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St. BLuke's Balance Changes To Date


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#26
Angelus_de_Mortiel

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Eww no. That both nerfs the bolt and completely obliterates the need for more stamina. (*&# that.

 

The idea was to make Bolt a pseudo-basic attack for the Duelist, effectively making her a true melee-ranged hybrid, and allows for more diversity in her play style.

 

The 5 stamina cost is obviously open for testing. If that turned out to be so low that stamina regen is faster that continuously casting Bolt (which thinking in hindsight may be the case), then the stamina cost would need to be increased. Maybe 10 stamina. I'm not sure without being able to actively test it in a fight.



#27
Texasmotiv

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The difference is the attack speed of bolt vs dagger swings. It needs a damage multiplier to keep up with auto attacks
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#28
Innarra

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I agree. I want to play her as a fully ranged character, that jumps into the fray to finish her opponents with Flashing Steal and Ambush or Swashbuckle (I use Ambush, nice to hang onto those stacks of coins for defense, and it 1 shots everything except bosses when used correctly)

 

Now that the damage has been nerfed for Bolt (-25%), I'd like to see an adjustment on either lowering the stamina cost, maybe 10? (crits would negate the cost, 5 would be just op though) or instead, up her stamina regen, like on Salty Sea Dog. Is it possible to fraction stamina regen up to 35%, like with the Keeper's Rejuvenating Barrier? (50% would be too powerful)


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#29
CMDR FACE

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I think bolt is just fine currently. Upset about the nerf site...but I think it can stay where it is.
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#30
scynn

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I feel like Bolt at 5 Stamina would be kinda op, even if it was only 100%. When you crit, you would effectively gaining stamina. I could see lowering it to 10, so that critting would then net you 0 cost, because most people don't have absurb critical chance.

 

That said, I was playing her last night, and don't see any problem with the way it is now. But then again. I only ever used Bolt to mark, or if I was too lazy to run over to the 1 guy in the corner.



#31
Jebbadiah Jenkins

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I've got a two-pronged solution for fixing guard. Soon™

In other words, barrier is getting obliterated with a nuclear nerf bomb, and all armor is getting raised to numbers of actual usefulness.

 

*There is no fact in this post just my suspicion of what will happen*


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#32
Ploidz

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Looking forward to guard tweaks.



#33
Yumi

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In other words, barrier is getting obliterated with a nuclear nerf bomb, and all armor is getting raised to numbers of actual usefulness.

 

*There is no fact in this post just my suspicion of what will happen*

 

 

i have a feeling guard's change will be more like guard interacting with your armor rating, or being used for possible defense/damage buffs, some expansion on its function. The main problem is guard is too weak and too slow to generate outside of certain skills.

 

I have a strong feeling barrier will no longer completely block damage, like barrier will absorb 90% but you take the remaining or something like that. The main problem is barrier is that you can easily keep it up constantly and it blocks all damage completely.



#34
Ploidz

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Shhhhhh Yumi. /panic

 

Though if that change to barrier were to happen it better work the same way for enemies. They already have hax barrier that don't degenerate.


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#35
Felis Menari

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i have a feeling guard's change will be more like guard interacting with your armor rating, or being used for possible defense/damage buffs, some expansion on its function. The main problem is guard is too weak and too slow to generate outside of certain skills.

 

I have a strong feeling barrier will no longer completely block damage, like barrier will absorb 90% but you take the remaining or something like that. The main problem is barrier is that you can easily keep it up constantly and it blocks all damage completely.

The Barrier spell itself seems fine to me. Even with everything possible contributing to its cooldown, there can be times where it's not ready for recasting. And during that time, it's possible to take some potentially nasty damage. So, the only thing I could see people taking issue with is the AW's ability to generate significant amounts of barrier on himself, and the Virtuoso's ability to spam AoE barrier generation while on the move. If the Barrier spell were to be weakend along with the other forms of barrier generation in a blanket nerf...I have to wonder if it would still be worthwhile. We'll have to wait and see what happens (I honestly think barrier generation is fine as is. It's temporary in all forms, and can still be broken with enough incoming damage).



#36
FRZN

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I have a strong feeling barrier will no longer completely block damage, like barrier will absorb 90% but you take the remaining or something like that. The main problem is barrier is that you can easily keep it up constantly and it blocks all damage completely.

That would make everyone even more reliant on HoK though.



#37
Felis Menari

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That would make everyone even more reliant on HoK though.

 

And that's the last thing we need. Besides, both guard and barriers are meant to protect against damage to HP. Damage bleed-through isn't going to happen. I just hope that barriers aren't nerfed in such a way that they can no longer effectively do their job. What's the point of having decaying damage protection if it can't provide good damage mitigation? If guard somehow becomes a better form of damage mitigation than barriers when the big change finally hits, I will shake my head in disgust.



#38
TheThirdRace

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BLuke clearly stated multiple times Barrier will be nerf between 20 to 30%. So a full Barrier of 4000 points would "only" be 2800 to 3200 points, hardly a catastrophe...

As for Guard, he stated it should be twice as effective. He also mentioned "effective" doesn't necessarily mean a bigger total Guard.

Personally, I would welcome any Guard on hit like the Katari for all Warriors, maybe 5% Guard on hit. Boost a bit the damage reduction of Guard and/or its total and you get something that will help a lot Warriors.

#39
Thadrial

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BLuke clearly stated multiple times Barrier will be nerf between 20 to 30%. So a full Barrier of 4000 points would "only" be 2800 to 3200 points, hardly a catastrophe...

As for Guard, he stated it should be twice as effective. He also mentioned "effective" doesn't necessarily mean a bigger total Guard.

Personally, I would welcome any Guard on hit like the Katari for all Warriors, maybe 5% Guard on hit. Boost a bit the damage reduction of Guard and/or its total and you get something that will help a lot Warriors.

I don't want Guard on Reaver though. The lower my health the more damage I do. It's kind of the point of the character. I think they need to add higher tier armor that actually make a difference. The best armor the reaver has is 78 and the best the necromancer has is 75 and that is LIGHT ARMOR. Ridiculous


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#40
Angelus_de_Mortiel

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I don't want Guard on Reaver though. The lower my health the more damage I do. It's kind of the point of the character. I think they need to add higher tier armor that actually make a difference. The best armor the reaver has is 78 and the best the necromancer has is 75 and that is LIGHT ARMOR. Ridiculous

 

You can have guard over partial health. It would actually give you some quasi-protection while still allowing you to keep your health low. At least, in theory. As it is now it really is simply an aesthetic overlay for my health bar lol.

I thought the Necromancer's best armour was 80-something? Again, though, as you say, kind of silly that the warriors have comparable armours levels to mages. What's the point? 



#41
TheRaccoon

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BLuke clearly stated multiple times Barrier will be nerf between 20 to 30%. So a full Barrier of 4000 points would "only" be 2800 to 3200 points, hardly a catastrophe...

As for Guard, he stated it should be twice as effective. He also mentioned "effective" doesn't necessarily mean a bigger total Guard.

Personally, I would welcome any Guard on hit like the Katari for all Warriors, maybe 5% Guard on hit. Boost a bit the damage reduction of Guard and/or its total and you get something that will help a lot Warriors.

 

I think he meant Barrier will be 20-30% weaker as a whole, maybe through the means of increasing cooldowns etc., but not necessarily reducing the numbers by 20-30%.

 

I do want them to increase armour rating so guard/health pool can stand more than a few hits.



#42
Thadrial

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You can have guard over partial health. It would actually give you some quasi-protection while still allowing you to keep your health low. At least, in theory. As it is now it really is simply an aesthetic overlay for my health bar lol.

I thought the Necromancer's best armour was 80-something? Again, though, as you say, kind of silly that the warriors have comparable armours levels to mages. What's the point? 

Hmm maybe on the necromancer thing. I almost never use her. The problem with that guard overlay idea is I would have to let my health get low then attack a bunch *who auto-attacks on a reaver?* to build up my guard to protect me. I would guarantee it would go more like stacking guard over full health *especially with HoK* to negate my damage bonuses. Unless they tied it to specific skills idk, I just think the reaver needs turn the bolt *or a reaver equivalent like dragons' hide* and that would be a huge leap to her defense issues.


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#43
Alan Drifter13

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Looks like the alchemist build with fire flask + elemental mines is more viable now. That's great, I really like to play her that way.

 

And the buffs to the Avvar also look good, I might finally give that character another chance after this.



#44
Mad Godji

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I remember not so long ago mentioning I considered Avvar as one of the weakest classes : a ful guard bar can at best withstand two hits before being depleted, to the point where last skill of the second tree (Wrath of the Avvar?) ends up with you having less armor after casting it than before because of its long animation time which lets enemies pummel you through it (by the way specific fix for this : add some stagger to it like unbowed).

 

Some luck with loot means I now have both a Dragon Maul an a LoK ring. I now understand better the kind of completely crazy killing machine he can be. Still, I find this to be poor balance : Avvar deals crazy damage, but sneezing on him destroys him. So it creates a situation where no LoK->Avvar is way to fragile, some/lot of LoK->Avvar is an absolute monster. I'd rather have an Avvar with slightly less damage* but better defense and viable without uber gear.

 

 

*I'll of course deny ever having said that when Avvar is nerfed and cry because of that injustice


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#45
Mad Godji

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Oh, post just before mine is also something which annoys me a bit : alchemist. Not something likely to be adressed by a balance change, since I'd say that the skill trees are basically flawed : flask of fire synergizes too poorly with most skills, meaning that you're almost pushed to the FoF/Mines combo. The buff to poison was a great idea, making an interesting Frost/Fire/Toxic cloud/Mine build which finally isn't a poor man's assassin, but do consider having some other skills synergizing better with FoF, at worst in a new char for a later DLC.

 

To also thank you for the good things, I like having some variations on my necro builds :) AFter the old WG/Blizz/Spirit Bomb/dash thingy build, I'm having fun with a more control-based flashfire/spirit bomb/terror build (still iterating a bit on my last skill, tough choice between WG for even more control or dash for safety). Flashfire could still take some tweaking, maybe shorter CD/higher stamina to push you a bit into death siphon range for a higher risk/reward play, but the recent buffs did open fun options.



#46
yarpenthemad21

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Suggestion, probably for future patch.

Dragon weapons looks not "normalized". 1h sword, hammer got upgrade slots, other weapons lacks it.
What is also quite funny, introduction of t3 upgrades showed that we for now don't have 2h sword with upgrade slots (in the group of those "best", so sulevin, starfang and dragon greatsword).
My suggestion is to give upgrade slots to every dragon weapons (probably with some balance to weapons stats itself).
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#47
Mad Godji

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Suggestion, probably for future patch.

Dragon weapons looks not "normalized". 1h sword, hammer got upgrade slots, other weapons lacks it.
What is also quite funny, introduction of t3 upgrades showed that we for now don't have 2h sword with upgrade slots (in the group of those "best", so sulevin, starfang and dragon greatsword).
My suggestion is to give upgrade slots to every dragon weapons (probably with some balance to weapons stats itself).

Actually, for 2H, there is some kind of "balance" : 2H sword has higher dps than Maul, and hits several targets. Maul DPS is a but lower, is single target BUT has slots. In the end it makes Maul much preferable IMO, especially with level 3 mods, but clearly there was some reflexion behind this.



#48
yarpenthemad21

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Actually, for 2H, there is some kind of "balance" : 2H sword has higher dps than Maul, and hits several targets. Maul DPS is a but lower, is single target BUT has slots. In the end it makes Maul much preferable IMO, especially with level 3 mods, but clearly there was some reflexion behind this.


DPS stat in weapons does not matter, it only shows "dps" of auto attack chain. Abilities are based on base damage of weapons. Because of that maul will always win.
Also let's compare those two using my versions:

2h sword - dps displayed 362
+41% attack
+8% hok
+7% crit chance
base damage 295

Maul dps displayed 359
29% attack
+11% hok
+ 36% crit damage
+ 9% crit chance
base damage - 330, stats with upgrades of course (probably highest damage upgrades)

36% crit damage is way more than 12% attack, it's obvious I will say. Next more crt chance and more heal on kill. So stats wise hammer wins.
Next is base damage, vital for every ability calculations.
295 vs 330 ~12% damage difference.
So we have 12% damage difference from base damage + better stats. There is no reason to use 2h sword over maul at all.

You can say that hammer lack of aoe on autoattack and in general clunky animation would make 2h sword look better. But
Avvar, Reaver don't use autoattck at all, they purely use skills. Exception could be katari, as a 2h class with highest ratio of using auto attack but you can just use whirlwind and still boosted damage on charge, mighty blow and other skills is worth taking a hammer. Damage difference depends on promotions and stats but in general I can say it's something between 12%-25%.
What is also important you can upgrade maul with crit chance or heal on kill and still it will be better, just because of huge base damage difference.

#49
Jaden Erius

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Fixed. Thanks :)

 

It should be 200% - I'll have to dig in to what may be increasing it by 125%

 I should say that parry as it stands seems like a high risk, low reward kind of ability at the moment despite the buff to the damage primarily due to the low base damage of daggers, it only translates to like 200+ with decent daggers and to do even that you have to be in the fray risking your life to even get that. Perhaps a buff to the damage to make it hit maybe like 500 with perhaps a slightly higher stamina cost to offset spamming it since most of the time you can block one hit when several are coming at you 



#50
scynn

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Hmm maybe on the necromancer thing. I almost never use her. The problem with that guard overlay idea is I would have to let my health get low then attack a bunch *who auto-attacks on a reaver?* to build up my guard to protect me. I would guarantee it would go more like stacking guard over full health *especially with HoK* to negate my damage bonuses. Unless they tied it to specific skills idk, I just think the reaver needs turn the bolt *or a reaver equivalent like dragons' hide* and that would be a huge leap to her defense issues.

 

Well, hypothetically, couldn't you just spam dragon rage, eat most your health, and then be building guard? I know with HoK you'll be getting health back with or without, and the Reaver does some pretty nasty damage, so staying in a low thresh hold has never really worked for me, at least. At least with the guard, if you were low from Dragon Raging, you're less likely to get merc'd if you're at low HP. That is, once they make guard not laffable.