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


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#51
Its Waffle Time

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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.  

TBH... The 20 mana cost is actually quite fitting... I've played several promotes on my AW since the change and found I heavily enjoy a CL,SB,FC,SF build (SF opposed to PotA)

 

When I took a moment to actually choose my targets, ensuring I hit 2+ units with Stone Fist, not only was I @ full barrier in melee/ranged combat, I was maintaining full mana as well with an exceptional survival rate and clear speed. It also bears to mention I was using Fury, but upgraded to the Purple Dragon on the release day of Dragonslayer.

 

I think right now, its the mechanic on how SB is used that needs to be looked at, maybe lowering the initial animation time and ending animation times for a more 'fluid' transition to and from regular staff animation grips.


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#52
Drasanil

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TBH... The 20 mana cost is actually quite fitting... I've played several promotes on my AW since the change and found I heavily enjoy a CL,SB,FC,SF build (SF opposed to PotA)

 

When I took a moment to actually choose my targets, ensuring I hit 2+ units with Stone Fist, not only was I @ full barrier in melee/ranged combat, I was maintaining full mana as well with an exceptional survival rate and clear speed. It also bears to mention I was using Fury, but upgraded to the Purple Dragon on the release day of Dragonslayer.

 

I think right now, its the mechanic on how SB is used that needs to be looked at, maybe lowering the initial animation time and ending animation times for a more 'fluid' transition to and from regular staff animation grips.

 

It's fun I don't deny that, but it doesn't feel right, if you get my meaning. My warrior is up to level 15 and I have an Archon Fire staff on him so do fairly decently. Barring mishaps or really bad match ups I can solo zones 1 to 4 with some good kiting and pulling on routine and can handle the demon commander (which seems to be the ideal commander match up for AWs) although not the templar or venatori ones.. 



#53
Felis Menari

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TBH... The 20 mana cost is actually quite fitting... I've played several promotes on my AW since the change and found I heavily enjoy a CL,SB,FC,SF build (SF opposed to PotA)

 

When I took a moment to actually choose my targets, ensuring I hit 2+ units with Stone Fist, not only was I @ full barrier in melee/ranged combat, I was maintaining full mana as well with an exceptional survival rate and clear speed. It also bears to mention I was using Fury, but upgraded to the Purple Dragon on the release day of Dragonslayer.

 

I think right now, its the mechanic on how SB is used that needs to be looked at, maybe lowering the initial animation time and ending animation times for a more 'fluid' transition to and from regular staff animation grips.

Before the nerf, Spirit Blade was a viable skill on its own. Post nerf...not even remotely. Perhaps the cost shouldn't be reduced back to 10, but it should at least be dropped to 15; 20 is simply too high a cost for what it is.


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#54
Hellsteeth30

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You know what, I kind of feel sorry for the shadow now.

"Sorry? You tapped me on the shoulder?"
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#55
TheThirdRace

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Before the nerf, Spirit Blade was a viable skill on its own. Post nerf...not even remotely. Perhaps the cost shouldn't be reduced back to 10, but it should at least be dropped to 15; 20 is simply too high a cost for what it is.


I agree with this, I think a 20 mana cost is too prohibitive.

At 10 mana you can spam it non stop, at 20 mana you deplete all your reserves in-between cooldowns. 15 mana looks like the sweet spot to use it when needed without gimping you in the process.

Let's not forget that the biggest cause of infinite Barrier was the bonus damage to Barrier, which was removed, so it's not like Spirit Blade is overpowered now. And if you compare him to Isabella, Avvar or Virtuoso, I mean... they're leagues better than he is...
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#56
MGW7

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I've recently noticed that the demon boss room is sorely lacking in certain demon types.

 

Why is it that only 4 types of demons spawn? Shades, wraiths, fear demons, and terrors seam o be the only things that spawn, the former is an annoyance, and the latter synergizes with the boss in that "god F***ing dammit let me stand up you miserable ****************!" way. All are offensive in nature, and relatively quick to kill

 

Why are there no tanks in there. The Venatori have brutes, and the red Templars have knights who provide buffs while being fairly durable themselves. Both of which can force movement on the team, whether that is away from the brute, or towards the knights.

 

Having even one pride demon, or even a rage demon or two would make the boss slightly tougher without having to simply buff him. As it stands the demons don't have a unit to soak up damage and push you around the map, you go to whichever corner of the map you please, and grind down the boss and his terror buddies while one or two people slaughter all the other units as they try to move through some chokepoint. And nothing is going to suddenly push through said point, shades and wraiths are not tough enough to force someone away on their own, and fear demons aren't terribly good at it either.

 

Now that pride demons are actually formidable, and worthy of their namesake, could we put one in the boss room to stomp around and help his commander turn the puny adventurers into a nice chunky salsa.


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#57
Jackyl

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I like this idea. BIG slow beefy pride demons to soak and deal damage and to sort of act like a mobile roadblock.
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#58
ottffsse

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I've recently noticed that the demon boss room is sorely lacking in certain demon types.
 

 
Having even one pride demon, or even a rage demon or two would make the boss slightly tougher without having to simply buff him. As it stands the demons don't have a unit to soak up damage and push you around the map, you go to whichever corner of the map you please, and grind down the boss and his terror buddies while one or two people slaughter all the other units as they try to move through some chokepoint. And nothing is going to suddenly push through said point, shades and wraiths are not tough enough to force someone away on their own, and fear demons aren't terribly good at it either.
 
Now that pride demons are actually formidable, and worthy of their namesake, could we put one in the boss room to stomp around and help his commander turn the puny adventurers into a nice chunky salsa.


Having 3-4 Rage demons or so (probably the right number) (or more-just mean) spawn in lvl 5 demons = pawnage party wipe to fire wraiths. That woud be a serious buff for the demon faction imo.

#59
MGW7

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that is why I said one or two, not three or four. regardless the demons need a bit more diversity in the final room, as the current set up is really lack luster, and unless you get the terror chain knockdown is really easy to deal with due to how it is almost exclusively the two most basic units.

 

Currently the boss is the sole focus of balance in the final room, and keeps getting moved up and down in power, I think looking at the boss' support units could be worthwhile. Having a big damage sponge in the same room could aid the demon commander be being a distraction, and a helpful damage dealer without the whole room being balanced by changing just the boss.

 

It would hold synergy in that if you don't deal with the pride demon and focus on just the boss he will walk up and wreck you with his big attacks, which have a nasty bit of aoe on them, much like if everyone jumps on the Venatori commander a brute can get in and knock everyone down, and of course there are the red Templar knights and their army of horrors, as well as buffing the boss.

 

The demon commander has almost no synergy or help from his minions, aside from the rage inducing chain knockdown of multiple terrors in addition to his own knockdown/



#60
OutlawJT

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Just a random thought here, but when are we getting our Jedi character? I've seen a ton of Jedi running around as enemies so it's only fair we get one to play with, right? It'd be really nice to have that Jedi block ability on a character. Blocking 12 attacks simultaneously that were fired at you from behind while attacking a foe........ Seriously impressive! Blocking a swing from a weapon four times the weight of yours from an enemy twice your size...... When do we get that ability as players?


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#61
TormDK

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Just a random thought here, but when are we getting our Jedi character? I've seen a ton of Jedi running around as enemies so it's only fair we get one to play with, right? It'd be really nice to have that Jedi block ability on a character. Blocking 12 attacks simultaneously that were fired at you from behind while attacking a foe........ Seriously impressive! Blocking a swing from a weapon four times the weight of yours from an enemy twice your size...... When do we get that ability as players?

 

We do already, it's called Shieldwall. (Or block and smash for the 2h, or Parry for Rogues.)



#62
Theghostof_timmy

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We do already, it's called Shieldwall. (Or block and smash for the 2h, or Parry for Rogues.)

Block and slash doesn't block arrows, though.



#63
OutlawJT

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We do already, it's called Shieldwall. (Or block and smash for the 2h, or Parry for Rogues.)

 

First, I was being cute and facetious in my post in order to make a casual point. I wasn't being serious. Second, on a serious note, all of the abilities you mentioned still pales in comparison to the blocking ability of the base grunts on perilous. A single leaping shot would exhaust the stamina on shield wall whereas that grunt can sit there and continue blocking all day if he so chooses. Block and Slash and Parry don't block arrows, either. At the end of the day, it's only an annoyance as the only time it proves dangerous that I've seen is when their block cancels an ability like bull's charge or whirlwind prematurely leaving a character stuck somewhere among enemies they weren't expecting to be without something up to defend them. It's not something that needs fixing by any means, even though it is physically unrealistical that the grunts ability to block attacks dwarves that of their own tower shield compatriots. It's just something that annoys me that I'd like to see adjusted to something more realistic. If it's never fixed it won't hurt my feelings. I'll just keep making jokes at it's expense when it happens in game.



#64
Angelus_de_Mortiel

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You'd need to reduce it down to at least 8 sec cooldown total, and 35 mana or less, because FF will be interrupted.

 

I completely agree with this. The only way I found Flashfire useful was on the Necromancer in combination with the Virulence passive, but it honestly did the same job as her starting ability, Horror, but cost a ton more mana and had a lot longer cool down.

I'd personally say that it should have a somewhere around an 8-12 second cool down, cost 35 mana, and have a sort of "built-in Virulence" (where if it kills the target, it can spread the Panic effect to nearby enemies). That would give it some actual utility for all the Elementalist and Arcane Warrior.

Although, on the Elementalist, that tweak of Flashfire paired with Wall of Fire would be pretty insane amounts of crowd-control.

EDIT: I should note that this would only minorly overlap Virulence, as that particular setup I used with the Necromancer, when paired with Virulent Walking Bomb, would continuously cascade Panic through a large group of enemies. My suggested tweak to Flashfire would only spread the panic to nearby enemies when the original target dies, and stop there.



#65
FRZN

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Block and Slash and Parry don't block arrows, either.

Parry blocks arrows.
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#66
N7 Tigger

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Shadow still op.

Longshot still sucks.

 

giphy.gif



#67
Theghostof_timmy

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Longshot still sucks.

 

giphy.gif

Use longshot ring. It doubles the damage.



#68
DrakeHasNoFlow

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I'm critting for around 3-4 k with punched by the maker, and superb crit dmg +long shot ring, before the update at best was 2-3k.

#69
FRZN

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lol, I didn't realize this before but full draw is so slow that it can't get bonus damage from stealth (plus, of course, by the time the animation finishes you're full of arrows and your target has gotten hit by something like chain lightning so you lose the full health damage).
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#70
Da_Noobinator

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@FRZN

 

Are you sure? It does benefit from Knife in the Shadows, the description of which implies you need to be benefitting from Stealth's damage bonus to get the guaranteed critical hit (both Stealth and Knife in the Shadows say "Attack from stealth"). However, as you said the animation is indeed incredibly long so it wouldn't surprise me if you're right. Perhaps the critical hit is simply guaranteed whenever you make the attack after breaking stealth, whereas the damage bonus is only applied for a second?



#71
FRZN

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Perhaps the critical hit is simply guaranteed whenever you make the attack after breaking stealth, whereas the damage bonus is only applied for a second?

I think this is probably it.

#72
Pannicc

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I know the Katari got a buff recently to his survivability, but I'd like to just ask for one more QoL thing. Is it possible to make it so Whirlwind doesn't get interrupted when Venatori or Templar units block? I'm not asking for it to continue damaging units who are blocking just that they dont interrupt the Whirlwind.

 

As it stands right now Whirlwind is really only viable against Demons because their regular units don't interrupt it. The Venatori and Templar regular grunts can interrupt the whirlwind too easily right now I think. Which sucks because I always love spinning to win in games lol.

 

And also to weigh in on the Arcane Warriors nerfs, the only way to go back to the close range Spirit Blade Spam is to keep units Weakened with the Restorative Veil passive. So that means not using Chain Lightning, the reason for that is when you Shock weakened units or vice versa it strips their weakened status and puts them to sleep. The problem with that is that Chain Lightning was pretty essential at keeping a full barrier when there wasn't anything near you and when there wasnt more than 1 unit in front of you. Stone fist doesn't give you a full barrier like Chain lightning so if you want to continue with the old playstyle not only is your damage nerfed from Spirit Blade and not having Chain Lightning so is your survivability. Also to mention this doesn't even count playing with a keeper who most likely has Chain Lightning stripping your weakness anyways.

 

My suggestion is maybe make it so that Chain Lightning wont strip Weakness from your targets.

 

Also that suggestion is really only to make the melee Arcane Warrior playstyle as fun as it once was. As it is right now I just feel the Arcane warrior has now become a ranged caster like the other mages. The Arcane Warrior is still good, just the old playstyle is more annoying and not as fun as it once was.



#73
Catastrophy

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[...]

 

Shadow Attacks; Less Dirt Naps

The Red Templar Shadow’s attack out of stealth has had its per hit damage drastically reduced. I bet some underleveled people will still get one-shot by this but hopefully it no longer guarantees death.

Red Templar Shadow

  • Stealth Attack damage reduced from 150% to 75%

 

Aww - I like the stealth enemies, they keep players on the toes. To compensate the "easier" enemy I suggest to randomize the spawning budget.



#74
OutlawJT

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I know the Katari got a buff recently to his survivability, but I'd like to just ask for one more QoL thing. Is it possible to make it so Whirlwind doesn't get interrupted when Venatori or Templar units block? I'm not asking for it to continue damaging units who are blocking just that they dont interrupt the Whirlwind.

 

As it stands right now Whirlwind is really only viable against Demons because their regular units don't interrupt it. The Venatori and Templar regular grunts can interrupt the whirlwind too easily right now I think. Which sucks because I always love spinning to win in games lol.

 

 

I agree that that is very annoying. I even made a post about it in a more general sense a couple posts above yours. However, my play experience tells me it doesn't really need to be adjusted. I play the Katari a lot and in my personal experience the Whirlwind only gets interrupted about one in every three times I use it against the Venatori/Templars who can block it, exception given to the shield carrying warriors whom it makes sense can always block it. It's all about choosing when to use it. If you go into the spin while the group of enemies you target is moving or attacking your team they are far less likely to be able to get a block up before your spin starts cancelling their animations making them unable to block it. Heck, I get dropped out of the whirlwind and bull's charge animation due to the random glitch of moving across rubble than I do from being blocked by the enemy. I'd be pleased as punch if they made the change you suggest but in my experience it's really not necessary. Whirlwind is plenty useful as is. Heck, catch the Venatori commander in the right spot on a map and even on perilous you can kill that boss with a single use of Whirlwind. Not something that needs fixing.



#75
Yumi

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Sorry if this has already been mentioned:

I hope I'm not the only person whose Full Draw tooltip reads cool down 8 seconds (with a cool down ammy, I think). I was using a Hunter.

....And I tested it multiple times this weekend and, yup it really was an 8-10 second cool down!! Saint LukeShake, please don't let the technical people change it!