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


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#101
Its Waffle Time

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It was an issue. It sucked early levels because your regen couldn't even let you use it reliably and by the time you had the passives to support using it in any reliable manner you were better off not using it at all.

 

All classes have mana/stamina issues early. Lets go nerf their abilities as well!



#102
Drasanil

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All classes have mana/stamina issues early. Lets go nerf their abilities as well!

 

Your ability to miss the point is truly astonishing. 



#103
Felis Menari

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Sooooooo here is the rage post...

 

Just did a Perilous Pug with my AW, Storm Dragon (double spirit damage)....

 

Mind you I was lvl 13 on start, did not have my Fade Cloak yet.

 

My SB damage kept me alive vs the dragon in between my SF casts... but the damage output was pathetic; worse then pathetic.

 

Everyone else was dead... me vs the Dragon. Took like 9 minutes and I'm using a purple dragon staff... with a 10% attack ring.

Sure my cunning promotions are low (only have 20... I don't get into the madness promotion string like others)... But 150% damage increase (x2 because spirit vulnerability) is so low I had NO choice but to burn Lyrium + Dmg pots to actually do relatively okay DPS.

 

Can you please immediately revert the last SB change and work on a update to him in the next big update? Like getting rid of his armor passives for enhanced spirit damage or giving SB an AoE damage area? Or have SB do increased damage for every successive hit? Those things might work and be interesting.

 

AW is a melee mage. There is no other 'melee' mage class in DA story line as a whole... so stop taking his 'melee' capability away and start enhancing it.

 

/rant

That's how I feel about the AW; he's a mage/melee hybrid. At launch, you could focus on ranged or melee (Spirit Blade + Fade Step) combat and do well. Now, it's all ranged combat, with SB only used when there's something weak to spirit damage. When there isn't an enemy weak to spirit damage, staff attack + Fade Step/Cloak; it's really that simple. Spirit Blade's usefulness has been practically rendered null and void.



#104
Its Waffle Time

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Your ability to miss the point is truly astonishing. 

Ability to understand the original point has derailed the thread.



#105
Angelus_de_Mortiel

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Lord of War

 

The Pirate Queen has run in to a snag with her qun-powder supplier and it has affected the damage output of some of her ranged attacks. Broadsides and Bolt are taking a damage nerf while Gangway! is getting a small damage boost

Broadsides (Duelist)

  • Damage reduced from 550% to 300%

Bolt (Duelist)

  • Damage reduced from 200% to 150%

 

 

I feel like this was fair... Broadsides 550% 400% weapon damage + 150% bonus with the upgrade was pretty intense for an AoE skill. The only justification I would come up with for the high damage was the unreliable aiming, which is honestly not really comparable.

Bolt was a spammable 200% weapon damage ability... It effectively doubled your base damage with no real side effects. Again, kind of unbalanced there, so this is fair.

However, if I could make a suggestion: Luke, with Bolt would it not be more balanced to make it 100% weapon damage, but cost, say, 5 stamina instead? That would effectively make it a pseudo-replacement for a dagger basic attack and truly highlight the Duelist's melee/ranged synergy. When I say 5 stamina, I mean whatever the lowest stamina cost you can set that actually costs stamina. I assume 5 is the minimum.

 

I only suggest the last for a simple reason: Diversity. I like the idea that you can have a variety of melee and ranged skills, ranging from all melee to nearly all ranged. Don't "pigeon hole" the Duelist!

Luke, I would further advise caution... Forcing Isabela into a specific play style would go against her "free" nature, and may result in her disappearing back onto the high seas!


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#106
Eyecon74

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AW can still be a close combat guy, learn to use fade cloak. I tried lol blade and I have never found it useful, low damage, is blocked, animation takes too long and leaves you open.. I much prefer FC, FS, SF, CL..
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#107
Theghostof_timmy

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I feel like this was fair... Broadsides 550% weapon damage + 150% bonus with the upgrade was pretty intense for an AoE skill. The only justification I would come up with for the high damage was the unreliable aiming, which is honestly not really comparable.

Bolt was a spammable 200% weapon damage ability... It effectively doubled your base damage with no real side effects. Again, kind of unbalanced there, so this is fair.

However, if I could make a suggestion: Luke, with Bolt would it not be more balanced to make it 100% weapon damage, but cost, say, 5 stamina instead? That would effectively make it a pseudo-replacement for a dagger basic attack and truly highlight the Duelist's melee/ranged synergy. When I say 5 stamina, I mean whatever the lowest stamina cost you can set that actually costs stamina. I assume 5 is the minimum.

 

I only suggest the last for a simple reason: Diversity. I like the idea that you can have a variety of melee and ranged skills, ranging from all melee to nearly all ranged. Don't "pigeon hole" the Duelist!

This. I'm down with this suggestion for Bolt. Some of the nerfs have had the unfortunate side effect of making a class playable only one way (ie. arcane warrior). Fewer options is rarely a good thing.



#108
FRZN

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I feel like this was fair... Broadsides 550% weapon damage + 150% bonus with the upgrade was pretty intense for an AoE skill.

550% includes the upgrade but the new 300% does not, which is why everyone was confused at first. The real change is that it has gone from 400+150 to 300+150, which seems fair.

However, if I could make a suggestion: Luke, with Bolt would it not be more balanced to make it 100% weapon damage, but cost, say, 5 stamina instead? That would effectively make it a pseudo-replacement for a dagger basic attack and truly highlight the Duelist's melee/ranged synergy. When I say 5 stamina, I mean whatever the lowest stamina cost you can set that actually costs stamina. I assume 5 is the minimum.

I would like this but apparently he said on the stream the change was made because people were using bolt too much, so I don't that's going to happen. I think more people would consider replacing bolt if we had better alternatives for spreading vendetta, but nothing else really gets the job done.
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#109
BansheeOwnage

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No I think once again they messed up in their original specing of that ability.  If you look at the class bolt is meant to mark enemies quickly with vendetta and use that to boost your elusive.  Bolt was originally spec with too much damage making people reliant on the damage rather than the marking.

 

And I'm saying this as a person that will be hurt by this change.  I used bolt far more than any other ability because it can kill and you can get away lots of shots.

Then maybe they should have upped its stamina cost. Lowering the damage sucks. Besides, if it's useless for damage, they might has well have made it a melee ability that just marks people. Even with great daggers, its damage wasn't insane.



#110
BansheeOwnage

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I'm really concerned with the balancing pattern that seems to assume everyone has top-level gear. Things like Spirit Blade are really pretty useless with a low-level staff, so you effectively gimp new players without any real benefit. I mean, base staves do ~30 damage per hit. You used to do about ~100 damage per hit with Spirit Blade with a low level AW. Now, you'll do ~50. What? This is ridiculous. I have a good staff, but try to think of balancing the game for all players, as that's the point of balancing to begin with.

 

Another thing: I'd appreciate if someone did the math, but I feel like I could have better DPS (or at least the same) by just using the basic staff attack instead of Spirit Blade. The basic attack is 100% weapon damage, obviously, but it attacks faster than Spirit Blade and costs no mana. In fact, it builds mana. Not only that, but SB doesn't help against Guard and Barriers anymore, and doing half its original damage will mean half the original Barrier generation. If Luke wants it to be used for building Barrier between spells, this is a dumb way to do it, because even with a good staff before the patch you'd barely generate enough Barrier to maintain it, better yet build any. And you can forget any lower level players building any Barrier. This makes the ability pointless.

 

On top of all that, it kills the point of the Arcane Warrior, in the sense that he's supposed to be... you know, a Warrior! He barely felt like one at launch. He was a mage with a sword. Now he's just any other mage. This nerf, along with Isabela's, seem to discourage any kind of hybrid classes, which kills variety and therefore the game. It's depressing. For people like me who don't play much anymore because it's getting stale, nerfing fun kits doesn't make me want to play at all.


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#111
Ploidz

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Maybe they should have just put arcane warrior in the constitution group with armor and swords. High magic resistance, spells, and a magic converted to strength or constitution ability. I didn't like spirit blade and Knight Commander anyway, arcane warrior was amazing in Dragon Age Origins.

#112
BreakJohn

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I'm really concerned with the balancing pattern that seems to assume everyone has top-level gear. Things like Spirit Blade are really pretty useless with a low-level staff, so you effectively gimp new players without any real benefit. I mean, base staves do ~30 damage per hit. You used to do about ~100 damage per hit with Spirit Blade with a low level AW. Now, you'll do ~50. What? This is ridiculous. I have a good staff, but try to think of balancing the game for all players, as that's the point of balancing to begin with.

 

Another thing: I'd appreciate if someone did the math, but I feel like I could have better DPS (or at least the same) by just using the basic staff attack instead of Spirit Blade. The basic attack is 100% weapon damage, obviously, but it attacks faster than Spirit Blade and costs no mana. In fact, it builds mana. Not only that, but SB doesn't help against Guard and Barriers anymore, and doing half its original damage will mean half the original Barrier generation. If Luke wants it to be used for building Barrier between spells, this is a dumb way to do it, because even with a good staff before the patch you'd barely generate enough Barrier to maintain it, better yet build any. And you can forget any lower level players building any Barrier. This makes the ability pointless.

 

On top of all that, it kills the point of the Arcane Warrior, in the sense that he's supposed to be... you know, a Warrior! He barely felt like one at launch. He was a mage with a sword. Now he's just any other mage. This nerf, along with Isabela's, seem to discourage any kind of hybrid classes, which kills variety and therefore the game. It's depressing. For people like me who don't play much anymore because it's getting stale, nerfing fun kits doesn't make me want to play at all.

 

This.

 

Also with a new difficulty looming on the horizon why don't you guys just buff the rest of the kits to be on par with the (former)duelist, Avvar, virtuoso?. god knows some of the original kits are in need of some desperate love. if you try to bring the new kits down in line with the old ones this new difficulty is gonna be a drag for those of us without many promotions. who wants to spend 25+ minutes doing "nightmare" difficulty killing bullet sponge enemies who one shot you all while knowing your favorite kits got nerfed just in time for said difficulty. 


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#113
Kungsarme

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This.
 
... this new difficulty is gonna be a drag for those of us without many promotions. who wants to spend 25+ minutes doing "nightmare" difficulty killing bullet sponge enemies who one shot you all while knowing your favorite kits got nerfed just in time for said difficulty.


I thought the point of the new difficulty was for people who have a lot of promotions to have a challenge? This new difficulty shouldn't be a drag to people without a lot of promotions as they shouldn't be there in the first place.

#114
BansheeOwnage

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This.

 

Also with a new difficulty looming on the horizon why don't you guys just buff the rest of the kits to be on par with the (former)duelist, Avvar, virtuoso?. god knows some of the original kits are in need of some desperate love. if you try to bring the new kits down in line with the old ones this new difficulty is gonna be a drag for those of us without many promotions. who wants to spend 25+ minutes doing "nightmare" difficulty killing bullet sponge enemies who one shot you all while knowing your favorite kits got nerfed just in time for said difficulty. 

Exactly! That's the part I forgot to write about. When you balance things, please prioritize things that are inferior. Concentrate on making less useful classes and abilities useful ones. Unless something is blatantly overpowered, just try to make less used things viable. I honestly think that would be easier than trying to balance "from both ends" at once anyway.

 

The Duelist is/was fun. Was it a tad too good overall? Maybe, but a tad isn't game-breaking. What is actually game-breaking, is nerfing the kits that actually got people like me back into MP after a hiatus. Take the positive approach instead. Make bad things better. Increase the fun-factor and balance the game at the same time.


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#115
ALTBOULI

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reported


Reporting someone for being happy? Whats wrong with you, you sausage nosher!


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#116
Ploidz

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I thought the point of the new difficulty was for people who have a lot of promotions to have a challenge? This new difficulty shouldn't be a drag to people without a lot of promotions as they shouldn't be there in the first place.

 

The people with the many promotions probably won't be taking the characters that struggle in perilous, but rather the characters that do very well in perilous. So it will probably be like the early perilous days of maybe Legionnaire, for sure Virtuoso/Keeper/Elementalist for their important barriers, Arcane Warrior for his ranged damage which puts a barrier on himself, and.. did I miss a mage?



#117
FRZN

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and.. did I miss a mage?

oh you

#118
CMDR FACE

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550% includes the upgrade but the new 300% does not, which is why everyone was confused at first. The real change is that it has gone from 400+150 to 300+150, which seems fair.
I would like this but apparently he said on the stream the change was made because people were using bolt too much, so I don't that's going to happen. I think more people would consider replacing bolt if we had better alternatives for spreading vendetta, but nothing else really gets the job done.


Is the 450% correct? I saw this as well. I hope it's not a mistake. 450% is fine.

#119
Innarra

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Nerfed Duelist, but not the Virtuoso? Are you kidding? He's more OP than she is. What are you guys doing?

 

Powercord is spammable. Cost is next to nothing with all the mana regen he has. It does 400% to EVERYTHING that's close to him, AND keeps his Barrier full. Why not nerf that ability a bit?

 

You don't see too many Duelists soloing content, but everyone's Virtuoso can solo anything.



#120
Drasanil

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I'm really concerned with the balancing pattern that seems to assume everyone has top-level gear. Things like Spirit Blade are really pretty useless with a low-level staff, so you effectively gimp new players without any real benefit. I mean, base staves do ~30 damage per hit. You used to do about ~100 damage per hit with Spirit Blade with a low level AW. Now, you'll do ~50. What? This is ridiculous. I have a good staff, but try to think of balancing the game for all players, as that's the point of balancing to begin with.

 

Another thing: I'd appreciate if someone did the math, but I feel like I could have better DPS (or at least the same) by just using the basic staff attack instead of Spirit Blade. The basic attack is 100% weapon damage, obviously, but it attacks faster than Spirit Blade and costs no mana. In fact, it builds mana. Not only that, but SB doesn't help against Guard and Barriers anymore, and doing half its original damage will mean half the original Barrier generation. If Luke wants it to be used for building Barrier between spells, this is a dumb way to do it, because even with a good staff before the patch you'd barely generate enough Barrier to maintain it, better yet build any. And you can forget any lower level players building any Barrier. This makes the ability pointless.

 

On top of all that, it kills the point of the Arcane Warrior, in the sense that he's supposed to be... you know, a Warrior! He barely felt like one at launch. He was a mage with a sword. Now he's just any other mage. This nerf, along with Isabela's, seem to discourage any kind of hybrid classes, which kills variety and therefore the game. It's depressing. For people like me who don't play much anymore because it's getting stale, nerfing fun kits doesn't make me want to play at all.

 

 

Tried out the new SB. I will say I feel that its an improvement over the old, but in a very limited sense. When I get surrounded by mooks I can use it to more or less maintain my barrier and have enough mana left over to put down some damage with SF/CL when their timers are up again. So that's better.

 

But really, apart for that, I've only consciously used it against rage daemons because I have a fire staff. If its going to be kept at the level of "alternate to staff attack" as it appears now, then the animation really needs to be sped up to make it more worthwhile with the lower damage/cost.

 

The previously version was to expensive for what you got out of it, this new version does too little damage for the swing time it has. Maybe as I said earlier a sweet spot of 200/10 with 200 Guard/Barrier bonus would work out better. Redoing the Spellsword and Force of Will passives to encourage SB use could also be another option, having one grant some kind of stack damage or crit bonus with each switch (similar to the rogue dagger chaining) and the other provide some sort of bonus to barrier generation with SB.



#121
Ploidz

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Is the 450% correct? I saw this as well. I hope it's not a mistake. 450% is fine.

 

450% if you have Broadside upgraded. The 550 to 300 didn't include the 150 upgrade on the 300.

 

GZkcMbw.jpg



#122
yarpenthemad21

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Exactly! That's the part I forgot to write about. When you balance things, please prioritize things that are inferior. Concentrate on making less useful classes and abilities useful ones. Unless something is blatantly overpowered, just try to make less used things viable. I honestly think that would be easier than trying to balance "from both ends" at once anyway.
 
The Duelist is/was fun. Was it a tad too good overall? Maybe, but a tad isn't game-breaking. What is actually game-breaking, is nerfing the kits that actually got people like me back into MP after a hiatus. Take the positive approach instead. Make bad things better. Increase the fun-factor and balance the game at the same time.


Problem is...there is not much to buff really.
On hunter for example everything was buffed. Explosive shot, daggers, poisons, full draw. Problem is that his skill tree sucks, not that some skills aren't that great.
The same on alchemist. Tonics buffed, poison buffed but still skill tree is a mess and 4 skills limit brakes really everything.
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#123
GreatBlueHeron

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Well, everyone who complained about sb cost, you got your wish. Not sure why people are unhappy. Oh, yeah, it does less damage now. Well, what did you think would happen? You wanted less cost, you got less cost. And less damage, too! Gee, thanks so much, complainers! Looks like I'll try fade cloak in its place.

Isabella needed a nerf. I'm not upset. I still won't use gangway.

#124
kmeeg

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Gangway also generates neither vendetta nor elusive. If Luke is serious about making it useful, and more interesting, have the anchor throw version generate vendetta, and the backward crossbow shot generate elusive. 

 

Thats a very good idea!



#125
Sulaco_7

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This.

 

Also with a new difficulty looming on the horizon why don't you guys just buff the rest of the kits to be on par with the (former)duelist, Avvar, virtuoso?. god knows some of the original kits are in need of some desperate love. if you try to bring the new kits down in line with the old ones this new difficulty is gonna be a drag for those of us without many promotions. who wants to spend 25+ minutes doing "nightmare" difficulty killing bullet sponge enemies who one shot you all while knowing your favorite kits got nerfed just in time for said difficulty. 

 

Just more incentive to promote farm - like everyone else.  Only 1 thing you can depend on in this game: your stats.