with fury of the veil for example).

 

Venatori Stalker- Their twin fangs tracking is about as bad as ours. Considering they can actually be frozen whereas the templar shadow can't I'd say they could use some buffs. I like how they are more opportunistic than shadows in terms of when they strike though.

 

Generic Sword Guys on both Templars and Venatori- With the exception of the block spam issue you all will be addressing they are kinda weak. Quite easy just to out strafe them 1v1 and they don't hit that hard if you do get hit.

 

Special-

RTC- Fun boss but the earth shaking strike stunlock is annoying. Just a small bit more delay added between attacks to let the player escape would be appreciated. Even if the delay only applied between attack 2 and 3. It is easy to avoid if you can see it coming, but it does hit through walls and templar knights can get in some pretty sneaky shots. Chaining sleep on him needs tweaking too.

 

Despair Demons- Everything they do offensively is avoidable with cover or strafing, but them tracking rogues with ice beam after they stealth is annoying. Fixing that or at least lowering the duration of ice beam would be appreciated. I really like this unit even if "stupid despair demons" is something I often grumble mid match :D


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#12
yarpenthemad21

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Weakest

Those big ones. Pride demon, behemoth. Like big teddy bears.

Strong
Archers, horrors, stalkers and shadows.
On castle map (because of huge spawn of them) venatori mages/spellbinders (I don't see difference). Barrier + aoe damage.

Annoying / Cheap
Despair Demon - high barrier, with it this small thingy can take more punishment than pride demon + it has wall hack
Terror demon - nobody likes stun locks
Red templar Knight - as "nobody expects brick in the face"
Red templar commander - "stop I'm shouting and drinking, can't touch me" + whirlwind to the wall and this attack when he smack ground and deal damage in line. To sum up - stun lock guy
Wolf, Hyenas - high health for some strange reason + they always spawn in strange places, like on the roof.
Jedi Knights who can block everything.
Guards - "captain America shield? I have better"

#13
ALTBOULI

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Archers and Red Knights are the strongest. The buff the red knights give to enemies should be reduced.As should their projectile attacks. Archers do stupid amounts of damage.

Pride demon and those colossal red knights - their slow and weak

#14
Gya

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2op pls nerf:

Marksmen. They laugh at your guard. They track you in stealth (sometimes even if you entered stealth out of LoS). They shoot through pillars. They can ignore combat roll and evade (not sure if that's intentional or just lag on my part). They 2-shot any of my characters who don't have unyielding or guardian spirit. Generally they're manageable except in zone 5, where the fact that they spawn all over the place in large numbers means that if you don't have a pet keeper, virtuoso or barrier ele, they cause the vast majority of wipes. There's limited cover, especially on the Fereldan castle. That, and they feel disproportionately punishing to poorer connections.

Red trampler knights. Homing bolts. They make marksmen look like the alchemist. Their ability to transform other units into horrors is a nice touch, but when there are too many knights, it just gets a little silly.

Despair demons. Their beam spam and running away bulsh*t makes them a royal pain in the *rse. When there's a whole bunch of them, it's just stupid. I'm looking at you, zone 4 Fereldan castle. You try to run over to one but their beamspam will kill you. Even if you manage to get to them, they just float away. And then one of the other 4-8 despair demons will kill you. You try to get behind cover, but their ice mine will almost kill you, leaving you lying on the floor vulnerable to stupid shades.

Fire wraiths. Get hit by one of these just once, might as well start spamming f4 for a rez. Doesn't help that combat roll is quite buggy when it comes to removing burning status effects.

Druffalo. Ok, wtf is up with their charge? It doesn't only knock you down, it knocks you forward and keeps hitting you until you die. Can the katari get this buff to charging bull pls?

Shadows. Way more dangerous than stalkers or fear demons. Being deadly out of stealth, like a stalker twin fangs that actually hits? That would make sense. But all their melee attacks simply destroy anything, even barrier. They can chew through full barrier and then take out most of your guardian spirit in one flurry.

Jedi. Order 66 pls.

2weak needs buff:

Pride demon. "Look at me! I'm big and purple, and sometimes I have guard! I'm going to walk around slowly." I actually think the damage his moves do are ok because he seems to be intended to be a tank, but he doesn't use them very often. He also needs some way to close distance, perhaps some form of charge but not as OP as Druffalo.

Venatori spellbinders. They brought a huge book with them. It seems to contain one crappy mine spell. What a waste of paper. Perhaps a few more spells would be in order?

Fear demons. Give them proper stealth and stop them sh*tting spiders. It's not healthy.

Just right:

Stalkers. I was going to put then in the too weak category, but you know what? If player assassins can't hit moving targets with twin fangs, why should they? They already have far better evasion by dancing around, and they teleport while stealthed. Leave them as they are. Or give them flank attack so they can experience flying off stairs as well, and shadow strike so they can waste stealth.

Everything else. Generally, I think the devs have done a fine job.
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#15
GreatBlueHeron

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Pots are way OP. Pls nerf.


Archers.....hmmm. I don't like em, but nerfing them would make the venatori ridiculously easy. Sometimes it's good to be trolled by enemies, which is why druffalo should never be nerfed. Also despair demon, a very good troll. It's OK to have annoying enemies (annoying enemies keep the game interesting. Except for geth rocket troopers. And geth stunlock. Bioware, pls nerf) . Pride demon needs a big buff to HP.

#16
TheThirdRace

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It might be more about the composition of spawning than any particular units.
 
Red Templars are the hardest faction for sure. They have tons of Archers, they supplement it with Horrors and Red Knight who hit like trucks too. They're all about range damage while their Commander is all about melee damage that will screw you when you try to get into cover from all the range. It's a bit too much, especially when you're designing levels with almost no cover and big open areas (one of the Elven Ruins area 5 design is almost always a wipe without a godly party because you're forced outside with no cover at all)
 
Venatori are still the easiest, they have nothing on Red Templars. Their Archers deal less damage, their Stalker are ridiculously low damage compared to the Shadows, they have more melee but that only removes range damage which is a good thing for us. I think the Venatori would benefit a lot from having less foot soldiers, put a bit more Brutes to keep the pressure, but give them more Mages. Venatori ARE Tevinter people right? Why the hell do they have more Archers than Mages and Spellbinders combined? Differentiate them from a cheap Red Templar knockoff, put the emphasis on Mages, Spellbinders and Stalkers (buff the Mages and Stalkers a bit, they need it) and put pressure on the team by having a couple Brutes and Archers. Foot soldiers don't make sense for that faction, they simply don't fit Tevinter mentality, might as well remove the unit and put emphasis on what makes Tevinter Tevinter.

As for the Demons, I've always thought the Demon Commander's nerf was the wrong one. The problem wasn't it could kill you in 1 shot, it was that the area of effect was too big to escape by normal means (running) when not hosting. Give him a big boost in damage, but lower the area of effect of his jump thru the floor by at least 1/3. That way, you NEED to keep track of him but you can avoid him. The Red Templar Commander is "fair" even when he kills you with his "spin to win" because you can avoid it. As for the other demons, I think the problem is the Wraith are just too many and too weak, except for the Fire Wraith, that thing is way out of control... Maybe add more of the other types of demons instead of going all Wraiths. I could see a couple more demons jumping thru the floor, they keep you on your toes (no pun intended). Fear Demons are also not present enough.

And most of all, reduce the number of animals please. For the love of all that is holy, if you do only one thing, please just do this one. The "dogs" are simply bad. The AI is bad, their HP is all wrong (way too high), they perceive cloaked characters (2 of which were already hard enough to play without another thing going against them), they spawn stuck to one another, they sometimes compose 90% of all the units in an area like they're the faction we're competing against... I get it, animals are a nice addition, I'm just saying putting them everywhere is bad. Giants, Druffalo and the Bogwater something are awesome. The Raptors, the Dogs and the Wolves are something that should be restricted to 2 or 3 per area. In that number, it wouldn't be too much of an handicap for Assassins, Alchemists and Hunters, 3 classes hard to play to begin with.

In any case, that's my take on it. You've been doing a great job in the last month so keep it up, we're counting on you.
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#17
Jebbadiah Jenkins

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I'm not gonna repeat everything that everyone else already said, so I'll just give a shout out to the newest most annoying enemy type for me personally.

 

We all know how deadly archers are, shadows can gank you down instantly, Despair demons are really annoying, but the ones that drive me crazy are those pesky dogs/wolves.

 

Why do these guys have 3 times the health of a fully armored unit?

 

They come in packs of 3 to a billion, get stuck in weird spots all over the map, they have perceive and the ability to knock you down.

 

I know for group play they are usually taken care of fairly promptly and seldom cause wipes, but for solo play these guys are a pain in the butt.


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#18
Jebbadiah Jenkins

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And most of all, reduce the number of animals please. For the love of all that is holy, if you do only one thing, please just do this one. The "dogs" are simply bad. The AI is bad, their HP is all wrong (way too high), they perceive cloaked characters (2 of which were already hard enough to play without another thing going against them), they spawn stuck to one another, they sometimes compose 90% of all the units in an area like they're the faction we're competing against... I get it, animals are a nice addition, I'm just saying putting them everywhere is bad. Giants, Druffalo and the Bogwater something are awesome. The Raptors, the Dogs and the Wolves are something that should be restricted to 2 or 3 per area. In that number, it wouldn't be too much of an handicap for Assassins, Alchemists and Hunters, 3 classes hard to play to begin with.

 

 

I see now that someone beat me to it.

 

Totally agree though, the dogs are a nuisance that doesn't add much to the game, except me cursing at the t.v.



#19
ottffsse

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Needs To be nerfed: dogs HP and sniffing ability, at least in lower difficulty levels (I agree with comment above-these animals should not be stronger than enemy faction foot soldiers)
-zealot Mook block rates.

Don't nerf archers and assassin's they make the game interesting. Wait has enemy assassin's spawn location been randomized yet?

Strengthen: enemy spellcasters need to be able to dispel your parties barriers and buffs. Maybe not all the time, and maybe just 50% but that would make them higher priority targets as right now enemy mages except the despair demon don't strike fear in anybody.

Enemy brutes / pride demons could get a buff in terms of a lethal incapacitating attack - maybe a pommel strike or short spin to win? I am thinking they really need something to potentially stun lock a target (cillian naturally) and rip through barrier and health at higher difficulty if not cced. Again right now they are just lumps of more HP waiting to be shredded by a competent assassin or duelist etc.
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#20
Zehealingman

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Pride demons need to be more dangerous. Right now, I am more afraid of an archer then a pride demon.

 

Also, mages need to be stronger. Give them dispel and/or a stronger barrier. And more damage.



#21
SofaJockey

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At the moment in the Ferelden Castle, I see parties running around like headless chickens because the map is less linear (that map flexibility is a good thing).

A party that does not fight intelligently, i.e. fails to use the benefits of the map, should be skewered.

 

The challenge is, that to most parties, it is quite unclear what that party strategy should be.

 

One of the benefits of Dark Souls type play, is that eventually you figure out what leads to your death.

Yet many of the PUG parties I run with show no sign of figuring out what leads to their deaths...

 

Enemies can be strong as long as they also have exploitable weaknesses.

 

That does not mean blanket nerfs.

It does mean finding an angle where their difficulty can be attacked.

 

Example: Priming the Ferelden Castle trebuchets matters.
Running over once the dragon has settled is too late, 

intelligent preparation is rewarded.

 

Whilst on balance a sensible step, one irony of the Demon Commander nerf is that people

were starting to find ways of dealing with it.

 

This may be outside of the scope of alteration.

but use of soft cover, lines of sight and aggro management also support intelligent play,

and rewards use of gorgeous maps.

If soft cover sniping simply aggros the map, that tactic fails as a useful one.

 

TL;DR

 

This is not about nerfing all the things... (necessarily)

 

nerfmagemini.jpg

 

oh and certainly +1 to this:

 

... You've been doing a great job in the last month so keep it up, we're counting on you.

 

:)


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#22
Dieb

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  • The huge enemies like Brutes, Red Templar Colossus (Colossi?) and the Pride Demon are disproportionally vulnerable.

    (Then again, so are all of our physically imposing Warriors, alas it's probably fair game.)

     

  • Fire-charged Wraiths
    I'm not sure whether I'm just whining here though. Since they are so obscenely more powerful than any other type, and the Rage Demon on his own not being very dangerous, I suppose that is very much intentional? If so, disregard.



#23
Kapsejs

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I don't mind Red Templar Shadows per sé; hey, they are hard-hitting assassins attacking you from the back, they're supposed to do a ton of damage and it makes the game more interesting. You can't just stand still and auto-attack, you've got to keep an eye on your immediate surroundings if there's a Shadow on the prowl. Getting banked by one is annoying but avoidable.

 

What I do mind is that their stab attack of death is AoE. If the group is standing close together, so a Keeper could cast a barrier on all of them at the same time, for example, the Shadow can kill the entire team at the same time. I think it should be single-target.



#24
BiggyDX

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Templar & Venatori Archers

 

You'll find that they're the leading cause of player deaths in this game, mainly do to their sheer numbers and high damage output (especially against Guard and when attacking from the flank). In addition, they have the capacity to generate extremely high amounts of damage after running from a melee player and immediately turning around to fire an arrow (I've seen numbers in the 1000's). That to me should be the biggest fix to them. Aside from that, a very small decrease in damage and fewer numbers of them should even things out.

 

Templar & Venatori Footsoldiers

 

These guys can shut down any momentum you might have had if you're a Warrior or Rogue (sometimes even a mage). They're godlike ability to block almost everything is beyond absurd. Here's a short list of things I've seen them block: Whirlwind, Payback Strike, Leaping Shot (12 arrows - WTF!?), Immolate, Hot Licks, Flank Attacks...flank attack, Spirit Blade. Its out of hand - to say the least - and needs a fix (and I'd probably say this should also apply to single player as well if it's as bad as it is in MP).

 

Templar Shadows and Venatori Stalkers

 

I'm actually not opposed to them being able to due massive amounts of damage with their flank attack, but Venatori Stalkers need a buff to their flank attack; since it pales in comparison to their Shadow counterpart. Speaking of Shadows, their flank attack is also AoE...so fix that. Either than that, can you also remove them from the first group composition when we have to due the escort objective? There have been times when they outright murder your escort before you can even get to them.

 

Red Templar Knights and Horrors

 

Knights should have their amplifying beam range decreased since it can stretch ridiculously far; and sometimes even when there are obstacles in the way. I also think their energy blast could have its velocity reduced some, since its pretty accurate and hard to escape. Horrors should have their back projectiles homing ability toned down some.

 

Templar and Venatori Mages

 

Give them higher barriers for themselves, but also fix the spacing between Spellbinder runes so that they don't overlap.

 

Despair Demons

 

Could you alter their Ice Mine ability so that it cant be used against you if you're not visible to them? I would also decrease the distance that they can evade when they do their floating.

 

Pride Demons

 

The biggest paper tiger in the enemy roster. These guys should be given a lot more guard than they have now, as well as a base health increase. Also, he should be immune to panic abilities. He's the f***ing Pride Demon!

 

Red Templar Commander

 

His ability to follow up his leap attack with hard hitting abilities like Earthshattering Strike can be pretty brutal since you're likely still in the middle of recovering if you were knocked down. I think a slight bit of latency in his ability to use different abilities would help give players just a bit more time to recover. I'm not sure what everyone thinks of his Potion I-frames. I find them more annoying than it needing a fix.

 

Wraiths

 

Fire Wraiths are the bane of most casual (and even experienced players) due to how much damage they output against you as DoT. I would tack it down since they're can a good number of them and this can ruin any melee players day.



#25
LearnedHand

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Certain enemies should be buffed (Pride Demon, Fear demon? the cloaking big ghostly demon should both attack faster, they do good damage when they attack but the windup is way too slow).

 

No enemies should be nerfed. Only thing that should be nerfed is the frequency of the basic soldier block.