Aller au contenu

Photo

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


242 réponses à ce sujet

#176
Felis Menari

Felis Menari
  • Members
  • 1 189 messages

Personally, i feel like if they brought back spirit blade to 250% with a 20 mana cost, it would be perfectly balanced.

300% damage, 15 mana cost, I say! Gotta remember, it can be blocked, and mana is still consumed on blocked hits.


  • BansheeOwnage et Quintinw aiment ceci

#177
TheThirdRace

TheThirdRace
  • Members
  • 1 511 messages

300% damage, 15 mana cost, I say! Gotta remember, it can be blocked, and mana is still consumed on blocked hits.


That's the only thing that makes sense. At 300% damage, it was just fine damage wise. At 10 mana it was too spammable, at 20 mana it was too prohibitive.

Before the "balance", Spirit Blade was hitting hard and you felt it, now it's like a wet noodle you swing at people... :sick:


  • Felis Menari aime ceci

#178
FRZN

FRZN
  • Members
  • 322 messages

That's the only thing that makes sense.

I think it makes more sense to either give it high damage and make it not work with fade shield, low damage and make it exceptionally effective at generating barrier, give the aw clean burn and make it great for lowering all one's cooldowns, etc.  The goal is to make AWs want to use it along with other abilities, but to do that it either needs to be mediocre or it needs to be more specialized because it has no cooldown and no purpose other than damage.


  • Da_Noobinator aime ceci

#179
BansheeOwnage

BansheeOwnage
  • Members
  • 11 195 messages

That's the only thing that makes sense. At 300% damage, it was just fine damage wise. At 10 mana it was too spammable, at 20 mana it was too prohibitive.

Before the "balance", Spirit Blade was hitting hard and you felt it, now it's like a wet noodle you swing at people... :sick:

I don't know if I'm the only one, but it "ruins" the game a bit for me if I'm using something that should obviously be powerful, but isn't. I mean, a magical blade that you slice in a 120 degree arc? Sounds awesome! If it takes 7 swings to kill a foot-soldier though... not so much. If you didn't have a good staff, that's already how it was before the nerfs.

 

Sidenote: It's kind of like fire not doing much damage to people, but when they die, they immediately vapourise. It's just odd.


  • AbyssMessiah aime ceci

#180
Drasanil

Drasanil
  • Members
  • 2 378 messages

Sidenote: It's kind of like fire not doing much damage to people, but when they die, they immediately vapourise. It's just odd.

 

Pretty sure that's exactly how fire works IRL. Notice how food always gets horribly burnt when you stop paying attention for just one second, even though it was perfectly fine the previous second  :P


  • FRZN aime ceci

#181
BansheeOwnage

BansheeOwnage
  • Members
  • 11 195 messages

Pretty sure that's exactly how fire works IRL. Notice how food always gets horribly burnt when you stop paying attention for just one second, even though it was perfectly fine the previous second  :P

I get what you mean, but I meant something like:

 

Use Immolate on a foot-soldier. They're okay. Use it again. They're still alive. Use it again! Suddenly they're dust.

 

I mean, if it was that hot, wouldn't it have killed them instantly?



#182
scynn

scynn
  • Members
  • 127 messages

I'd have to try it at 15 mana before I could be ok with the 15/300% idea, because in all honesty I'd take 5/150% over the old 20/300%, and I don't know how 5 less mana cost is going to play out. On fights where Combat Clarity doesn't work properly (High Dragons, Giants, I know not many) it's incredibly easy to run out of mana. Couple that with Resto Veil not working, or enemies not being weakened (immunities, sometimes the game just hating you) I found myself with a few seconds of having to use my staff or duck for cover. Basically unless you were Fisting (obaby) off cooldown and getting that mana back, it felt incredibly less fluid.

 

I feel like the whole point of playing an Arcane Warrior is to use Spirit Blade. I'm not asking it to be OP, just worth using. Even if you argue you shouldn't just spam one button, how is it any different than just holding R2 (or whatever auto attack is) like every other mage class? Arcane Warrior is suppose to be a 'unique' take on an otherwise range class. If I wanna just throw CL from the back of the room I'll play my Keeper, and keep everyone else alive in the process.


  • Thadrial aime ceci

#183
Felis Menari

Felis Menari
  • Members
  • 1 189 messages

I'd have to try it at 15 mana before I could be ok with the 15/300% idea, because in all honesty I'd take 5/150% over the old 20/300%, and I don't know how 5 less mana cost is going to play out. On fights where Combat Clarity doesn't work properly (High Dragons, Giants, I know not many) it's incredibly easy to run out of mana. Couple that with Resto Veil not working, or enemies not being weakened (immunities, sometimes the game just hating you) I found myself with a few seconds of having to use my staff or duck for cover. Basically unless you were Fisting (obaby) off cooldown and getting that mana back, it felt incredibly less fluid.

 

I feel like the whole point of playing an Arcane Warrior is to use Spirit Blade. I'm not asking it to be OP, just worth using. Even if you argue you shouldn't just spam one button, how is it any different than just holding R2 (or whatever auto attack is) like every other mage class? Arcane Warrior is suppose to be a 'unique' take on an otherwise range class. If I wanna just throw CL from the back of the room I'll play my Keeper, and keep everyone else alive in the process.

Despite the inconsistent performance of Restorative Veil, Spirit Blade most definitely was more useful before the latest nerf (dragons can be weakened, but not giants, which really doesn't make sense being that dragons are larger and more deadly). I cannot do as well as I did before with SB; it's like night and day. More than that, it now seems useless since staff attacks + Gathering Storm is clearly the better option in most situations. As I've said before, without a patch to somehow alter SB's functionality, the best change that can be made is to bring it back up to 300% damage, and the mana cost up to 15.


  • BansheeOwnage aime ceci

#184
scynn

scynn
  • Members
  • 127 messages

Despite the inconsistent performance of Restorative Veil, Spirit Blade most definitely was more useful before the latest nerf (dragons can be weakened, but not giants, which really doesn't make sense being that dragons are larger and more deadly). I cannot do as well as I did before with SB; it's like night and day. More than that, it now seems useless since staff attacks + Gathering Storm is clearly the better option in most situations. As I've said before, without a patch to somehow alter SB's functionality, the best change that can be made is to bring it back up to 300% damage, and the mana cost up to 15.

 

Dragon's being weakened, at least for me and my friend, has varied. Sometimes it works, sometimes it doesn't. We both noticed it, specifically moreso on the Frost and Fire Dragon, that SF wasn't weakening them, or Resto Veil wasn't giving back mana. I won't deny there's a difference, I do however like that mana is never really an issue. As I said, I found at 20 mana if I wasn't careful I could OOM myself which was annoying. Maybe 15 would be better? Frankly I don't really see what was wrong with 10/300 after they removed the hidden 100 from the upgrade. It was enough to do consistant damage, and keep a barrier up. It's not like because of the 300% I wasn't using my other 3 abilities. SF/CL always did more damage than SB unless you ran POTA and snagged a big group and swung for days.



#185
Felis Menari

Felis Menari
  • Members
  • 1 189 messages

Dragon's being weakened, at least for me and my friend, has varied. Sometimes it works, sometimes it doesn't. We both noticed it, specifically moreso on the Frost and Fire Dragon, that SF wasn't weakening them, or Resto Veil wasn't giving back mana. I won't deny there's a difference, I do however like that mana is never really an issue. As I said, I found at 20 mana if I wasn't careful I could OOM myself which was annoying. Maybe 15 would be better? Frankly I don't really see what was wrong with 10/300 after they removed the hidden 100 from the upgrade. It was enough to do consistant damage, and keep a barrier up. It's not like because of the 300% I wasn't using my other 3 abilities. SF/CL always did more damage than SB unless you ran POTA and snagged a big group and swung for days.

The weakening issue could be that (as far as I can tell) hitting an enemy with a weakening spell  while it's already weakened from a previous attack does not refresh the duration of the original application of weakened. If that really is the case, that's a bit of a bother, since it doesn't seem that there are diminishing returns for status effects on enemies.



#186
rich

rich
  • Members
  • 8 messages

In my humble opinion (I have both AW and perilous banners) the recent changes are very reasonable from a balance point of view since it encourages teamwork and group diversity, now that AW isn’t the one dominant OP perilous-carrying class (so much).

 

AW still has fade shield, one of the best defensive abilities in the game. AW being able to out-melee the warrior classes using the old SB wasn’t fair (since AW also has long range stonefist & chain lightning abilities).

 

Now if AW’s fade shield’s 30% of damage dealt barrier generation rate is lowered, that would make AW’s start to work up a sweat, once in a blue moon. J

 

PS3 / richh2000


  • Eyecon74 et Brewskin aiment ceci

#187
scynn

scynn
  • Members
  • 127 messages

In my humble opinion (I have both AW and perilous banners) the recent changes are very reasonable from a balance point of view since it encourages teamwork and group diversity, now that AW isn’t the one dominant OP perilous-carrying class (so much).

 

AW still has fade shield, one of the best defensive abilities in the game. AW being able to out-melee the warrior classes using the old SB wasn’t fair (since AW also has long range stonefist & chain lightning abilities).

 

Now if AW’s fade shield’s 30% of damage dealt barrier generation rate is lowered, that would make AW’s start to work up a sweat, once in a blue moon. J

 

PS3 / richh2000

 

While I agree with you for the most part, the fact that you have the 250 peri and AW banner suggests you probably have a decent amount invested in promotions (I'm close to both, so you likely have higher stats than me) and at this point the damage nerf becomes less dramatic. When balancing, they kind of have to look at people just starting out also, who may not have a lot of promotions or the best gear. 

 

When I heard they were starting to do balance changes, I thought FOR SURE Fade Shield was going to the nerf hammer. I never really thought Spirit Blade would, which might be the lesser of the two evils. Worse case just drop Spirit Blade and AW functions just as well as he did pre nerf, or just stick with SB for the extra challenge!



#188
BansheeOwnage

BansheeOwnage
  • Members
  • 11 195 messages

Worse case just drop Spirit Blade and AW functions just as well as he did pre nerf, or just stick with SB for the extra challenge!

That's the problem though. The whole point of the balance changes is to make everything viable to use. If the end result is dropping something because it's bad, then they've failed at balance.


  • Felis Menari et Kalas Magnus aiment ceci

#189
scynn

scynn
  • Members
  • 127 messages

That's the problem though. The whole point of the balance changes is to make everything viable to use. If the end result is dropping something because it's bad, then they've failed at balance.

 

That's why I said worst (technically I said worse lolgrammar) case, for those people who think it was nerfed to bad. It's still useable, it's more just like a replacement for your staff attack. However, I'm welcome for a buff, anything that makes my life easier. Infact, I've sort of steered away from my AW because it's not really fun to always be immortal. Having recently got back into playing him to test the nerf was actually kinda fun. I usually just save him for when everyone in my group wants to promote their toons so we're not a lobby full of lv1's trying to do perilous lol.

 

That's the hard part with trying to "balance" things. It can't be too op for older players, but it still needs to be effective for new ones. As I've said I never thought spirit blade was overpowered, there's other abilities that do much more damage in other kits. The reason he's overpowered is Fade Shield. No matter how they balance Spirit Blade he'll still be number 1 (at least imo) for solo/self sufficence in Perilous. It's just a shame that something as cool and unique as spirit blade is getting pooed on.



#190
Felis Menari

Felis Menari
  • Members
  • 1 189 messages

That's why I said worst (technically I said worse lolgrammar) case, for those people who think it was nerfed to bad. It's still useable, it's more just like a replacement for your staff attack. However, I'm welcome for a buff, anything that makes my life easier. Infact, I've sort of steered away from my AW because it's not really fun to always be immortal. Having recently got back into playing him to test the nerf was actually kinda fun. I usually just save him for when everyone in my group wants to promote their toons so we're not a lobby full of lv1's trying to do perilous lol.

 

That's the hard part with trying to "balance" things. It can't be too op for older players, but it still needs to be effective for new ones. As I've said I never thought spirit blade was overpowered, there's other abilities that do much more damage in other kits. The reason he's overpowered is Fade Shield. No matter how they balance Spirit Blade he'll still be number 1 (at least imo) for solo/self sufficence in Perilous. It's just a shame that something as cool and unique as spirit blade is getting pooed on.

I remember when I first started playing my AW, it wasn't easy maintaining barriers on myself (I went down about as much as other players. I couldn't even come close to going one-man-army on the enemies). With top end gear now, it's much less of a problem, so long as there's enemies to bounce chain lightning off of (if SB gets the ridiculous nerf from the latest update rolled back, then single targets will be less of an issue). If Fade Shield gets nerfed at some point, it's going to really suck for those without good gear, while those with high promotions may hardly notice the difference. I...I don't think it should be nerfed. Better to leave it be, me thinks.



#191
daima17

daima17
  • Members
  • 51 messages

In my humble opinion (I have both AW and perilous banners) the recent changes are very reasonable from a balance point of view since it encourages teamwork and group diversity, now that AW isn’t the one dominant OP perilous-carrying class (so much).

AW can still tank perilous FC zone 1 at zone 4 at level 10+. That's what I play when there is no good party on perilous. He could solo dragon if he had more dps against a single target, it takes just too much time alone. The more the merrier for our elf.

 

 

@Felis Menari : AW depends a lot less on promotes than other classes. He needs no constitution (maybe he could this week end with all the a**hole that knockback you) and willpower/cunning just helps him slightly to tank even more by dealing more damage. He has no flow of battle or looked like it hurt to make real use of his crits.

But yes, his tanking ability depends on the damage of his staff (and the chain lightning ring), but after you are all set to carry your team.



#192
Redalertixii

Redalertixii
  • Members
  • 35 messages

The two most popular duelist archetypes were from Renaissance and the Wild West, in which the pistol was the weapon of choice. However, even taking away from that, dueling is simply two people fighting, and there is really no specification on the weapon used.

So, no, being a duelist means that you are engaging in one-on-one combat. Crossbow, swords, fists... If it can be honed into a weapon used to defeat an opponent in a duel, then you can be sure Isabella has done so.

Although we appreciate your brief history and definition of a duelist, you fail to mention Isabela specifically uses daggers.  Reference DA:O and DA2.  I'll admit I should've specified likewise in my initial comment.  Like I said in a later post, we all very much appreciate the entrance of the crossbow on Isabela, but I think and apparently the developers believe as well, some of those attacks were too strong and took away from the focus which should've been much more on melee.  It's an opinion and there will be disagreement, but we have to remember Isabela's character was all about her dominance in one-on-one situations using daggers.



#193
Ploidz

Ploidz
  • Members
  • 147 messages
Virtuoso has a staff and never use it but instead uses his instrument. The fact that there are no crossbows weapons in the game doesn't mean she was meant to be melee only. BioWare said people could play her as a ranged marking the enemies for a Isabella that only consume matks tanking.

#194
Redalertixii

Redalertixii
  • Members
  • 35 messages

Virtuoso has a staff and never use it but instead uses his instrument. The fact that there are no crossbows weapons in the game doesn't mean she was meant to be melee only. BioWare said people could play her as a ranged marking the enemies for a Isabella that only consume matks tanking.


The existence of crossbows elsewhere is irrelevant. Your other statement is exactly my point though. She should use ranged to complement her melee attacks, but not be so strong as to encourage people to use the ranged abilities to kill enemies so often. I think the developers saw this and decided to decrease the power of some of the ranged attacks. This might help make ranged abilities more complementary to her melee attacks.

#195
TheThirdRace

TheThirdRace
  • Members
  • 1 511 messages

The existence of crossbows elsewhere is irrelevant. Your other statement is exactly my point though. She should use ranged to complement her melee attacks, but not be so strong as to encourage people to use the ranged abilities to kill enemies so often. I think the developers saw this and decided to decrease the power of some of the ranged attacks. This might help make ranged abilities more complementary to her melee attacks.


You're reading way too much into it than the reality is. You believe she should use melee more so you mold Bioware's desires to your ideals.

The fact is, Isabella must use both range and melee attacks to realize her full potential. The degree at which you use range and melee attacks will vary, but you need both to make use of elusive coins.

The balanced Bioware introduced this week wasn't about what Isabella should be or not be, it was about some of her abilities. It's like saying the problem isn't the guns but how you use them.

Broadsides could kill 1 shot groups of 10 mobs, it was overpowered and it needed a nerf. It has nothing to do with whatever "role" Isabella should be playing.

As for Bolt, it made it possible to kill almost anything in 2 or 3 shots in Perilous. That means that for 10 to 15 Stamina, you could kill just about anything. There are no abilities with no cooldown and such a low cost that can do this, it needed the nerf for that very reason.

As you can see, the nerfs weren't about her role, but about what kind of damage output those 2 abilities were giving the player. They were too effective at what they did compared to everything else. It's still possible to play Isabella mostly at range while it's still possible to play her mostly melee, nothing has changed there, certainly not her role...
  • FRZN, Hang3d Man, abc1921034518 et 1 autre aiment ceci

#196
abc1921034518

abc1921034518
  • Members
  • 102 messages

You're reading way too much into it than the reality is. You believe she should use melee more so you mold Bioware's desires to your ideals.

 

 

Completely agree. These people here have an idea of how they want to play Isabela, and they're just trying to ask for nerf on everything else until their way is the only way.



#197
BansheeOwnage

BansheeOwnage
  • Members
  • 11 195 messages

If you're going to nerf Bolt, can you at least make it hit its target more often first? Thanks.



#198
FRZN

FRZN
  • Members
  • 322 messages

As for Bolt, it made it possible to kill almost anything in 2 or 3 shots in Perilous. That means that for 10 to 15 Stamina, you could kill just about anything.

Bolt costs 15 stamina per attack.



#199
scynn

scynn
  • Members
  • 127 messages

Bolt costs 15 stamina per attack.

 

I'm guessing he's adjusting for the 10 stamina return after a crit. 



#200
FRZN

FRZN
  • Members
  • 322 messages

I'm guessing he's adjusting for the 10 stamina return after a crit. 

That wouldn't be a very reasonable assumption considering that izzy's only crit rate increasing mechanism is hot streak, which doesn't work on bolt.  I think he probably just forgot and thought it was the same cost as spirit blade.