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St. BLuke's Balance Changes To Date


Questa discussione ha avuto 195 risposte

#51
jeremyj26

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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? 

 

Yeah, I think it is 83.  Not like it matters much.



#52
Zander-o-

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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.

maybe instead of armor damage resistence based on how low your health is? I have a huge problem with being bellow 50% health on my reaver on perilious, it's so scary.... my constitution is low, so i think only the nug wouldn't be able to hit kill me on 50% health. I don't even dare getting this low without barrier. 

The way i see it, damage resistence would mitigate this problem, the lower your health the more you resist, so it wouldn't be a death sentence to be bellow 50%, it would be more of a risk, which i think is what they aimed at with the reaver (high risk reward class). It would synergize greatly!

 

Or maybe i'm just a noob



#53
Domiel Angelus

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That Fallback Plan CD change is odd, since the Archer has it too; guess his didn't get buffed. 



#54
Thadrial

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maybe instead of armor damage resistence based on how low your health is? I have a huge problem with being bellow 50% health on my reaver on perilious, it's so scary.... my constitution is low, so i think only the nug wouldn't be able to hit kill me on 50% health. I don't even dare getting this low without barrier. 

The way i see it, damage resistence would mitigate this problem, the lower your health the more you resist, so it wouldn't be a death sentence to be bellow 50%, it would be more of a risk, which i think is what they aimed at with the reaver (high risk reward class). It would synergize greatly!

 

Or maybe i'm just a noob

I don't like the idea of guard on the reaver at all. Besides the fact that turn the bolt is a damage resistance passive anyways!  :P That's exactly what I was hoping for. Frankly I would settle for dragon rage to be unblockable or maybe they can't block it when you are using rampage? That's my biggest problem.



#55
Saigeo

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I really prefer to play the game rather than spend time posting about it (as most serious players do) but as I posted earlier there is a lot happening that is changing this game for the worse and someone needs to say something. This has become a subject of daily discussion for those of us who regularly play together.

There was a lot right in this game from the start. The biggest drawback has been the lack of additional content along the way, primarily new classes and a difficulty increase, but these changes you are making (primarily nerfs) are not benefitting people who have learned the game and played within the rules. Indeed they contradict, or attempt to mitigate the rules of unlimited promotions, which I can only assume this was included in anticipation of an increased difficulty level.

For example my elementalist was hard to learn and I tried many builds on him. I now use immolate, winter's grasp, fade step and barrier. Immolate, for example, never needed a buff, it needed the damage increase one gets from promoting. My willpower is now close to 200. If the game is a challenge to people playing threatening then that's the level they should be playing at, and they need to increase their damage/defensive output (promote, and not park their characters at 20) to play at a higher level if they are so inclined.

Early on you guys nerfed the demon commander. Again, no nerf was needed as this removed the only challenge in fighting demons, and they became something of a joke enemy.

The arcane has become very boring to play. He has not been an easy charcacter to play since one always needed to be proactive to play him, and just because some people have been able to solo him on perilous, a hundred fold can't. I really don't know what's left of him besides possible suvivabilty. Without many (!) promotions a pair of RT shadows could take him out, or the RT commander paired with the knights/ horrors would prove equally deadly, as did venatori archers. These hurdles were mitigated by promotions. Demons, of course, were only a challenge before the commander's nerf.

The other day I solo'd the dragon on perilous with my arcane to complete the challenge. The reason for this is that one has to provide the killing blow. Yes one can do it with friends, however, accidental killing of the dragon by said friends has made this frustrating (ie. residual damage from weapons, or the avvar being flapped in with his lightening aura active). The whole fight took over an hour, about forty minutes alone for the dragon fight. And then I didn't even get credit for it!

Whenever you start to nerf things (whether it's the enemy or someone's favorite character) it's bad all around. Either you have made the game less challenging or you are stepping on the toes of people who have learned the game. A slight tweak is one thing, but you have rendered things useless.

On the other hand buffing things is often not a bad thing. Certain enemies sorely need it, and you can only make people happy by giving them better tools in certain instances. I do want to be careful here, since people also need to play and promote in order to to figure out what builds work for them and what don't, although now you have a rebuild option so people don't need to finish a messed up character or for people who like to stay at 20. It should also be mentioned that as one promotes and survivabilty increases, builds can be changed to make the characters more powerful. One just needs to experiment. (The horror!). Also experiment with weapons. The higher DPS model might not be the best.

Instead of tampering with gameplay Bioware needs to focus it's attention on bugs, glitches and cheats. As I remember from the key drop glitch, these problems take a long time to get resolved, yet loyal players such as myself tolerated it for the enjoyment of the game. Now the game is less enjoyable the the bugs are multiplying.
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#56
Ploidz

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Commenting on the last paragraph.

 

Similar to what I say to people that aren't happy when a game company work on a game they don't want, saying it's wasting resources on it when they could be making Battle Street 6. Just because they are doing one thing it doesn't mean they aren't doing the other thing as well.

 

From what I understand Luke isn't only working on the weekly tweaks, but patches too. Patches that would have bug fixes and other things in them. Now imagine what others could be working on as well.



#57
HelenCarnate

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Spirit blade is now useless except for getting rid of guard or hitting multiple targets.  Even with multiple targets you could still be better off using your basic attack to recharge your lightning attack faster.  You can get 2 basic attacks off just as fast for a total of 200% damage plus 2 hits from the rune or use spirit blade for 150% in the same amount of time and only get 1 hit from the rune.



#58
yarpenthemad21

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Some observations about poison skills.

 

I've wanted to try something different on my 5th alchemist promotions. Poisons was buffed some time ago so I though that this could be a way for 5th promotions. I've chosen toxic cloud (rest of build does not matter much) and for what I know about FC map it should work there greatly.

 

Problem is poison even after those buff lacks damage but I think that main problem isn't %damage values but mechanic.

 

1. Tooltip shows that damage is per seconds, still it looks like DoT hits less often.

2. Duration of poison from contact poison upgrade looks like isn't refreshed when enemies stays in cloud.

3. One explosive toxin effect at time.

4. Poison don't stack.

 

My proposition instead of just buffing damage, which still is low I think it's better idea to just make it damage more frequent (faster DoT) and maybe introduce some either refreshing or stacking poison mechanic. Toxic cloud in theory is 50 stamina cost skill with quite high cooldown. You need to be close to use it, so it should be imo considered as high risk high reward skill, for now it's damage (on my alchemist with top end gear) even for threatening is too small to make some type of "dead" zone with it.

Another suggestion would be, if it's possible to change (or add) toxic cloud with poison weapons on hunter. I think that it would create way better synergy with other hunter skills and would definitely be useful for close range or longer range hunter (also with stealth)


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#59
Eyecon74

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Some observations about poison skills.

 

I've wanted to try something different on my 5th alchemist promotions. Poisons was buffed some time ago so I though that this could be a way for 5th promotions. I've chosen toxic cloud (rest of build does not matter much) and for what I know about FC map it should work there greatly.

 

Problem is poison even after those buff lacks damage but I think that main problem isn't %damage values but mechanic.

 

1. Tooltip shows that damage is per seconds, still it looks like DoT hits less often.

2. Duration of poison from contact poison upgrade looks like isn't refreshed when enemies stays in cloud.

3. One explosive toxin effect at time.

4. Poison don't stack.

 

My proposition instead of just buffing damage, which still is low I think it's better idea to just make it damage more frequent (faster DoT) and maybe introduce some either refreshing or stacking poison mechanic. Toxic cloud in theory is 50 stamina cost skill with quite high cooldown. You need to be close to use it, so it should be imo considered as high risk high reward skill, for now it's damage (on my alchemist with top end gear) even for threatening is too small to make some type of "dead" zone with it.

Another suggestion would be, if it's possible to change (or add) toxic cloud with poison weapons on hunter. I think that it would create way better synergy with other hunter skills and would definitely be useful for close range or longer range hunter (also with stealth)

I fully agree with this, I did the poison challenge last weekend with my hunter, (toxic cloud with upgrade and toxic cloud ring to increase duration  plus cooldown amulet), you can use this on Routine FC map and drop the cloud, then just dodge all attacks and run in circles, if you do at any point get low on health just hit stealth and escape the area.

 

Problem is that when enemies leave the cloud they stop taking damage so you need to try to keep them in there, bottom of the ladders is also a good place but takes a while.

 

Poison/Toxic weapons would be a great help in this, as for normal matches, I never use it..



#60
CMDR FACE

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where is this week's patch?



#61
Ploidz

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No update this week. I'm hoping it's absence will just make the next patch even better. I was looking forward to this week even though the last two weeks have been not that interesting.

 

I'm almost tempted to try that beta if it's still open for registration.



#62
Kalas Magnus

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no aw nerf?


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#63
Texasmotiv

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no aw nerf?

 

I'm almost surprised they didn't swap the position of Spirit blade and Flashfire on the skill tree to force people to use it. But I guess that would have to be in a patch. :P



#64
Theghostof_timmy

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I'm almost surprised they didn't swap the position of Spirit blade and Flashfire on the skill tree to force people to use it. But I guess that would have to be in a patch. :P

Would probably be more useful than spirit blade is now.



#65
Innarra

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So, no new balance changes for today?



#66
Ploidz

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So, no new balance changes for today?


Correct, no balance changes this week.

#67
Kalas Magnus

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Correct, no balance changes this week.

:(



#68
Courtnehh

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:(

Indeed.



#69
Silversmurf

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New balance changes for his week are:

A billion ice mine/fire glyphs appearing all along the upper level of FC zone 2. Brutal. There was literally nowhere to stand except the room at the side. Thank god for barrier.

Wish I'd taken screenshots.....

I think it's left over from last weekends event and overlooked for bringing back down to normal setting

#70
Silversmurf

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So, no new balance changes for today?


Good. Another week of destroying everything in sight on Avvar then. Get those 250 wins in people before the nerf bat swings.
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#71
Proto

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Shhhhh



#72
Kalas Magnus

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Good. Another week of destroying everything in sight on Avvar then. Get those 250 wins in people before the nerf bat swings.

i'll get a stamina amulet after his nerf.



#73
DrakeHasNoFlow

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No balance changes? Too bad, I was looking forward to more salty threads....:(
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#74
Jaden Erius

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anyone noticing avvar's chilled defense not working sometimes despite standing next to a chilled target?



#75
FRZN

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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.

The reward is not taking damage. The damage dealt mostly just makes up for the interruption to your auto attack chain.