Just more incentive to promote farm - like everyone else. Only 1 thing you can depend on in this game: your stats.
Until they make a difficulty that cuts your promotions in half or null promotions.
Just more incentive to promote farm - like everyone else. Only 1 thing you can depend on in this game: your stats.
Until they make a difficulty that cuts your promotions in half or null promotions.
I knew that was coming. (That's what Isabela said.) Still, can't help but be a lil sad for my Izzy.
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.
Oh, sorry for wanting an ability to be useful ![]()
I am ok with this. I stopped using SB on AW looooong before the nerfs.
I would've preffered that Bolt just cost more stamina (I used it mainly to kill the annoying ranged unit that would occasionaly spawn way behind our group), but it's not too bad and something I can work with.
Just more incentive to promote farm - like everyone else. Only 1 thing you can depend on in this game: your stats.
Given the idiotic things you've said earlier, I really hope no one takes your words seriously
I refuse to play the duelist until I get that stupid Audacity dagger.. because it just seems like if you don't have that dagger you're playing an extremely gimped duelist.
Oh, sorry for wanting an ability to be useful
They want you to only mark enimies with bolt, not use as a ranger style attack it seem.
Bingo. She's a duelist. Her area of expertise is melee, not ranged. Adding the ranged attack was great, but it was incredibly powerful. This change might steer people to use her in melee more like she's supposed to be used. Same with Broadside. Of course it was fun seeing Isabela dish out high damage with both abilities, but being real, they was too powerful for someone who's supposed to be a duelist. Isabela will still be very fun to use. The changes just make it a bit more challenging - we should all be able to accept that.
Might be the savvy bonus, too. You might have just missed that. Depending on how many attacks of one type in a row you do, you can do pretty ridiculous damage. I've hit 9k crits with ambush before.
Doubt that, unless it works of melee regular attacks. I almost always end up bolting after using a melee skill to put the vendetta mark back on target, that would consume the savvy bonus before cannon shot.
Bingo. She's a duelist. Her area of expertise is melee, not ranged.
Yeah, no. She has an entire skill tree dedicated to ranged attacks. If that's not expertise, I don't know what is.
Every good Arcane Warrior I see pretty much never casts spirit blade. It's his signature freaking spell, why does it need to be trash?
It was too good before, and most AW's are trash. SB spam it is for them!
I'm not feeling this change to Spirit Blade. The higher mana cost (20) made some sense from the standpoint of making it more situational instead of something constantly spammed. It could be used often after you were high enough to get "Restorative Veil" and a power to regularly apply weakening.
Now we have a spammable blade, but it tickles enemies. Not entirely sure what the point of said power is unless the real idea is to get people to throw it away after they go up a few levels, since the cost of reserving a power slot for something like this is too high.
Before the original SB nerf, there were already people who claimed the best builds didn't have SB anyway. If a power isn't utilized in the strongest build, why should it be first in line for a nerf, or two? Nerfing his one melee power really just pushes him from Arcane Warrior to Rift Mage, who ends up playing similarly to any other caster.
Speaking of that specialty, If there is a problem with Arcane Warrior it isn't from SB, or really even other KE powers he picked up. The main focus should have been the Rift Mage powers and passives that he inherited. Restorative Veil chief among them.
As far as Izzy, probably made sense to nerf both Bolt and Broadsides.
Doubt that, unless it works of melee regular attacks. I almost always end up bolting after using a melee skill to put the vendetta mark back on target, that would consume the savvy bonus before cannon shot.
Trololol there's multiple people, myself included, doing consistently high ambush damage. There's lots of ways to increase it, but my ambush is regularly 5k, 7k or even 10k depending on some factors.
The exact math behind it takes a bit of explaining, but let's just say "bonus damage" isn't purely additive with weapon damage.
The same mistakes go for people that think 300% weapon damage + 150% bonus damage = 450%. It isn't (for one, they're different units, which people with a math/science/chemistry/physics backround understand). They're different factors at different places on the damage formula, each affected or not affected by attack power respectively.
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.
Yeah, my main concern is its damage output now. I didn't care too much even when they doubled its cost, because it still did good damage. Now though? I don't want a free ability that doesn't do much damage. I already have auto-attacks, and they give me mana and reduce my cooldowns. If they still thought it was overpowered, I have perferred your solution of 200% damage/10 cost or better yet, normal 300% damage but with 15 cost (considering it can't strip defenses anymore). I just can't wrap my head around them completely changing the ability into something else instead of balancing what was there. They might has well have called it something else too. The original Spirit Blade hasn't been "balanced", it's just gone.
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.
That's partly true, yeah, but there was a thread coming up with cool ideas to fix that. Adding passive abilities to the under-used classes similar to the Katari's Guard-on-hit would be a great way to buff them without revamping their skills. Stuff like %chance to apply poison for the Alchemist, 1% heal-on-hit for the Hunter, .2 second cooldown reduction per hit on the Legionnaire. Those are just ideas I'm throwing out. I'm sure they could come up with something better.
I agree that the 4-skill limit really screws with those classes more than most. I also have a suspicion they lied about buffing poisons, and only corrected the tooltips, because poison was always doing the damage they supposedly buffed it to.
She's a duelist. Her area of expertise is melee, not ranged.
Someone is a bit behind the times, eh? ![]()

Death of Alexander Hamilton, 1804.
The same mistakes go for people that think 300% weapon damage + 150% bonus damage = 450%.
Er, people think that because that's how the tooltip changes. Skilling the upgrade alters the displayed weapon % damage on the skill description.
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.
I already did (pre SB and FC nerfs), gathering storm basic attack + fade cloak alone was better than the previous higher dps SB + Fade cloak for single targets and targets that could block. The gap widened when I included other damage spells in between as well, plus the fact SB has 1s gap period after the 3rd attack, and gaps in targetting different enemies.
There were plenty of people that couldn't do math or present game tests though.
This time FC got nerfed, but SB got even bigger nerf... so the gap's even bigger.
Yes I am one of the few people claiming non-SB builds are better for the AW. I demonstrated it in solo videos too. Vs the dragon, SB was better before specifically against the electric dragon... but I would never use an AW to try to farm the dragon. That's a waste of time compared to using burst damage classes like archer, reaver, assassin and virtuoso.
Yes I am one of the few people claiming non-SB builds are better for the AW.
I agree completely. I've been avoiding SB for a long time, but recently went back to it for the sake of killing storm dragons. The nerf just gives me another excuse not to use it. I can't wait to hit 250 extractions as AW so I can stop playing him.
I do not know if it has already been proposed, but I think that if they want to prevent bolt spam they should implement a reload time between 2 shots. That reload time could be nullified by using a melee skill. This way, you reduce the spam bolt dps without nerfing the skill itself.
I also think it is crucial to reduce the switch time (range/melee) to create a more dynamic gameplay. Ideally, to make it more interesting, they should implement some stylish combos like:
1 dagger hit + bolt = some kind of roll and shoot
2 daggers hits + bolt = impale/knockback target
3 daggers hits + bolt = finisher/headshot (effect: bonus dmg + always crit)
etc.
They will have to balance the combos obviously.
Of course they nerf Izzy after we find out none of the 30 promotions we already did on her don't count toward character completions. I know she needed it but this really is just a slap in the face after yesterday. I think they are trying to make the community smaller and get people to stop playing.
Bingo. She's a duelist. Her area of expertise is melee, not ranged. Adding the ranged attack was great, but it was incredibly powerful. This change might steer people to use her in melee more like she's supposed to be used. Same with Broadside. Of course it was fun seeing Isabela dish out high damage with both abilities, but being real, they was too powerful for someone who's supposed to be a duelist. Isabela will still be very fun to use. The changes just make it a bit more challenging - we should all be able to accept that.
When they had a stream for the new DLC that included the new classes they mentioned someone may want to play Isabella as ranged only. I don't think they were totally against ranged only Isabella, though if they were they are definitely sending mixed signals.
-Crows Nest Lookout (crit damage + 100% at over 10 meters, crit dmg + 50 at 10 meters and under)
-Salty Sea Dogs (stamina regen when no enemies nearby, defense when they are)
-A ranged attack with no cooldown.
Maybe they wanted us to use that ability that they buffed so when we are getting beat up we should jump away and continue dotting them with bolts and use broadside, then run back in to continue meleeing to get elusive. Dueling ranged and melee.
I remember them talking about having two Isabellas in the party, one ranged putting marks on the enemies while the melee tanky Isabella eating the marks to refill elusives.
Edit: Is it possible for them to remove spirit blade, fade shield, add a rift mage ability or two, replace the model with a new rift mage model and name it Rift Mage, then start over with Arcane Warrior?
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%...
just tested this and to kill something its far slower even with my stats of 200+ wilpower and 200+ cunning I do 5-650 Dmg... the AW is Dead they over nerffe it this s time.. I was soloing fire dragon and after 10 minutes and seeing it atg half hp I gave up, just took to long, the AW is just trash now... what was my fav class will now collect moth balls
Of course they nerf Izzy after we find out none of the 30 promotions we already did on her don't count toward character completions. I know she needed it but this really is just a slap in the face after yesterday. I think they are trying to make the community smaller and get people to stop playing.
Please nerf Despair Demon's Ice Mine cd and kd time. The IM can knock the player down for four seconds, whereas the DD can only be knocked down for two, and there are up to 8 despair demons at once, with 3-4 being very frequent on Zone 3 of Fereldan Castle.
The DD's can consecutively keep the player knocked down with Ice Mine, followed up with frozen via Ice Beam, with no retaliation on the player's part unless they burn a heal potion or are one of the lucky few with an invincibility skill.
If Ice Mine didn't penetrate cover completely, it would be more fair, but right now Ice Mine is completely cheater-status OP, especialy with so many despair Demons.
The only upside is Despair Demons do have a minimum engagement range. The downside is they still dance forever away from Melee.
I am starting to suspect that the Broadside upgrade only applies to main target damage wise, would have to test again after promoting. This would explain the disparity in damage dealt against primary and secondary targets.
I'm not feeling this change to Spirit Blade. The higher mana cost (20) made some sense from the standpoint of making it more situational instead of something constantly spammed. It could be used often after you were high enough to get "Restorative Veil" and a power to regularly apply weakening.
Now we have a spammable blade, but it tickles enemies. Not entirely sure what the point of said power is unless the real idea is to get people to throw it away after they go up a few levels, since the cost of reserving a power slot for something like this is too high.
Before the original SB nerf, there were already people who claimed the best builds didn't have SB anyway. If a power isn't utilized in the strongest build, why should it be first in line for a nerf, or two? Nerfing his one melee power really just pushes him from Arcane Warrior to Rift Mage, who ends up playing similarly to any other caster.
Speaking of that specialty, If there is a problem with Arcane Warrior it isn't from SB, or really even other KE powers he picked up. The main focus should have been the Rift Mage powers and passives that he inherited. Restorative Veil chief among them.
As far as Izzy, probably made sense to nerf both Bolt and Broadsides.
After having a bit of fun with PotA in place of SB earlier today, I've finally joined the FS/FC/SF/CL club. It...it makes me sad how well it performs compared to the (now complete and utter crap) SB build(s). If the devs' intent was to make SB the last skill anyone would want on their skill bar, well, mission accomplished. I've always liked the idea of mixing melee and magic in combat-centric games, so it makes me sad that (at least for now), the AW is just another mage.