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St. BLuke's Weekly Balance Changelog (May 29th)


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#226
scynn

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other people are actually doing better than their class now post game score wise and it's a blow to their ego.

 

It's still pretty hard to beat an Arcane Warrior score wise, as they get both the damage XP and support XP from their barrier. I can honestly count on one hand the amount of times I've lost on my AW, and it was usually it's to another AW whos a higher level when I'm releveling mine, or has 500+ prestige points on me, or both. And usually not by much.

 

Part of the problem with this "co-op" game is they don't make co-op very easy, or attractive. Before the Virtuoso, it was a nightmare trying to keep people barriered in Perilous, because they avoided your Keeper like the plague. Tanks aren't really Tanks in this game, they eat dirt almost as fast as every other class. Trying to play a melee rogue or warrior was virtual suicide, unless you had a dedicated Keeper. I've use to run with some guys who could do Archer well on Peri without a Keeper to babysit, and I myself was pretty good with the Hunter, mostly due to Stealth and Fallback Plan. So that basically leaves the Arcane Warrior as the go to character, because you don't have to rely on another player to keep you alive and can still dish out damage. It's not that they made the Arcane Warrior overpowered as much as they didn't give other kits enough to compair. 

 

If the tank kits were more like real tanks, and could consistantly keep enemies focused on them instead of a DPS, and the support classes got more than one support ability, you could bring whatever you want to Perilous. And then came the Virtuoso, which sort of solved the problem. Tanks are still a huge let down for me in this game, however.


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#227
Felis Menari

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It's still pretty hard to beat an Arcane Warrior score wise, as they get both the damage XP and support XP from their barrier. I can honestly count on one hand the amount of times I've lost on my AW, and it was usually it's to another AW whos a higher level when I'm releveling mine, or has 500+ prestige points on me, or both. And usually not by much.

 

Part of the problem with this "co-op" game is they don't make co-op very easy, or attractive. Before the Virtuoso, it was a nightmare trying to keep people barriered in Perilous, because they avoided your Keeper like the plague. Tanks aren't really Tanks in this game, they eat dirt almost as fast as every other class. Trying to play a melee rogue or warrior was virtual suicide, unless you had a dedicated Keeper. I've use to run with some guys who could do Archer well on Peri without a Keeper to babysit, and I myself was pretty good with the Hunter, mostly due to Stealth and Fallback Plan. So that basically leaves the Arcane Warrior as the go to character, because you don't have to rely on another player to keep you alive and can still dish out damage. It's not that they made the Arcane Warrior overpowered as much as they didn't give other kits enough to compair. 

 

If the tank kits were more like real tanks, and could consistantly keep enemies focused on them instead of a DPS, and the support classes got more than one support ability, you could bring whatever you want to Perilous. And then came the Virtuoso, which sort of solved the problem. Tanks are still a huge let down for me in this game, however.

If MP characters were as durable and capable as those in SP, the complaints about the AW would be far fewer, and significantly less vociferous. The core reason for the AW's popularity versus other classes is because he can survive where others cannot, since in MP we do not have access to high armor values or damage resistances, even with top-end gear. Only through a great number of promotions will you achieve durability and staying power in MP that doesn't require the application of barriers.



#228
scynn

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If MP characters were as durable and capable as those in SP, the complaints about the AW would be far fewer, and significantly less vociferous. The core reason for the AW's popularity versus other classes is because he can survive where others cannot, since in MP we do not have access to high armor values or damage resistances, even with top-end gear. Only through a great number of promotions will you achieve durability and staying power in MP that doesn't require the application of barriers.

 

Pretty much. 

 

What I would like to see, is in addition to the guard buff Bluke has mentioned in another thread, would be to see the Lego/Templar get better, shorter cooldown, taunts that account for the horde type gameplay in DA. Also give them some AoE threat generating moves, rather than buffing their single target damage dealing moves. I don't really care to play a tank class to do damage, I wanna be an effective tank.

 

Maybe also have barrier work more like the Virtuoso, where you just activate it and it shoots of from you and hits those around you. Generally speaking you're not going to not give yourself your own barrier, I can't very rarely think of a time where I'd rather a party member have my barrier, rather than both of us. Maybe give the Keeper a heal over time spell on a decent cooldown, as to not encourge spamming invincibility, but to top people off who've taken a hit or two when barrier fell off. 



#229
Ploidz

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Having 50+ promotions with one class while others have not been touched or hardly played is a sure sign a class is too good compared to others and is in need of some adjustments. It's also why we are seeing a backlash of butthurt posts by players who I presume are high on the leaderboards, (1) because they can't deal dmg and kill everything in record times without every other class contributing now which effects their combos and xp thus can't lvl up faster or (2) other people are actually doing better than their class now post game score wise and it's a blow to their ego.

 

I guess I understand your use of that avatar now, even after you said you partook in Arcane Warrior promoting. Arcane Warrior earned me the most promotions before the DLC (5, though that was passed by maybe archer, 6). The main reason I played it is I could solo if I couldn't connect to a group, or just didn't feel like fishing for groups for too long. I like to do solo things in other games that are designed to have parties (FFXI, FFXII, Dragon Age 1, DA2), for the online games it's usually because I want to get things done when I can't get a group. If this game was as snappy as Diablo 3 I doubt I would have tried soloing on Arcane Warrior because doing solo in this game is boring to me, enough to make me sleepy. Note: I never soloed Perilous.

 

The main thing that discourage me from playing this game is the thought that I may have to keep rolling quick play, or start solo and finish the match solo. Sometimes I get a good amount of people to join but after it's over I get kicked to the main menu, or I'd be the only person at the post game score page. I don't care about the leader boards, but I can see how people taking advantage of being able to solo for leader board ranks can upset people.

 

My pitiful promotions. Constitution 21 (10 + 11), Willpower 24 (10 + 14), Cunning 23 (10 + 13), I want to get so much more. This is since launch, and I still haven't beat the main game (multiple characters though). Origin says 761 hours spent in DAI, a good chunk devoted to MP (MP menu another chunk lol).



#230
Ploidz

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Pretty much. 

 

What I would like to see, is in addition to the guard buff Bluke has mentioned in another thread, would be to see the Lego/Templar get better, shorter cooldown, taunts that account for the horde type gameplay in DA. Also give them some AoE threat generating moves, rather than buffing their single target damage dealing moves. I don't really care to play a tank class to do damage, I wanna be an effective tank.

 

Maybe also have barrier work more like the Virtuoso, where you just activate it and it shoots of from you and hits those around you. Generally speaking you're not going to not give yourself your own barrier, I can't very rarely think of a time where I'd rather a party member have my barrier, rather than both of us. Maybe give the Keeper a heal over time spell on a decent cooldown, as to not encourge spamming invincibility, but to top people off who've taken a hit or two when barrier fell off. 

 

Dragon Age Inquisition rule, no heals. No heals.

 

cVC7i6q.png?1

 

I actually kind of liked this idea before the launch. I figured it would make every encounter tense, though in SP it just made me go back to the camp a lot more. I didn't feel like I was stuck in a dungeon with little potions often. There were a lot of places to restock on potions and I could even pass them up on Nightmare. Looking forward to mods that make harder SP tweaks.



#231
scynn

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Dragon Age Inquisition rule, no heals. No heals.

 

cVC7i6q.png?1

 

I actually kind of liked this idea before the launch. I figured it would make every encounter tense, though in SP it just made me go back to the camp a lot more. I didn't feel like I was stuck in a dungeon with little potions often. There were a lot of places to restock on potions and I could even pass them up on Nightmare. Looking forward to mods that make harder SP tweaks.

 

Well Virtusos gets heal on hit. Maybe give the keeper that. I just feel like DAIMP could use more people filling support roles, but they don't really give you much to utilize. Don't get me wrong, I've been successfully "Keeping" Perilous for a while now, but it generally involes me Fade Stepping like a madman to whoever I deem the most worthy of my barrier, and picking the people who are off in narnia off the ground. In PuGs, of course. With friends, Barrier is usually more than enough.

 

And yea, I didn't really miss healing in single player, only because you couldn't swing a dead blighted druffololol without hitting a camp or potion restock. Not to mention I played a Knight Enchanter, so basically Cassandra would just die and heal my party to full, and my Inqy and Solas would do the work til he went down, and then I'd ress em all, or just say **** it and solo everything.

 

Multiplayer though I feel is another bag. I didn't get a HoK ring until the DLC came out, and I played pretty heavily during Nov/Dec/Jan. I feel like it's a night and day difference playing with the now 18% HoK most my kits have thanks to the ring and dragon weapon. I think for new players having a healing class in multiplayer could be helpful and welcome. Those 2 healing potions you get barely do anything as it is, and you only get 2...



#232
BansheeOwnage

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Maybe also have barrier work more like the Virtuoso, where you just activate it and it shoots of from you and hits those around you.

I thought that way would be a better way to do Barrier since launch. It's rare that I benefit from being able to manually place it. And worse, sometimes you try to place it quickly (on yourself) and it targets an enemy, you waste it, spend mana, have it on cooldown, and die because you don't have barrier. Yay! If they could at least make it toggle-able, that would be awesome.



#233
scynn

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I thought that way would be a better way to do Barrier since launch. It's rare that I benefit from being able to manually place it. And worse, sometimes you try to place it quickly (on yourself) and it targets an enemy, you waste it, spend mana, have it on cooldown, and die because you don't have barrier. Yay! If they could at least make it toggle-able, that would be awesome.

 

Yup, I always thought it would work better like the Virtuoso's AoE ring does. It's especially buggy when you're on an in/decline, stairs, or anything raised (like those semi platforms where near the dragon lands and where the catapults are).

 

I have found, however, that if you try to place it while moving, it prevents that whole jump in place crap I've sometimes had happen when trying to quick cast it. Just a tip for anyone who had the same problem I did. Just hold forward and try to quick cast, and generally it will always hit you and those infront.


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#234
MGW7

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The tanks need better guard generators in addition to the buff to guard

 

I have the unique shield mage hunter, which in addition to being very magic resistant (12%, +10% spirit res) provides my sword and shield characters with guard on hit of 3%, and as tiny as that number is, it makes them feel much smoother and allows a more aggressive playstyle while tanking.

 

Their abilities can do damage does not help them survive, they need ways to get even a small amount of guard back while they go on the attack. Payback strike, Lunge and slash, Shield bash, their offensive powers leave them exposed to the lethal fire of the enemies, and they need a way to protect themselves.

 

My proposals

Payback strike gives 10% guard on hit after taking damage, to act as a quick heal in addition to the damage it deals.

Shield bash deflects and blocks attacks like shield wall, generating guard, but going on cooldown when it does block things this way.

Payback strike dodges the next incoming damage the way elusive does on Isabella, when hitting a target.

Blessed blades provides guard on hit of 5% for you and allies in the area. Team guard as a buff the Templar can provide is a nice support option on her,

 

These help make the tank characters more defensive in nature while allowing them to press the attack, as the current issue is you need to go on the attack to get through the areas, but they are hamstrung because their offensive powers require defensive powers to be used with being vulnerable. now they can use their attacks, and fall back on a defense power when needed.


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#235
Theghostof_timmy

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The tanks need better guard generators in addition to the buff to guard

 

I have the unique shield mage hunter, which in addition to being very magic resistant (12%, +10% spirit res) provides my sword and shield characters with guard on hit of 3%, and as tiny as that number is, it makes them feel much smoother and allows a more aggressive playstyle while tanking.

 

If only. Nope, it's not 3%, its 3. 3 guard, aka 3 extra hp. It's pretty much nothing.



#236
BansheeOwnage

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If only. Nope, it's not 3%, its 3. 3 guard, aka 3 extra hp. It's pretty much nothing.

Yeah, I would change it to a % if I were a dev. That on its own would help a little. Still, Guard on hit, even 3, makes a big difference.



#237
DrakeHasNoFlow

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What I'd like to see is if devs can look into NOT giving support xp for the AW due to the fact he generates his own barrier at will through attacking. If his design by nature is an individualistic one, and he relies on no one for actual support for extraction why does he get support xp for doing so through self barrier generation? That doesn't even make sense to me.

Mind you, barrier support xp should apply to other classes like keeper,virtuoso, elementalist, but like AW mechanics you should ONLY given support xp if you have successfully placed it on another player not just yourself.
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#238
DrakeHasNoFlow

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if the tank kits were more like real tanks, and could consistantly keep enemies focused on them instead of a DPS, and the support classes got more than one support ability, you could bring whatever you want to Perilous. And then came the Virtuoso, which sort of solved the problem. Tanks are still a huge let down for me in this game, however.


Imo, the whole warrior class pales in comparison to mages/rogues because they just don't provide enough xp to the team compared to the others.

#239
DrakeHasNoFlow

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The main thing that discourage me from playing this game is the thought that I may have to keep rolling quick play, or start solo and finish the match solo. Sometimes I get a good amount of people to join but after it's over I get kicked to the main menu, or I'd be the only person at the post game score page. I don't care about the leader boards, but I can see how people taking advantage of being able to solo for leader board ranks can upset


I'm willing to bet AW is the most promoted kit in damp, it's nothing to be ashamed of because of how lackluster the other classes were designed.

#240
Domiel Angelus

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Imo, the whole warrior class pales in comparison to mages/rogues because they just don't provide enough xp to the team compared to the others.

 

 

The sad part is they only flop in MP. I prefer the Warrior in SP over Mage or Rogue. The warrior builds in MP just aren't as optimized as they could be; with the exception of the legionnaire whose super hard to kill as he's meant to be.

 

So many powers just don't make much sense in either MP or SP such as the Templar losing the huge amount of "I murder everyone with spirit damage, but it hurts even more if you're a mage." They got flipped around with the 'we hurt demons more but it costs us more to harm casters.' Its primarily because the Templar in SP and MP isn't really a Templar at all, he/she really fits better in the category of Seeker which should have been a unique build on its own similar to Solas and the Rift Mage.  

 

They also had to eliminate a lot of powers from the previous two games that allowed you to eliminate either mana or stamina and do extra damage for dealing with it; because caster AI only casts three spells and have infinite mana + all enemies have infinite stamina. The Beserker and the Templar used to run on Mage/Rogue murder because they could use your powers against you. 



#241
Domiel Angelus

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I'm willing to bet AW is the most promoted kit in damp, it's nothing to be ashamed of because of how lackluster the other classes were designed.

 

I'd say its a toss up between AW and Archer; the Archer went unscathed far longer and even though he needs a party to produce amazing results he could in theory clear a wave on his own in one clean shot if he aimed properly. 



#242
DrakeHasNoFlow

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The main thing that discourage me from playing this game is the thought that I may have to keep rolling quick play, or start solo and finish the match solo. Sometimes I get a good amount of people to join but after it's over I get kicked to the main menu, or I'd be the only person at the post game score page. I don't care about the leader boards, but I can see how people taking advantage of being able to solo for leader board ranks can upset people.

My pitiful promotions. Constitution 21 (10 + 11), Willpower 24 (10 + 14), Cunning 23 (10 + 13), I want to get so much more. This is since launch, and I still haven't beat the main game (multiple characters though). Origin says 761 hours spent in DAI, a good chunk devoted to MP (MP menu another chunk lol).

It's fairly easy now to level up with the amount of enemies in fereldan castle, granted it stinks to restart every promoted class from 1, but if your only capable of soloing say routine until you have randoms join than do it. I still start every class on threatening first just because I play in pugs mostly and can survive till zone 5 or so, yet even if I wipe I'm netting enough xP for over 7 levels which is adequate for some classes to be perilous ready.

#243
Kalas Magnus

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#bufftheservers


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