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St. BLuke's Weekly Balance Changelog (May 22nd)


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#26
kaileena_sands

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Oh my god, Luke! Thank you so much for buffing the dro.... I mean inquisition agent! :D It's so awesome that you guys are so open to suggestions and feedback! You get all the hugs.

 

 

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#27
Drasca

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I could maybe see using Flashfire on Necro, but why single target fear, when you can use Horror and aoe fear? 

 

Virulence can technically spread the extended extra long fear to everything, but depends on the Necro killing the target--- and given necro has poor single target damage but excellent multi target damage (walking bomb), this isn't very useful.

 

I've tried to make virulence work, but it isn't very practical.


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#28
TheThirdRace

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Since the primary effect of Flashfire, Panic, will be interrupted within 1.5 seconds of damage, FF needs to be a low mana cost spammable spell like Immolate-- because FF's primary utility panic will be interrupted in practice. It is also not AoE. You'd need to reduce it down to at least 8 sec cooldown total, and 35 mana or less, because FF will be interrupted. It is especially less useful against the hordes of enemies in the new FC map.
 
FF is only good in test platforms because no one else is in lobby trying to sling damage, and interrupt FF's primary utility. Firewall, as a persistent spell, is far superior to FF because it will refresh panic AND it stays on the map, matching the the cooldown with its utility. FW's primary downfall is the damage is a burning DoT that will prevent Fire Mine's DoT, but is otherwise good.


That's exactly the problem with Flashfire.

If you reduce the cooldown to 8 or 10 seconds, you make it spammable and this would greatly help the skills as the disabling ability is simply bad. Drasca's right on with his analysis.

If you don't want to reduce the cooldown, 400% damage is way way too low to make it even remotely useful. A high cooldown ability must bring something worthwhile to the table. Fire Mine is a great example of this. It has a high cooldown, but has high damage, low cost and good disabling abilities (kock in the air and burning). Flashfire is only 1/3 the damage for 50% more mana and a ridiculous disabling ability that evaporate 1.5 seconds after casting it...
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#29
Innarra

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Or. Just make Flashfire an aoe cast like Horror.... though changing stuff like that would require a big adjustment to the game mechanic. In a patch.



#30
Jackyl

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Maybe make the panic uninterruptable would increase the utility of FF and horror. Not much point in having an ability whose main feature can be cancelled by stupid pugs as soon as it is cast. Upping the damage and decreasing the cost are both good moves but it doesn't make them "good" abilities to use in a team setting.

That said I really do like FF + virulence for soloing, I'd just like it to be as useful with teammates around.

#31
TheThirdRace

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Since you're trying to make Fallback Plan a bit more appealing, would you please increase the upgrade from 5 to 10 seconds.

There are 2 problems I can see with Fallback Plan.

First, it usually ends before it becomes useful. Personally, I use it just before entering combat and 80% of the time it expires before I need it. The irony is I would really need it like 1 or 2 seconds later... (6 seconds later... was counting the upgrade of 5 seconds in it, wasn't clear so I edited)

Second, it has a lot of problem with lag and how it gives you back your health. Also, the order of execution is wrong, it gives you back your health then teleports you. This lead to the situation where you regain your health, get hit by the enemy badly, lose 95% of your health, then you're teleported... No, no, no, no! Teleport me first out of danger then give me back my health. Geez!

Increasing the upgrade to last longer would at least alleviate the first problem. Hoping for a patch to fix the second.

Keep up the good work!


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#32
Laforgus

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And for Elementalist to bully the ice Dragon is better Energy barrage(with Fire staff) than Flashfire. 

 

But remember We are Talking About E.L.E.M.E.N.T.A.L.I.S.T, what skill you want me to drop to pick FF?

Fire Storm? "HELL NO!"

Fire Mine? "Keep Dreaming!"

Firewall? "Man i almost fell from my chair!"

Inmolate, Barrier or Stone Fist? "Keep walking nothing to see here!"

 

The only way some one would use it, is if its a starter skills so at lv 1 you have no other choice.... Like sp Mage campaign...


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#33
monicasubzero

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Flashifire will be used only if there's a challenge about it! Oooops, sorry, maybe that was a troll suggestion (I run in too many trolls during my last pugs, so I got in a troll-mood).

 

Any plan on nerfing the Templar Commander? Gosh, that dude really kicks my as*! Today I was going around with my mighty level 1 Keeper (on Routine) and he started to swing his sword following me even if I was running in circles and trying to escape (while the tank was staying there with his shield wall). Or another time, he put my Legio in a corner and started swinging his sword again and my Legio couldn't do anything except staying there and waiting to die. I'm not going to talk about when the TC kicks the ground with the sword. No matter how fast you are (the animation when you are smashed to the ground and stand up again is too slow, imo), you're going to be dead with the next hit (I'm talking for all those people like me who still don't have many promotions) even if I'm wearing a superb health belt (+200 hp)!


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#34
Laforgus

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Abilities Under-Utilized; Now Become Super-Sized

 

 

Fallback Plan (Hunter, Assassin, Duelist)

  • Cooldown reduced from 32 seconds to 24 seconds.

Since you're trying to make Fallback Plan a bit more appealing, would you please increase the upgrade from 5 to 10 seconds.

There are 2 problems I can see with Fallback Plan.

First, it usually ends before it becomes useful. Personally, I use it just before entering combat and 80% of the time it expires before I need it. The irony is I would really need it like 6 seconds later...

Second, it has a lot of problem with lag and how it gives you back your health. Also, the order of execution is wrong, it gives you back your health then teleports you. This lead to the situation where you regain your health, get hit by the enemy badly, lose 95% of your health, then you're teleported... No, no, no, no! Teleport me first out of danger then give me back my health. Geez!

Increasing the upgrade to last longer would at least alleviate the first problem. Hoping for a patch to fix the second.

Keep up the good work!

 

About this, i dropped FBP because even after you jump back, you appeared with missing health. Also it doesn't revive you when you die during FBP, inst suppose to work like a save state?

 

Give us revive on "Death under Fall Back Plan" and you got yourself a deal, anyways why HOK can revive and no FBP

 

*shrugs*

 

Lets say you use 25% of health as insurance to create FBP's point, like a Sci-Fi movie's Plot twist. and if you die you revive back at the point with the 25% health you save.


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#35
FRZN

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I too feel like the buffs didn't really address the problems with these abilities.

Fallback Plan - the cooldown reduction is nice for Thornton, but the ability's main problem imo is that on perilous enemy lethality is so high that it'll rarely save you because it doesn't activate instantly (or maybe it just feels that way due to lag) and it doesn't have a life ward type effect (auto activating when you take lethal damage).  I did find it extremely useful on routine and threatening when I was starting out and didn't have any HoK though.

Flashfire, Full Draw, Energy Barrage - single target abilities with longish cooldowns makes them unsuited to multiplayer's hordes of enemies, even before taking into account long draw's animation and that Flashfire is a fear that will break and waste its extra long duration.  Energy barrage is probably the most useful of the three, but on the necromancer mostly due to her shortage of damaging attacks and on the keeper due to synergy with static cage and disturbance of spirit (to proc shock+weaken->sleep->nightmare).
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#36
DrakeHasNoFlow

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So when's the zither nerf coming? =)
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#37
Jkregers

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You can spot and avoid the templar shadows. I am not a fan of this nerf. Even when they were instantly killing me back in the day, it sucked, but it definitely made sense. 


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#38
Laforgus

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And i forgot to mention that Fall back Plan many times teleport you along a bad guy, is not a nice day when you teleport a stalker with you. Also i once did teleported a Druffalo with me, then i got a free tour around the room...

 

It's like that story about the man who tripped on his own sword.... it was not pretty  :(


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#39
FRZN

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And i forgot to mention that Fall back Plan many times teleport you along a bad guy

That's what the upgrade does.

#40
ottffsse

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I think the shadow nerf is a bit excessive. They should be able to insta gib a soft archer mage target which does not have barrier and is not at full health. We'll see how it plays out. I think a good balance is that a shadow should take out all but a sliver of health from a lvl 20 soft character at full health without any protection like barrier or ice armour. Combine that with a very short disorient ability from its attack from which you can only get away if it hits with fade step cloak or evade. If you don't do that your stunned and it's next slash is lethal.

#41
BansheeOwnage

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But then, I also liked the Banshee's kiss . . . . terrifying.  

I don't recall ever kissing you :huh:

 

 

 

 

:P :P :P


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#42
Pee Jae

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You can spot and avoid the templar shadows. I am not a fan of this nerf. Even when they were instantly killing me back in the day, it sucked, but it definitely made sense. 

 

I'd be more inclined to agree with this... if we had a way to self revive, ie medigels. Or people were quick to revive. They're not.


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#43
Dieb

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Fallback Plan (Hunter, Assassin, Duelist)

  • Cooldown reduced from 32 seconds to 24 seconds

 

I love you.

 

First, it usually ends before it becomes useful. Personally, I use it just before entering combat and 80% of the time it expires before I need it. The irony is I would really need it like 6 seconds later...

 

I would disagree with that, that would make any thinking obsolete. There needs to be a trick to it. Also, don't mean to sound rude, but six seconds? That's a truckload of lot of time in combat, if you think about it.

 

 

Second, it has a lot of problem with lag and how it gives you back your health. Also, the order of execution is wrong, it gives you back your health then teleports you. This lead to the situation where you regain your health, get hit by the enemy badly, lose 95% of your health, then you're teleported... No, no, no, no! Teleport me first out of danger then give me back my health. Geez!

 

That, though. Absolutely this.

 

 

In conclusion, as far as I'm concerned, it needs no buff. It just needs to work.


  • Da_Noobinator aime ceci

#44
Da_Noobinator

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Full Draw (Hunter, Archer)

  • Cost reduced from 65 to 50
  • Cooldown from 32 seconds to 24 seconds

Hey just letting you know that the cooldown was actually already 24 seconds, and it is now 8 seconds :)

As others have pointed out, the skill's main weakness is its aiming time, especially for the Archer, but a I feel that with its new stamina cost and 8 second cool down, it's at least a lot more competitive with the other archery skills. It certainly feels a lot more fairly placed and consistent with the lower cooldown times of Leaping Shot, Explosive Shot, and Long Shot now. It should be easier to work it onto the Hunter now, but I guess only time will tell if it makes its way onto Archer kits.

Thanks for the update Luke! :)


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#45
Shandyr

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Hey just letting you know that the cooldown was actually already 24 seconds, and it is now 8 seconds :)

Yeah and it doesnt even change if you equip/unequip the cooldown amulet!



#46
FRZN

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Hey just letting you know that the cooldown was actually already 24 seconds, and it is now 8 seconds :)

ha, maybe they should let it stand.

Yeah and it doesnt even change if you equip/unequip the cooldown amulet!

That seems to be true of all the abilities that have had their cooldowns changed over the past few weeks, hopefully it's just a display bug. It's probably something that needs a patch to fix.

#47
Da_Noobinator

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ha, maybe they should let it stand.

I was under the impression that the 8 second cooldown was intentional, and that listing it as 24 seconds in the update was a typo. It certainly isn't overpowered with 8 seconds, it's simply more competitively placed with the other abilities.



#48
TheThirdRace

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First, it usually ends before it becomes useful. Personally, I use it just before entering combat and 80% of the time it expires before I need it. The irony is I would really need it like 6 seconds later...


I would disagree with that, that would make any thinking obsolete. There needs to be a trick to it. Also, don't mean to sound rude, but six seconds? That's a truckload of lot of time in combat, if you think about it.


No offense taken, I should have made it clearer.

I included the 5 seconds from the upgrade into my number, so it's 6 seconds after the non-upgraded version, but 1 second after the upgrade.

I should have just said I usually need it 1 or 2 seconds after it ends, no matter if I have the upgrade or not.

#49
CremeDelight

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Flashfire is just kind of bad. Bad damage, need LoS, single target, bad status - if a enemy is dangerous enough to worth disabling, you won't want it running around wildly avoiding attacks. It works best against Despair Demon, but other than Despair Demon too many things worth panicking are immune.

 

For Necromancers, they have Horror. Sure it has less damage even with upgarde, but it is Spirit damage and can scatter a whole crowd heading toward you, which happens more frequently than a single enemy if you are using Walking Bomb.

 

Winter's Grasp is similar, but Frozen can pin down dangerous enemy and require no LoS, works on Calpernia, can be Shattered by Rogues, give Elementalist much needed ice damage for fire-resistant enemy.

 

Arcane Warrior doesn't want Flashfire either - they need AoE to maintain barrier, they have better CC in form of Veilstrike for Samson and Stonefist to knock down a group far away.



#50
Drasanil

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Any chance of dropping Spirit Blade's cost back down to 10, especially since the damage was so heavily nerfed? I'm new to MP (like really new, no promotions) and got lucky enough unlock AW almost straight away and while fun to some extent, it feels really weird playing it. You basically need 3 passives to keep SB up reliably (CC, RB, and RV) and when it goes down you're left in a lurch because the animation attached to it makes switching back to staff attacks very slow. 

 

While the AW is still fun, it the changes to Spirit Blade really make it feel like your playing a Rift Mage from the SP campaign as opposed to a combat mage. I spend most of my time using Staff, Stonefist and Chain Lightning with Spirit Blade becoming a tool of last resort as opposed to being the iconic bread and butter of the class it should be.