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


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#51
Its Waffle Time

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Do the math mate!

It cost now 5... And does 150% damage...

It costed 20 and does 300% damage...

 

So now you can swing it four times for a total of 600% damage instead of once for 300%...

Its still less then worthwhile... I made a post in a different thread that the 20 mana cost was not affecting my build whatsoever. Now I'm doing HALF the damage and the mana cost still is not an issue. So instead do the math.

 

Luke, can we consider a 50% damage boost on the SB upgrade with an extra 50% for Barrier and Guard damage as well? Pretty small numbers to consider that its going to cost us an upgrade point to obtain it?

 

I want to argue for a 100% damage boost + the 50% vs Guard/barrier if you're so inclined :)


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#52
Ploidz

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But, that's like, what makes Isabella fun. She was a true ranged/melee hybrid. Spend stamina in range, generate it in melee.


Yeah, kinda weird to want people that like range use it less. It's not like I could spam it endlessly like archer and hunter basic attack, I had to also melee to generate stamina quite often even with a superb stamina amulet.

 

Thankfully due to getting a dragon maul and then a Sulevin blade I moved over to Warriors, also I found Archer faster to level for the cunning promotes, though Isabella was safer with her evasive.



#53
Drasanil

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The SB change is interesting, essentially giving your mage a free greatsword to help when they get bogged down in melee. Its certainly better for low level AWs who don't have all the mana regen skills which is cool. 

 

--- --- ---

 

That said if it proves a bit too lackluster. Upping the cost to 10 and making it 200% damage with 200/200 bonus against guard/barrier seems like a good compromise. It keep its overall damage against guard/barrier opponents as the previous 20 mana version while being less effective against enemies with no defences, essentially giving it a more define role as shield stripping tool.


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#54
OutlawJT

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I didn't think bolt needed the nerf. It never seemed that powerful to me. I only keep it because ranged is good and it spreads vendetta quickly. Broadsides, sad as it is, was in desperate need of a nerf. Like Longshot before it I think Luke overcompensated because of how OP it was, though. I suspect that in a couple of weeks we'll see the damage climb back up to 350. Interesting change to SB. Looking forward to trying it out again.


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#55
Kenny Bania

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I see some tears in here, but not nearly enough....


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#56
FRZN

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Broadsides don't really do anything that matters other than damage as weakness does nothing when you have elusive and it applies vendetta unreliably (in addition to being in front of the best tool for applying vendetta reliably to groups, making it kind of obsolete anyway). 550% was hitting to hard (a big part of which is that it uses mainhand damage but benefits from offhand weapon stats and effects, particularly audacity's damage on kill), but 300% doesn't seem like enough for an 18s cooldown with no particularly useful side effects.
edit: apparently its actually only been reduced by 100 rather than 250, which seems fine.

People use bolt because its ranged, spammable, and is the best ability for applying vendetta with dead men tell no tales. The only thing this will change is how much damage people do with bolt; it's still going to get spammed. People would still use it if it did 100% damage, though they would be unhappy.

The gangway change doesn't matter because it still doesn't do enough damage to matter.

SB is even worse now. If he's going to be in melee range he need to be generating enough barrier to survive there and/or dealing enough damage to be worth giving up his range. If the goal is to make it useful without making it the only ability he needs then make it deal tons of damage with the caveat that it does not work with fade shield. This would mean that you either use it to burst when you have enough shield to do so safely from using other abilities, or that you alternate it with other abilities to generate your barrier.
Or do the exact opposite and make it great at generating barrier but terrible for damage.
Or go a completely different direction and replace gathering storm with clean burn: sb is now for reducing cooldowns instead of waiting for them.

#57
abc1921034518

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Gay


reported

#58
Domiel Angelus

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Hopefully that reserved space is so he can tell us they patched in rings for the powers that we can't get rings for currently. There are plenty of activated powers that are lacking rings in MP entirely and now the basic powers are getting nerfed for the new classes and there's no compensation beyond "Promote Willpower 60 times" to achieve optimum damage. 

 

Or its reserved to say "We finally upgraded Guard to not feel like tissue paper" because only one character has the guard upgrades (not sure if the templar gets them) and he still loses at least half a guard bar when you get hit by an archer in perilous. 



#59
Dragkonias

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Honestly, I was hitting for 4000 damage off crits with Broadside and no way is my equipment or promotions up there.

So I understand the nerf.
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#60
Jkregers

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Isabella absolutely needed to be nerfed. She will still be great, learn to play her a different way. 


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#61
Laforgus

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Return of the King

 

One ability to rule them all.

Spirit Blade will be getting (yet another) change in an effort to make the ability useful without making it the only ability Cillian needs.

Spirit Blade (Arcane Warrior)

  • Cost reduced from 20 to 5
  • Damage reduced from 300% to 150%

 

Again Nerf the AW? the cost was never a problem!

 

Now i definitively have to take off SB from the skill bar. i use SB as an offhand weapons, to kill those close pest with 1-2 swings,  MP was not a problem, The damage was more useful.

 

THIS IS NOT the Return of the King, you are just kicking  a fallen warrior.

 

giphy.gif

 

I hope you are Entertained now!


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#62
heartsofruin

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Hmm I'm in a lobby (for updated ability texts), respec'd Duelist to clear points, and Broadsides is back up to 450% damage.

 

WXF8Sdil.png



#63
BansheeOwnage

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Spirit Blade will be getting (yet another) change in an effort to make the ability useful without making it the only ability Cillian needs.

Spirit Blade (Arcane Warrior)

  • Cost reduced from 20 to 5
  • Damage reduced from 300% to 150%

 

I'm sorry but... what the hell? Why didn't you just make the cost 15 instead?

 

Not too excited about the Duelist nerfs either.


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#64
Hellsteeth30

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I'm more concerned about the reserved space.

What horror will it contain?
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#65
Theghostof_timmy

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Bolt nerf was uncalled for. I get the broadsides nerf, but Bolt was hardly god tier. If you're going to lower the damage, you have to lower the stamina cost.



#66
Ploidz

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Hmm I'm in a lobby (for updated ability texts), respec'd Duelist to clear points, and Broadsides is back up to 450% damage.

 

 

 

Broadsides ring?!!! Mine is at 300% on a level 1 Isabella.



#67
abc1921034518

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I'm more concerned about the reserved space.

What horror will it contain?

$49.99 in platinum cost to have the class challenges retroactively applied


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#68
Abramsrunner

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[reserved] 

why is there a reserved post? I bet Luke is hiding something.



#69
Ploidz

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Bolt nerf was uncalled for. I get the broadsides nerf, but Bolt was hardly god tier. If you're going to lower the damage, you have to lower the stamina cost.

 

Yeah with the bolt thing he said people used it too much, making me think he don't want people to make ranged only Isabellas. I happened to like Ranged Isabella but I still felt the need to go close because bolt wasn't the end all of damage and I would need to build stamina. It usually took me about 2-3 bolts to kill something (routine and threatening grunt mobs with Wicked Grace and 1 superb crit chance ring), that's not factoring in the missed attacks as bolt can miss easily or get blocked by the environment (stairs for example), the ability itself never felt too good. The other No Quarter ranged abilities have cooldowns in the 10s. So ranged with a good amount of melee is the way to play, not ranged with some melee if you run out of stamina missing moving targets, hitting a big health target, fighting waves of targets (I imagine this happens a lot in the new map), or shooting at too many different targets.

 

Maybe they should make it so off hand and main hand alternate on skills if they want to nerf people using low level off hand weapons who are not using auto attack. Sort of like how they should just reduce the amount of barrier Fade Shield generate instead of tweaking Spirit Blade into a pile of oatmeal. Then tweak the amount of barrier that the Spell Barrier and Cold Chord create if they want to nerf barriers on other classes.



#70
Cryos_Feron

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Do the math mate!

 

 

So your "math" does not know DPS ?



#71
Laforgus

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Do the math mate!

It cost now 5... And does 150% damage...

It costed 20 and does 300% damage...

 

So now you can swing it four times for a total of 600% damage instead of once for 300%...

 

Who want to be a Mage-Sword-Swinging-Robot?

 

I never like it Pre(first)Nerf, much less now..Also i could swing it 4 times at cost of 20/swing before without running out MP.

 

That's 1200%, you Math skills are bad. 



#72
apocalypse_owl

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You guys fail to place the add the class challenges in a timely manner, then fail to retroactively apply the games played, now you nerf the duelist to top it off. Classic.

 

Oh look, a whiney armchair developer 


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#73
konfeta

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Broadside nerf isn't that bad actually. It went from 550% to 450% in-game. Still hits like a truck, crits still wipe out archer groups (which is the main reason to use the skill imo - if Bioware nerfs it below that threshold its automatically flying off my hot bar).

 

I feel the bolt nerf far more - an additional bolt or two required to kill something really eats into your stamina.



#74
BiggyDX

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I kinda feel like the dev team is limited by the coding for the game, and how much they can only change so much on the characters. I hope sometime in the future - either through a patch or in the next MP - that they'll be able to at least change or add new effects to abilities and whatnot.



#75
Theghostof_timmy

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Yeah with the bolt thing he said people used it too much, making me think he don't want people to make ranged only Isabellas. I happened to like Ranged Isabella but I still felt the need to go close because bolt wasn't the end all of damage and I would need to build stamina. It usually took me about 2-3 bolts to kill something.

 

Maybe they should make it so off hand and main hand alternate on skills if they want to nerf people using low level off hand weapons who are not using auto attack. Sort of like how they should just reduce the amount of barrier Fade Shield generate instead of tweaking Spirit Blade into a pile of oatmeal. Then tweak the amount of barrier that the Spell Barrier and Cold Chord create if they want to nerf barriers on other classes.

 

What nonsense. Are people just going to stop using Bolt because it does less damage?  :huh: It's supposed to be like a basic attack for ranged. It's already really easy to blow through your entire stamina reserves if you miss or fail to crit. It's one of the first two abilities she starts with, and it remains the simplest way to apply vendetta. Nobody is going to stop using it, the nerf just makes her worse.


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