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Strongest and Weakest Enemies (balance wise)


70 réponses à ce sujet

#26
F_e_princess

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It doesnt really fit but remove the select dragon option.  Every group i join has selected frost, seems kind of pointless to have 3.


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#27
LearnedHand

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It doesnt really fit but remove the select dragon option.  Every group i join has selected frost, seems kind of pointless to have 3.

Second this. You can't select which faction to fight so you shouldn't be able to game the dragon. People complain about lack of challenge but they will always go for the easiest option.



#28
Gya

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It doesnt really fit but remove the select dragon option. Every group i join has selected frost, seems kind of pointless to have 3.

I suspect that's because the undodgeable flames and lightning are much more dangerous than knockdown and chilled. Dragons are at their most dangerous in zones 1-4, and zone 5 if you're fighting a regular faction commander.

Increasing the Frost damage would even things out a bit.

#29
Luke Barrett

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Increasing the Frost damage would even things out a bit.

:bandit:

#30
Gya

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:bandit:


...... I wish I hadn't said anything.... :D

Barrett the Bandito strikes again!
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#31
SofaJockey

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...... I wish I hadn't said anything.... :D

 

Never forget the scrutiny 'from above'... 

 

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#32
BreakJohn

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perilous would be so much more enjoyable if enemy archers weren't so dam buff. seriously its insane.  



#33
akots1

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IMO, the main problem with enemy archers is not their damage but their stunlock. Each arrow stuns and there is no immunity against it. IMO, every stun should give a player some short immunity after this stun hits so it is still possible to run away/take cover. As it is now, you get hit once and that's it as you are locked and will die. Taking damage is not a problem and there are potions to heal that but inability to take cover or run away to avoid it are the problem.

 

The step-back-full-draw glitch for the archers is there and got to be fixed somehow.

 

It will be nice to have some post-revival stunlock immunity for a couple of seconds like it were in ME3. In DAI, the stand up animation starts and you are being hit without any immunity right away. Some enemies which do stun or knock down got to loosen up a bit for all this bs to become less frequent. I would personally like also some knock down immunity after previous k/d or make the abilities (like combat roll, payback strike, upgraded stealth, etc) active during stand up animation. I tried canceling it, but nothing seems to work. If the player has no control over the character, why enemies should be able to stun that character? Also, either remove k/d from despair demon ice mine or couple it to damage. As it is now, you have barrier, take no damage from the mine but are still knocked down. Which makes no sense. Then, stand up animation starts, and here comes another ice mine from another DD. So, you end up stuck in the endless animations. Also, ice mine /ice beam should lose its wall hacking abilities as it makes no sense and is very annoying.

 

And indeed, high or even excessive frequency of animals coupled to their rampant stealth detection through their backside ability makes playing rogues very unpleasant. Also, why the player is uncloaked automatically when detected? The enemies, which can detect, should attack first, if they want to, and only that should uncloak stealthed character for other enemies to see. After all, dogs cannot speak. Again, it makes no sense unless they telepathically transfer their thoughts to all surrounding troops.


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#34
akots1

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IMO, Calpernia was a bit overbuffed somewhere damage-wise in last balance changes. I tried solo on routine with an alchemist level 13 or 14 iirc, and she actually one-hit killed me from full health in advanced armor with something, I think it was her version of energy barrage, not sure. That was also unavoidable as I had to melee her being an alchemist and such as this thing comes right at your face in an instant. It was routine, for god's sake, something is not right here with regard to difficulty scaling. At least, make her casting animation distinct so it is predictable/avoidable.



#35
Beerfish

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Archers, only because of their numbers.  6 archers all in one group on the last wave of threatening?  Biowere pls.

 

Reduce the number of archers spawning on the last wave.

Reduce the solders block but enhance their attack damage or speed.



#36
KalGerion_Beast

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Pride demon could use some steroids. 

 

Despair demons need to stop cheating (shooting their ice beam attack through walls and using the ice mine attack 5 rooms away while having never seen me before). Otherwise I dont mind them.  

 

As you are now aware Archers need to have their dodge and counter shot looked at (cuz 1500 damage...).

 

Horrors im on the fence about.  The only really unfair thing they can do is use their auto-homing attack, but you can prevent it...until you have ~5 using this on you, then, well...R.I.P (Really only a noticeable problem on Castle).  



#37
Jebbadiah Jenkins

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:bandit:

 NOOOOOOOOOOOOO!!!, I have a hard enough time keeping these fools alive as it is. :o



#38
TheThirdRace

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IMO, the main problem with enemy archers is not their damage but their stunlock. Each arrow stuns and there is no immunity against it. IMO, every stun should give a player some short immunity after this stun hits so it is still possible to run away/take cover. As it is now, you get hit once and that's it as you are locked and will die. Taking damage is not a problem and there are potions to heal that but inability to take cover or run away to avoid it are the problem.


While it's a good point, there is 1 thing even more annoying with Archers and it was the same with ME3MP: they act like a hive mind.

Whenever a couple Archers don't have a specific target in mind, they all select the same target, they all rotate toward it and they all fire an arrow in perfect unison. You don't usually die because you got hit by an arrow, you get killed because 5 Archers fired at you like they were link telepathically to the nanosecond.

It was more obvious in ME3MP, where you had shield gate and health gate. You would often die "1-shot" because the enemies were reacting the same way. Because the 4 enemies firing at you were at different distance, the first one took all your shield, the second took your shield gate, the third took all your health and the fourth took you health gate. And all of this in about 0.01 seconds... That was freaking infuriating...

This is what happens with Archers, it's not that they do an incredible amount of damage, it's that they attack too fast and unison. By the time you receive your first arrow, they next 4 ones are in route and impossible to dodge or block.

If you really can't do anything about this, maybe you should reduce their attack speed a bit or increase the cooldown between shooting. If you have 4 melee enemies near you, they all take their time and mostly go at you one at a time. When you get 4 Archers, they all line up at the same time and fire pretty fast without downtime, i.e. they shoot, shoot again within 1 second and again and again, etc.
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#39
BansheeOwnage

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My main gripe with the Red Templar Shadow is simply that it has no real weakness. It's immune to many things, including freezing and panic. Why? In a standard rock-paper-scissors balance system, a unit like the Shadow would suffer from less HP to counter-balance it's agility and extreme DPS. The term is Glass Cannon, and that's the basis for rogues in DA. The problem is for some reason, it has quite a bit more HP than a foot-soldier, as well as infinitely more damage, increased agility, and immunity to many effects. That's a pet-peeve of mine, and I would appreciate lowering its HP and/or taking away its immunities. I also I don't think the Venatori Stalker is immune to freezing, making it comparatively more manageable.

 

The most frustrating thing is when you're trying to revive someone, and out of nowhere a Shadow kills you instantly. Right now it's sort of like the Phantom from ME3. It's tougher, faster, dodges more, can cloak, is immune to many things and can kill you instantly. It's excessive.



#40
BiggyDX

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One last thing. In Zone 3 of the Fereldan Map against Demons: Do you think you can limit the number of active Despair Demons to 3 on Perilous difficulty? Having 5 of them out at one time basically can keep you stagger locked for eternity given their Ice Mine ability and chill status effect.



#41
Jkregers

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I'd be hesitant to nerf any enemy in this game. The archers don't seem too deadly at the moment. If anything, I would just buff some enemies. I don't know if the archers are still doing that step back shot, but besides that, their damage seems reasonable since there are ways to deal with them.

 

If everyone wants to run any class they feel like playing and are free-for-all-ing it, archers should be the enemy that discourages them from doing that. If you want to have overpowered fun, you can always play in threatening. If perilous, you might have to make sacrifices, like bringing barrier classes...or Avvar slamming enemies through the walls. 


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#42
akots1

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It was more obvious in ME3MP, where you had shield gate and health gate .

I wish there were barrier gate, guard gate and health gate in DAIMP, but alas, there are none. Also, some characters, specifically two new ones (Avvar, virtuoso), have no dodge (evade, combat roll, fade step, fade cloak, payback strike, fallback). But it looks like even if you have dodge, it is at best unreliable especially off host. Still, that split-second reaction time dodge was possible to perform in ME3 to save yourself but not in DAIMP as almost every hit stuns most of the characters. Well, in ME3 it worked unless you get a rocket in your face or hunter shoots you, or couple of combat drones lock you up. I'm not sure that being stunned by any regular archer shots, even if they take off 1 hp,  was a very clever designer idea to start with.



#43
Drasca

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My main gripe with the Red Templar Shadow is simply that it has no real weakness. It's immune to many things, including freezing and panic

 

Slow, Chill, Paralyze, stun, knockdown, stagger, shock, burst dps, kiting, dots (are visible when they're stealthed), to name a few weaknesses.

 

It is not phys or shock/paralyze immune.

 

Examples of counters:

Ele: Firewall or Firestorm Chokepoint, see shadow burning through, stand on fire mine, blow up Shadow. Static Charge helps.

Keeper: Static Cage, Disruption field, Veilstrike



#44
Kapsejs

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Today when I was playing Hunter I was pleasantly surprised to see that Shadows can be poisoned. It still ganked me, but at least I left it a present before dying. (Toxic cloud in the face.)  ;)



#45
FRZN

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IMO, Calpernia was a bit overbuffed somewhere damage-wise in last balance changes. I tried solo on routine with an alchemist level 13 or 14 iirc, and she actually one-hit killed me from full health in advanced armor with something, I think it was her version of energy barrage, not sure. That was also unavoidable as I had to melee her being an alchemist and such as this thing comes right at your face in an instant. It was routine, for god's sake, something is not right here with regard to difficulty scaling. At least, make her casting animation distinct so it is predictable/avoidable.

Yeah, I had the same thing happen.  It's her energy barrage.



#46
BansheeOwnage

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Slow, Chill, Paralyze, stun, knockdown, stagger, shock, burst dps, kiting, dots (are visible when they're stealthed), to name a few weaknesses.

 

It is not phys or shock/paralyze immune.

 

Examples of counters:

Ele: Firewall or Firestorm Chokepoint, see shadow burning through, stand on fire mine, blow up Shadow. Static Charge helps.

Keeper: Static Cage, Disruption field, Veilstrike

Thanks for the info, it's hard to remember all of the enemies' stats. I forgot Veilstrike worked on them, that's good. My post probably sounded really angry, because I have a habit of of accidentally coming off that way, sorry. I don't usually have too much trouble with them, it's just my "Oh I just revived y- nope we're both dead" experiences that were talking :P



#47
Drasca

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IMO, Calpernia was a bit overbuffed somewhere damage-wise in last balance changes. I tried solo on routine with an alchemist level 13 or 14 iirc, and she actually one-hit killed me from full health in advanced armor with something, I think it was her version of energy barrage, not sure. That was also unavoidable as I had to melee her

 

The VC telegraphs her EB by standing in place facing toward you and charging her staff with a glow for about 1-2 seconds before shooting the EB projectiles. In this time you can let go of auto attack, strafe, take cover, or barrier / shield wall as you please.

 

If I paid more attention I'd know her exact attack cycle, but I usually kill her too quickly, or need to take care of her allies.



#48
MGW7

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I feel the archers could use less health on the higher levels, they deal lots of damage, but the real issue I have is that killing them takes so much longer than they take to fire.

On routine they are manageable, you can knock them out fast, and keep them from building up numbers, and outputting their damage, on the higher difficulties they get enough health to stick around, even focusing on the archers can't keep them from forming up and shooting you in the face repeatedly.

 

If they could be killed fast, but kept their high damage output they would have synergy with the tanks, being vulnerable to players who rush through and kill them, but getting held up by the melee units would be dangerous.

 

The tanks are rather weak though, they should tank, distract, and keep people focused on them alone. The brute, pride demon, and colossus are rather poor at their jobs,

 

The brute is probably the strongest of the three, having decent health, and some nasty aoe stun abilities, they force you to watch oout for them, and focus them down, a good offensive tank, but they are rather few for their lifespan, and having them respawn faster and get back into place to keep people distracted would help them out a bit. A short burst movement to catch people off guard, bull rush, like the colossus leap would also help him out.

 

The colossus has some good blocking, and can make walls to make movement difficult, on top of the ability to leap some distance and put people on the ground for burst movement, but he breaks rather quickly, and I feel he could use his guard more, as he usually does it once, and dies shortly after.

 

The pride demon is slow, and he takes a long time to use his attacks, while not being all that tough. He should fill the same roll as the brute, but is too slow, and his armor does not give him enough survival to make up for that. He really needs to either specialize into attack of defense, and as the brute is already attack focused defense seams the best option. He needs more than anything to have some burst movement, a charge, leap, or sprint even to get him into position, as he currently slowly moseys on over while getting torn apart by everything, and just isn't a threat, no surprises, the colossus can leap, as well as walling off escapes, and even the brute moves much faster, and quieter.



#49
BansheeOwnage

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Perhaps the Pride Demon should be invulnerable while it gains guard, like the Red Templar Commander. As it is, you can take away its guard and health before it finishes the animation, basically making its defensive ability a suicide ability.



#50
Felis Menari

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Perhaps the Pride Demon should be invulnerable while it gains guard, like the Red Templar Commander. As it is, you can take away its guard and health before it finishes the animation, basically making its defensive ability a suicide ability.

So, should all class abilities that render players uncontrollably vulnerable also gain invulnerability frames as well? If we go down the path of giving invulnerability to units beyond the RTC, there is only one answer:**** yes.