Are there any here that feel as though some passives need serious reworking? I for one think that Evade (5% chance to avoid damage), Resilience (%5 Chance to stun an enemy), and Guard-Smasher (100% damage bonus against Guard) are the biggest offenders.
We often talk about balance changes to abilities, but what about passives?
#1
Posté 31 mai 2015 - 03:57
- FRZN aime ceci
#2
Posté 31 mai 2015 - 04:14
Well I'd like to point out that guard-smasher is pretty sweet its just that guard (other than dragons) is that hard to break. But I agree some of the passives are a bit on the weak level. Evade should at least be 10% I think and same goes for resillience.
#4
Posté 31 mai 2015 - 04:49
Yea, in my opinion it should be looked at too. It nothing else those stat boost passive needs to be increased and the stun/evade a bit.
#6
Posté 31 mai 2015 - 05:14
I think the one passive every kit gets to increase stats should be buffed considerably. No one takes this passive do they? Instead of +3 to stats x,y,z it should be +15.
This seems like the easiest most universal buff they can give to a terrible passive that every kit has.
#7
Posté 31 mai 2015 - 05:43
Yeah, those abilities are really lackluster. Even doubling their bonus (atleast for the first two you mentioned) still makes them situational at best, considering how fast enemies die in MP.
On the other side of the coin, we have passives like fadeshield and gathering storm that are just insane.
#8
Posté 31 mai 2015 - 05:47
I generally take the stat increase as 1 of my last upgrades. Maybe +12 instead to make it 9 free prestiges as opposed to 6.
Enemy guard is so much stronger then ours it seems sometimes.
The armor pen stuff seems pretty meh
#9
Posté 31 mai 2015 - 06:02
#11
Posté 01 juin 2015 - 01:00
Most of the passives are built in such a way that I need a patch to change them
However, I don't think the stat ones are like this so I can probably do a tweak to that for next Friday.
this pleases us!
#12
Posté 01 juin 2015 - 01:10
Most of the passives are built in such a way that I need a patch to change them
However, I don't think the stat ones are like this so I can probably do a tweak to that for next Friday.
NO YOU WON'T!
You are not allowed to make me make harder decisions! I'll tell my mom! I will!
- Broganisity et Zander-o- aiment ceci
#13
Posté 01 juin 2015 - 01:13
Have to keep it balanced.
Oh I am SO cynical.
- Kalas Magnus et Thadrial aiment ceci
#14
Posté 01 juin 2015 - 01:58
- evade/resilience/psychic backlash/can't stop the music - should be a guaranteed proc with a cooldown, or activate in certain circumstances like static charge. Random defenses are bad.
- force of will on aw/spellsword - should be resistance rather than armor or something else entirely because armor doesn't work with barrier.
- blinding terror - should be much stronger because fear breaks on hit. Even though DoTs don't break fear, blinding terror isn't very good for them either because due to the nature of multiplayer fear tends not to last long.
- stormbringer - the long cooldown means it's not putting out worthwhile damage over time, and its single target while multiplayer is all about hordes of enemies.
- relentless attack/unforgiving chain - the crit chance should be larger or have a duration instead of resetting on crit. Maybe it should give crit damage for consecutive crits as well so it doesn't get even worse as your crit chance increases.
- overwhelming force/bloodied prey - enemies have so much more health than us that they have to be on death's doorstep before these kick in on the higher difficulties.
- pyromancer on necromancer - necromancer can't inflict burning. It should increase spirit dots instead.
- simulacrum - the unlimited mana is pretty inconsequential because we only have up to 4 slots and most of the necromancer's spells have long cooldowns so you would typically be able to unload all your available spells over a 10s period anyway, and even if you heal yourself during that time you'll drop afterwards anyway. Make it like an alternative to guardian spirit: give it a 60s cooldown and let you revive yourself with it (not counting toward your three downs).
- cutting words - due to poor uptime on taunts and how unnecessary they are this isn't very useful.
- stat boosting passives - boring passives, but they should at least provide several fold more stats.
- armor/guard passives - not very useful due to the nature of armor/guard in multiplayer.
- veiled repost/it'll cost you - enemies have so much more health than us that reflecting a small portion of their damage back at them barely tickles. It would have to be a pretty big % to start to matter.
- armor penetration passives - enemies don't seem to have much armor to penetrate.
- alchemist passives - the entire kit needs a rework so there's not much point in talking about the specific passives without any context to put them in.
- hunter passives - the hunter needs more damage in his passives to be competitive with the archer's ability to spam. The kit might need some reworking as well, but a significant buff to on the razor's edge would be nice in the meantime.
- warrior's resolve - since we only have four abilities the emergency stamina it provides isn't all that helpful except on the reaver. Maybe make it reduce your cooldowns by 1s for every 10% damage you take as well so you can have something to spend the stamina on.
- dance of death - doesn't trigger reliably, particularly with deathblow (and not just due to deathblow eating stamina twice)
- Innarra aime ceci
#15
Posté 01 juin 2015 - 02:16
Most of the passives are built in such a way that I need a patch to change them
However, I don't think the stat ones are like this so I can probably do a tweak to that for next Friday.
You are awesome. Thanks for actually listening to the community!
#16
Posté 01 juin 2015 - 11:57
Warriors are pretty good though now except maybe avvar. But I am no expert on that kit.
#17
Posté 01 juin 2015 - 12:18
Most of the passives are built in such a way that I need a patch to change them
However, I don't think the stat ones are like this so I can probably do a tweak to that for next Friday.
https://www.youtube....h?v=kE0pwJ5PMDg
- Zander-o- aime ceci
#18
Posté 01 juin 2015 - 12:58
#19
Posté 01 juin 2015 - 10:16
Massive nerf to something else incoming. I personally think AWs chain lightning is OP. Nerf that.
Have to keep it balanced.
Oh I am SO cynical.
you be kidding, few offensive skills that the keeper have, you can't suggest this out of question
or not ![]()
#20
Posté 02 juin 2015 - 06:01
I feel the "problem" with pure stat passives is that they are so static. If you have no promotes, yeah, +10 cunning would be a big increase in crit chance. If you have 100++ promotes, not so much. My personal opinion is to just scrap the stat passives, and add some "fun" ones. 10% chance to do something fun is more entertaining than just some stats.
- Innarra et abc1921034518 aiment ceci
#21
Posté 02 juin 2015 - 06:32
Simulacrum is really strong on the necro though if you have even a basic amount of planning, and a hok ability.
If an enemy is under spirit mark fighting for you, or is about to be blown to smithereens by walking bomb, both things you can prime easily without mana costs, and your spirit form runs out you can self revive endlessly, as the turned enemy dies as you do, restoring your health, and bringing you back from the dead after enemies have mostly stopped targeting you.
#22
Posté 02 juin 2015 - 06:33
I've often wondered how threat truly works in this game. Several have posted volumes on the subject given their own personal views and speculation. When I'm on my Lego, and I taunt (CS), everything seems to come at me, that's great, but if I'm damaging something with abilities and weapon smacks that I don't have taunted, and an archer that's 25+ meters away is pelting it, the enemy waltzes right on by me.
Does "The Biggest Threat" do that much good? A tank should be able to hold agro better than this. Maybe that ability is due for a look see and/or a buff, or perhaps just threat management in general.
#23
Posté 02 juin 2015 - 06:49
I've often wondered how threat truly works in this game. Several have posted volumes on the subject given their own personal views and speculation. When I'm on my Lego, and I taunt (CS), everything seems to come at me, that's great, but if I'm damaging something with abilities and weapon smacks that I don't have taunted, and an archer that's 25+ meters away is pelting it, the enemy waltzes right on by me.
Does "The Biggest Threat" do that much good? A tank should be able to hold agro better than this. Maybe that ability is due for a look see and/or a buff, or perhaps just threat management in general.
Biggest Threat definitely needs reworked because it doesn't offset the amount of damage that others classes do for threat at all. The only way you can help much at all is having both warcry and CS sometimes. At least that's what it feels like.
#24
Posté 02 juin 2015 - 08:38
I've often wondered how threat truly works in this game. Several have posted volumes on the subject given their own personal views and speculation. When I'm on my Lego, and I taunt (CS), everything seems to come at me, that's great, but if I'm damaging something with abilities and weapon smacks that I don't have taunted, and an archer that's 25+ meters away is pelting it, the enemy waltzes right on by me.
Does "The Biggest Threat" do that much good? A tank should be able to hold agro better than this. Maybe that ability is due for a look see and/or a buff, or perhaps just threat management in general.
The enemy finishes his "task" before he changes aggro. Lets say you pull a group. The enemy goes for your groups archer. The archer does nothing to him, and you wail on him a few times, while he completely ignores you. He reaches the archer, hits him once, then he is done with his "task", and then he turns on you.
Edit: This is my understanding at least. Can't really say for sure this is the full truth tho.
#25
Posté 02 juin 2015 - 09:39
Simulacrum is really strong on the necro though if you have even a basic amount of planning, and a hok ability.
If an enemy is under spirit mark fighting for you, or is about to be blown to smithereens by walking bomb, both things you can prime easily without mana costs, and your spirit form runs out you can self revive endlessly, as the turned enemy dies as you do, restoring your health, and bringing you back from the dead after enemies have mostly stopped targeting you.
That's if the ability decides to work, so many times I have a spirit up and don't get revived or you die and just bleed out instead of even going into this spirit form. Annoys me that any HOK you gain whilst in that form does nothing to revive you also, if you get full HP due to HOK in spirit form it should res you. I play the necro a lot and it's one of my favourite characters but I hate that this passive is not optional because it get's in my way.





Retour en haut







