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St. BLuke's Weekly Balance Changelog (May 15th)


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#76
Rolenka

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I assume that comment about Perilous comes from just fighting a higher frequency of the strong tiers of enemies. It is broken down (from least to most) as Light, Medium Heavy, Mini-Boss, Boss. And then yes, ranged attacks are always the same no matter what.

 

For example a Footsoldier would be a 'light' enemy whereas a Behemoth would be 'heavy' and a Revenant would be a Mini-Boss.

 

Oh, OK. Thank you for explaining. It's not so much scaling then, as it is an unfortunate side effect of different enemy spawns. At least I would call it unfortunate. And it's much trickier to solve.

Please let the idea percolate a bit and see what comes to mind. There has to be a cure that is better than the disease.



#77
Hellsteeth30

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About time the Katyusha batteries got whacked by the nerf hammer. That'll teach them to make my trusty dwarf into a pin cushion.

Guess I'll be watching from the fade in demon matches again though.....

Can't find an argument with anything seriously though. Izzy and her 5k crits are safe for now.

#78
Anzer

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And I guess that the frost dragon did deserve that boost. She was significantly easier than her fiery and electric sister.

A properly built Isabela laughs at fire. Hahahaha. Lightining does really hurt though. :(
  • Kalas Magnus aime ceci

#79
Kalas Magnus

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the pride demon and frost dragon still need a buff.

 

and no its not cuz of my 2000. i mean 4000 promotes.

 

the lightning dragon is harder. 



#80
scene_cachet

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Lightning Dragon is always supposed to be harder. 



#81
DrakeHasNoFlow

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If players are now choosing fc with frost, most of time in perilous because the loot drops are the same regardless of elements chosen, than it should be looked into having improved/higher drop rates for fire and lightning. Almost all perilous pugs I've encountered choose frost because it's a lot easier than any of the other two.

The frost dragon post update is still too easy in perilous, and the rewards for loot drops should be indicative of it. If lightning is harder than either increase the odds of high level drops for that element, which would give players incentive to choose it pre game or offer higher amounts of gold for successful extraction.
  • Drasca et Kalas Magnus aiment ceci

#82
akots1

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It seems that Demon commander now again surprisingly hits like an 18-wheeler at 100 mph. My level 7 virtuoso was OHK'ed through some barrier and spirit resistance on threatening. I already forgot how it were before.



#83
Its Waffle Time

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It's on my list as a pain point but both of my potential solutions will need to be patched instead of tweaked in. I'd actually like to lessen the strength of Barrier by about 20-30% and increase guard by around 100% in terms of effectiveness but we'll see what kind of magic I can pull off :wizard:

100%? Can you make it atleast 200% more effective? Getting melted with a full guard bar in perilous isn't exactly 'tanky'.

 

Question: Is guard effected by armor, resistances or any combination of the two?



#84
DrakeHasNoFlow

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100%? Can you make it atleast 200% more effective? Getting melted with a full guard bar in perilous isn't exactly 'tanky'.
 
Question: Is guard effected by armor, resistances or any combination of the two?


Someone on bsn said the reason why guard actually works in sp is because of high armor rating values.

#85
Felis Menari

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Someone on bsn said the reason why guard actually works in sp is because of high armor rating values.

That would be me (and possibly others, though I didn't see any posts mentioning it before hand). As a sword 'n board warrior in SP, the difference in guard durability vs physical attacks was clear as I progressed through the game, and the reason was obvious. I do not recall, however, as to whether or not magical resistances affected guard (it's been too long since I last played SP to remember).



#86
Jpudify

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Frost dragon still seems a little weak, even on perilous (my stats are 11/16/19 or something like that). I managed to take down half its health myself with an elementalist to finish the job.



#87
yarpenthemad21

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Something changed on Avvar visual effects
W3qwNYT.jpg

I don't remember this huge beam of light before the balance changed. I can't see anything because of it. Any idea how to tweak it?

#88
TormDK

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That would be me (and possibly others, though I didn't see any posts mentioning it before hand). As a sword 'n board warrior in SP, the difference in guard durability vs physical attacks was clear as I progressed through the game, and the reason was obvious. I do not recall, however, as to whether or not magical resistances affected guard (it's been too long since I last played SP to remember).

 

The "problem" with Guard in multiplayer is that the MP Talents for damage reduction make it very hard for Bioware to adjust our collective armour ratings to make Guard effective.

 

Think about it; Single player has armour sets that has near 300 rating. The highest we go in MP is ~100 with talents (Katari can go a bit higher, due to his high base armour). However, we have damage reduction talents that reduce damage from the front by up to 50%!

 

Those need to be adjusted accordingly if Guard is getting buffed. My Templar is already getting hit for 17-25 damage from the front on Threatening (Aka, laughable damage).



#89
AwesomeBabyLion

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Those need to be adjusted accordingly if Guard is getting buffed. My Templar is already getting hit for 17-25 damage from the front on Threatening (Aka, laughable damage).

 

How many promotions do you have and what gear do you have and what specifically is hitting you from the front with that damage? I ask because I like to see the whole picture before I consider anything.

 

I know I get hit for a lot more damage =|



#90
TormDK

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Like 3 cunning, 4 wisdom and 18 con ('ish, I don't have the exact figures but it's not more than that).

 

Turn the bolt, trust the steel and turn the Blade makes for alot of damage reduction.

 

So those talents needs a nerf at some point if our Armour rating are going up. Otherwise Bioware would need to give archers even more armour piercing abilities, which would defeat the point of buffing our armour rating in the first place.



#91
AwesomeBabyLion

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Like 3 cunning, 4 wisdom and 18 con ('ish, I don't have the exact figures but it's not more than that).

 

Turn the bolt, trust the steel and turn the Blade makes for alot of damage reduction.

 

So those talents needs a nerf at some point if our Armour rating are going up. Otherwise Bioware would need to give archers even more armour piercing abilities, which would defeat the point of buffing our armour rating in the first place.

 

I have 4 con, 3 will and 1 cunning so far. Never enjoyed the concept of promoting and didn't really want to do it, but when you are unlucky like we are, promoting has become the only way to actually get any kind of progression in the game. With 18 con, you have an additional 9% melee damage reduction. If it's frontal melee attacks you were talking about, then it is understandable that you aren't taking more damage per hit. Not everyone is going to have promoted as much as you however and if you think that amount of damage per hit is to small then you should be playing perilous and not threathening.

 

Not every character/player is going to have turn the bolt, trust the steel and turn the blade along with 18 con promotions. If you didn't want it to be so easy on threathening, you shouldn't have promoted. It's important in these cases with balancing and fixes that you consider the whole player base and not just yourself.



#92
TormDK

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Yes, Archers do alot of meleeing, this is true....

 

Joking aside, the promotions are not the factor here, the talents are.



#93
Jpudify

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I have 4 con, 3 will and 1 cunning so far. Never enjoyed the concept of promoting and didn't really want to do it, but when you are unlucky like we are, promoting has become the only way to actually get any kind of progression in the game. With 18 con, you have an additional 9% melee damage reduction. If it's frontal melee attacks you were talking about, then it is understandable that you aren't taking more damage per hit. Not everyone is going to have promoted as much as you however and if you think that amount of damage per hit is to small then you should be playing perilous and not threathening.

 

Not every character/player is going to have turn the bolt, trust the steel and turn the blade along with 18 con promotions. If you didn't want it to be so easy on threathening, you shouldn't have promoted. It's important in these cases with balancing and fixes that you consider the whole player base and not just yourself.

I always thought the base 10 didn't count, so wouldn't it be 4% melee deduction?

 

Someone correct me if I'm wrong, ofc.



#94
Drasca

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I always thought the base 10 didn't count, so wouldn't it be 4% melee deduction?

 

Someone correct me if I'm wrong, ofc.

 

Off the top of my head... here's some of the factors involved:

 

Physical damage (not magic, spirit, or poison) is reduced by armor directly (subtraction), then reduced by defense here...

 

 4.5 melee + Shield 30% front defense (if attacked from front) + Shield's melee defense + Armor's Melee defense + ( constitution passives on build + constitution on accessories &armor ) x ( 0.5% melee defense / constitution ) + defense from other abilties

 

This is not including enemy debuffs like weaken.

 

Promotes definitely are not end-all be-all, just the most visible thing newbies are aware of and want to scapegoat.



#95
AwesomeBabyLion

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I always thought the base 10 didn't count, so wouldn't it be 4% melee deduction?

 

Someone correct me if I'm wrong, ofc.

 

Yes, the first 10 don't count. But seeing as TormDK wrote 3 cun, 4 will, 18 con, I assumed it was the number of times promoted for those attributes. So it would be 13 cunning, 14 willpower and 28 constitution.

 

As for promotions being the "scapegoat". I have talked to the higher ranked players and I have played with them and they all say the same thing - "only way to become more powerful is promoting. Once you hit 50 promotes in one attribute, then you will start seeing it". To give you an example - 100 constitution promotes equates to 50% less melee damage and 500 extra health. 200 willpower equates to 80% magic defense (the cap) and 100% extra attack. Promotes are absolutes in the game.



#96
Felis Menari

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Like 3 cunning, 4 wisdom and 18 con ('ish, I don't have the exact figures but it's not more than that).

 

Turn the bolt, trust the steel and turn the Blade makes for alot of damage reduction.

 

So those talents needs a nerf at some point if our Armour rating are going up. Otherwise Bioware would need to give archers even more armour piercing abilities, which would defeat the point of buffing our armour rating in the first place.

Luke did mention simply increasing the max guard MP characters can generate, so that wouldn't affect the amount of incoming damage. It would have to be a hefty guard bonus though, in order to make guard a not-so-terrible form of damage mitigation.



#97
TormDK

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While it is true that high promotion levels can "break" the game from a difficulty perspective (See the silliness that is Drasca's videos :)), there is the slight matter of the time needed to get there.



#98
TormDK

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Luke did mention simply increasing the max guard MP characters can generate, so that wouldn't affect the amount of incoming damage. It would have to be a hefty guard bonus to make guard not **** in MP though.

 

Yeah, then he would also need to tweak how much guard we get from abilities and shield wall blocking. Right now, it gives percentages.



#99
Drasca

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Looks like wintersbreath shield still has the same berserk stats as before (10/100). Tested and took double (or more) damage while own damage did not signifigantly increase.



#100
yarpenthemad21

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Yeah, then he would also need to tweak how much guard we get from abilities and shield wall blocking. Right now, it gives percentages.


What's wrong with percentages?