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The father of the grandmother of all debates...or: How I Learned to Stop Worrying and Love the Tank


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#1
ErySakasegawa

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First of all, this thread was created due the following quotes from "Mother of mother of all debates..."

 

 

What i am missing here is the fact we have so many threads about the AW and almost zero about other underpowered or unbalanced classes.

 

Please do make these discussion threads. They are worth discussing.

 

Second, I currently find five classes underpowered and/or poorly conceived. The purpose of this thread is to discuss these classes, add classes you might find underpowered and offer solutions how to fix them.

 

Generally I find all mages are very strong, Archer has a lot of damaging abilities like Reaver. I find high damage output/low surviveability to be a fair trade. Katari is decent due guard on hit. The three new classes, Duelist, Virtuoso and Avvar are, without a doubt, very good. Leaving us five classes. In my opinion, the legionnaire, the templar, the alchemist, the assassin and the hunter are the least interesting and most underpowered classes in the multiplayer. My experience comes mostly from Pick-Up Groups or playing with a friend in PUGs. I'm sitting at 35/52/51 promotions.

 

 

What's wrong with sword/shield classes?

 

Being a longtime MMO Player (Final Fantasy 11, later 14, and TERA) I always liked the concept of having a Tank inside a group. Basically this is what a legionnaire or templar should be accomplish. Currently both classes have the least damage possibilities of all classes. Which I don't find bad at all except having two fundamental problems.

The first is a simple copy/paste error. Coming from Single Player where everything is vast and mob groups are usually a long way from each other the cooldowns on Challenge/War cry is fine. For Multiplayer the cooldown timers of 16/24 seconds respectively are too high, since the areas are way smaller and mob groups are closer to each other. Most games, even on perilous are fast paced and it will be rushed a lot, which means that you can have crowd control for every second or third mob group. A Tank, imo, should be able to provoke every possible mob to shield the group, which, of course, is not possible in a dragon age setting. However, reducing the cooldowns of both abilities by half (adjusting the additional effects corresponding) will enable the sword/shield classes to tank properly. This may even lead to main/off tank parties and other cool tanking mechanisms.

The second problem I, and problably anybody, see, is how badly guard compares to barrier. Even a fully skilled Legionnaire can have it's guard removed by one hit. What gives? Guard needs to get pimped, to have tank classes withstand more than one or two mobs.

 

 

Why would you ever use hunter over archer?

 

Long shot is missing from the hunter tree which impacts the hunter's damage output a lot. Archers can learn long shot on level 3, it's perk on level 4. I find long shot ,enhanced with it's perk, to be an very strong ability in multiplayer due the small sized maps and the crowd of mobs. You can easily hit 2-3 mobs with it and not rarely you see 7-10 hits. That every 8 seconds. Hunter needs that ability to rival archers damage output. You can easily replace long shot with an ability like hook and tackle while having both classes still unique. As it currently stands, why would you ever use hunter over archer? Is it the fun? Wouldn't it be "more funny" to have access to all ranged skill on both ranged classes and choose which you like more?

 

 

Duelist can tank, deal damage in close and ranged combat. How do Alchemist and Assassin compare to that?

 

That said, I like playing Duelist. It's a great classes, full of opportunities (skill tree and weapon wise). I really would like Assassin and Alchemist. Both are close combat damage dealers and more important, in my opinion, both can't survive very long in the front rows without someone protecting them. The flask of frost (Why the hell would you ever get the upgrade perk?!? provoking mobs on Alchemist? wtf?!) is nice on Alchemist but won't help if 2-3 mobs are hitting on you, especially since it's low duration time. Without proper promotions you are melting like ice cream in the sun. The Assassin is all about stealth, who can deal the most damage while invisible and standing the mob. In fast paced parties this is almost impossible to do, except you run invisible through the front rows or into treasure rooms and solo. What happens if you don't one-shoot the mob to reset your stealth cooldown? You are going down fast in a group of 4-5 mobs. Also, it should be about group play in multiplayer, not fighting solo in front or treasure rooms. My solution to fix this is easy and already implemented. Why shouldn't Assassins and Alchemist possess the coins a Duelist has? No passives need to be altered for this. Just give us coins on active dagger skills. It'd help the survivability of both classes tremendously.

 

What do you think? Do you agree/disagree? Do you want to add some Problems I missed? Think a class is underpowered? Dicuss.

 

TLDR: Nothing here, read it you lazy thing!


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#2
Jeremiah12LGeek

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This thread, through marriage, is now its own uncle.


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#3
Sinistrality

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The problem with hunter is that he is missing the cdr that the archer has that makes him so damn good. Long shot would be nice, but it kinda is the archer's signature move so giving it to the hunter would...lessen uniqueness. Throw in Opportunity Knocks somewhere in the hunter tree and he'll be fine and dandy. On another note personally I'd like to see stealth grant some sort of life insurance like the duelist's coins or spirit mark in that it prevents you from being downed while in stealth. That way you'll have the option of using it for offense and defense, this time the defense being more direct then how it is now (positioning and such).


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#4
kmeeg

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Throw in Opportunity Knocks somewhere in the hunter tree and he'll be fine and dandy.

 

This would be fun!



#5
Angelus_de_Mortiel

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I think the predominate problem with damage classes like the Assassin, Alchemist, Hunter, and Archer is the horrible Threat system in this game.

I mean, how often as a warrior do you watch mobs ignore you completely and rush all the way back to the beginning of the zone to attack the Archer that just spawned in the match?

Now, you can learn tricks around the Threat system, but it's still ill-conceived. It's one of the major reasons why tanks are so useless: They can't hold aggro once a taunt wears off.

SWTOR (made by BioWare) has a great Threat system, where taunts have a lasting effect on a tank's Threat generation. Why is that not here?

Aside, the Hunter, Alchemist, and Assassin do need some rebalancing to make them better in their roles. The Assassin should be able to deal the highest single-target damage to have more reliability out of I Was Never Here. There Hunter and Alchemist seem to struggle to find their niche like other classes, and the Legionnaire should have much stronger defense.
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#6
Xanterra

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The problem with hunter is that he is missing the cdr that the archer has that makes him so damn good. Long shot would be nice, but it kinda is the archer's signature move so giving it to the hunter would...lessen uniqueness. Throw in Opportunity Knocks somewhere in the hunter tree and he'll be fine and dandy. On another note personally I'd like to see stealth grant some sort of life insurance like the duelist's coins or spirit mark in that it prevents you from being downed while in stealth. That way you'll have the option of using it for offense and defense, this time the defense being more direct then how it is now (positioning and such).

I suspect that complete immunity to damage while stealthed would be overpowered thanks to the assassin's ability to quickly kill and return to stealth. However, a significant damage reduction (like 50%?) might be appropriate without being overpowered. (Remember, damage still pops you out of stealth, so that reduction only affects the first hit.) Part of the reason the assassin and alchemist aren't fantastic on perilous without decent promotions is that they simply don't have any damage reduction, negation, or absorption, so a stray arrow can accidentally kill them, even if they're completely invisible and nowhere near death.



#7
TheThirdRace

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I'll just give my 2 cents on what you said, take it with a grain of salt :)

The Legionnaire can be played in 2 very different way.


Defensive: Pretty much unkillable if abilities are timed right, but suffers from an appalling lack of damage. Without going into details, this "build" is gonna get a MASSIVE boost in patch 8. It might become fun...

Offensive: For a man that viscerally hated Warriors, all I can say is that I love the Lego now! This build is the definitely in my top 3 most fun build in DAMP -> http://forum.bioware...e-for-perilous/


The Templar is not bad at all. Its massive damage with Wrath of Heaven + Spell Purge is amazing, but the rest can be a bit lacking. Again, the defensive aspect of the Templar is gonna get a MASSIVE boost in patch 8. I can already see a couple build variation that could be very fun to play...

The Hunter... to me is the absolutely worst character of the cast and by a far margin at that! His abilities are not synergizing well, mostly because shooting with a bow has this weird "no animation cancelling" that makes about everything too long to use. Hook and Tackle + Leaping Shot is crazy fun, but it's so inefficient you can't really count that as a plus... I know some people love him and that's fine, but personally I don't see anything to keep me interested in him.

The Alchemist could be considered a second rate assassin if you spec her that way, but I find it best to maximize your mines. Flash of Fire, Flask of Frost and Elemental Mines are a very deadly combo. You can really do some damage and control a lot of the playing field just with that. Even if you spec her like an Assassin, she's still more than good enough for Perilous. The only problem with the Alchemist is that you absolutely need high damage daggers. Until then, I could understand anyone thinking she's lacking...

The Assassin is either the worst or the deadliest character there is (until we got the Duelist). It's by far the hardest character to play, the positioning, the timing, managing the enemies... It's very hard and unless you learn how to move with her, you're gonna be absolutely awful. The only thing the Assassin really needs are high damage daggers, but it's less of a problem than with the Alchemist since her abilities are hitting harder. She would greatly benefit from getting her abilities earlier, sadly one of the best build for her requires level 16 before being efficient... She's also suffering from maps with more mobs (Fereldan Castle) as she can't keep up with that many targets because of cooldowns (Stealth if you didn't get the kill and Hidden Blades are the 2 worst offenders). On the other hand, the 3 other maps are very generous with her as she can easily cull the herd by 50% in the first 3 to 4 seconds of a spawn, she's that efficient.

Try not to compare other characters with Avvar, Isabella and ZITHER! Those 3 are by far much more powerful than the rest of the cast. I wish they would bring the rest of the cast up to their level, but I'm not sure we'll ever see the day...
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#8
Angelus_de_Mortiel

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Defensive: Pretty much unkillable if abilities are timed right, but suffers from an appalling lack of damage. Without going into details, this "build" is gonna get a MASSIVE boost in patch 8. It might become fun...


Sort of. I will also not divulge details, but one aspect is boosted. There is still a lot of work to be done. He still cannot hold Threat reliably enough.

I mean, what's the point of high defense/low DPS and CC if he can't tank? Maybe if taunt duration was boosted while taunt cool downs are lessened?
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#9
Xanterra

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I'll just give my 2 cents on what you said, take it with a grain of salt :)

The Legionnaire can be played in 2 very different way.


Defensive: Pretty much unkillable if abilities are timed right, but suffers from an appalling lack of damage. Without going into details, this "build" is gonna get a MASSIVE boost in patch 8. It might become fun...

Offensive: For a man that viscerally hated Warriors, all I can say is that I love the Lego now! This build is the definitely in my top 3 most fun build in DAMP -> http://forum.bioware...e-for-perilous/


The Templar is not bad at all. Its massive damage with Wrath of Heaven + Spell Purge is amazing, but the rest can be a bit lacking. Again, the defensive aspect of the Templar is gonna get a MASSIVE boost in patch 8. I can already see a couple build variation that could be very fun to play...

The Hunter... to me is the absolutely worst character of the cast and by a far margin at that! His abilities are not synergizing well, mostly because shooting with a bow has this weird "no animation cancelling" that makes about everything too long to use. Hook and Tackle + Leaping Shot is crazy fun, but it's so inefficient you can't really count that as a plus... I know some people love him and that's fine, but personally I don't see anything to keep me interested in him.

The Alchemist could be considered a second rate assassin if you spec her that way, but I find it best to maximize your mines. Flash of Fire, Flask of Frost and Elemental Mines are a very deadly combo. You can really do some damage and control a lot of the playing field just with that. Even if you spec her like an Assassin, she's still more than good enough for Perilous. The only problem with the Alchemist is that you absolutely need high damage daggers. Until then, I could understand anyone thinking she's lacking...

The Assassin is either the worst or the deadliest character there is (until we got the Duelist). It's by far the hardest character to play, the positioning, the timing, managing the enemies... It's very hard and unless you learn how to move with her, you're gonna be absolutely awful. The only thing the Assassin really needs are high damage daggers, but it's less of a problem than with the Alchemist since her abilities are hitting harder. She would greatly benefit from getting her abilities earlier, sadly one of the best build for her requires level 16 before being efficient... She's also suffering from maps with more mobs (Fereldan Castle) as she can't keep up with that many targets because of cooldowns (Stealth if you didn't get the kill and Hidden Blades are the 2 worst offenders). On the other hand, the 3 other maps are very generous with her as she can easily cull the herd by 50% in the first 3 to 4 seconds of a spawn, she's that efficient.

Try not to compare other characters with Avvar, Isabella and ZITHER! Those 3 are by far much more powerful than the rest of the cast. I wish they would bring the rest of the cast up to their level, but I'm not sure we'll ever see the day...

 

I take it you have no issues with stray arrows on Perilous? Any idea whether that's skill (I recognize that, while not terrible, I'm far from the best - I do try to stick to the edges of the battlefield while stealthed, but I've still gotten killed by stray arrows often enough to recognize that problem) or promotions?



#10
ErySakasegawa

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Totally agree on the stealth part. Being torn apart in stealth happened so often to me. While invisible you shouldn't either be affected from dmg, like fade cloak, or have a great damage reduction. Also the effect of being invisible should last.

 

The Templar combo consisting on wrath of heaven and spell purge is fine but has a 24 seconds cooldown, which is way to high to be efficient. Let's see what the patch brings for him.


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#11
Drasca

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The Templar combo consisting on wrath of heaven and spell purge is fine but has a 24 seconds cooldown, which is way to high to be efficient. Let's see what the patch brings for him.

 

Upgraded Blessed Blades + Flow of Battle can bring that down to about 10 seconds.


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#12
K_A_Rnage

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Lego/Templar. Boost armour, guard, taunt duration, cdr.
Assassin/Alchemist/Hunter. Stealth should remove aggro from archers, evasion passive should be 20% chance to dodge, cdr.
Archer needs Long Shot buff.
Necro needs Walking Bomb buff.
Reaver needs health and armour buff
Avvar needs health buff.

To put this into perspective my Duelists Ambush hits for upto 9k. With Audacity I can literally 1 hit a group of mobs including a pride demon. The screen literally explodes with numbers and I'm waiting for my PS4's processors to explode when I pull it off in a Static Cage and 40+ damage indicators try and mix in with 12 exploding mobs. Oh and she takes ZERO damage from the next 4 hits, refreshing every 10 seconds. I carried 3 dead pugs through most of wave 4 on peri and didn't feel threatened at any stage.

Tl;dr Buff everyone except Izzy!

#13
Texasmotiv

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I agree with SOME of what is said here.

 

I feel you are not wrong that the five mentioned are the Weakest, but I would not go so far as to say weak. They each have their strengths and weaknesses.

 

Templar- One of my favorites in the bunch. I do not feel is weak at all. She can nuke entire spawns(WoH+purge), can take out big baddies (with SB/L+S), can spec to massively reduce cooldowns (BB), can soak damage (UB/BG), and survive decently well (defensive/armor passives). To me she is like a swiss army knife and there is so much variation in her tree so you can viably play with different builds each promotion. Most importantly (and this is important) due to combos, CC and killstreaks you can score very well, increasing the teams overall xp output. I think her only downside is her reliance on Guard (which, fingers crossed, should be fixed in the next patch).

 

Legionaire- The Lego is damned near invincible if you spec him to be. His one weakness is damage output, but you can sacrifice some survivability for damage output as TheThirdRace mentioned. Subjectively, he does not seem bad. He's a great character to act as a gateway to higher difficulties and can be REALLY fun if you play him right. Where he falls short is XP generation. If you stick with Shield Wall, you can get decent support XP. However shield wall is not as effective as his other defensive abilities so it can often get left out. What needs to be looked at is finding an elegant way to boost his support XP while tanking with his face.

 

Hunter- I will contend that the hunter is better than the Archer for one reason - build variety. He has so many different ways to play. He can be a Bow wielding assassin, an acrobatic death machine, a trapper, or any mixture of these. He has so many interesting tools to use and can be built in so many different ways. Where he falls short is that he doesn't seem to scale well with difficulty. With my level of promotions, he seems to be way too powerful for threatening but too weak for perilous. I think that a few things that would help would be to fix the jedi blocking (which is in the works), Fix stealth as people have suggested (dmg% reduction/aggro dump while in stealth), and buff razors edge. He is taking a huge risk at getting up close and should be rewarded more for the risk. He tends to score low on the scoreboard because there is no good way to build XP and there is no Combo Detonator.

 

Alchemist- I am an alchemist evangelist now. When you run Dragon Dagger/Strong offhand (wicked grace/Agony/etc) the alchemist can do some major damage. I run FoFire/FoFrost/EM/SS and litter the field with bombs and set up shatter combos. There are plenty of other great alchemist builds that other people run successfully and can be found floating around here. The flask buffs have really increased her viability and made all of her skills really shine. Like the Templar and Hunter, there is a lot of build variety and in the right hands she can be downright OP. She can generate tons of XP because she has so many CC abilities and AoEs, plus with the build I use I set up shatter combos and end up with the gold team combo medal for another boost. Her weaknesses are the same as any other melee, being close to the action and not having much to mitigate. But her squishiness can be offset by flask of frost at the right time.

 

Assassin- Of everyone, the Assassin is my most love/hate character. When she reaches the appropriate level, I feel like a god. Popping in and out of stealth just murdering everyone before they even notice me. But before that, she is the MOST FRUSTRATING CHARACTER TO PLAY WITH. Between the missing your skills (Twin fangs: WHIFF... WHIFF... WHIFF Enemy: *turns around and one-shots me*), the cool down on stealth, the positioning, the getting hit by arrows just as you hit stealth, the running up to something only to have the archer longshot it just as you hit and ability... nothing makes me want to smash my controller quite like it. Even when everything runs smoothly and you kill and kill and kill effortlessly, you end the match and you did 4.5k xp in perilous because you spent the whole time running from target to target. I agree that she takes the most strate-skill to play, but she is also (to me) the least motivating character as there is little tangible reward when you do play well.

 

 

-----MY SUGGESTION-----

 

I think that one thing that would help beyond what has been mentioned here is something like 'Ambush XP'. Ambush XP would award you XP for killing an enemy within a few seconds of exiting stealth. This would be a massive XP boost to Assassins, Hunters and Alchemists who are all on the low end of the spectrum as far as XP generation. This might stop people from seeing them as the band geeks of the DAIMP world and incentivize the effective playstyle of having a stealth character pick off high priority targets, adding to group cooperation and teamwork.

 

TL:DR-

All classes can be effective if you play them right but some are not as effective as others. Small tweaks can help this, such as adding Ambush XP for stealth characters.


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#14
Beerfish

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This is off on a bit of a tangent to the original topic but it is interesting to me how some classes shine a lot more in the prelim waves and then fall on their ass on the last wave  (Reaver is the classic example) and less beefy classes that can struggle a bit in the 1st 4 waves suddenly become very very valuable on the boss level (arche3ry classes, assassin like classes)



#15
Spin-Orbit

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Similar to the posts made above, I do not think the classes are underpowered at all. I have seen people play them very poorly and those who play them very well.

I The changes to guard mention by luke will definitely effect the sword and shield characters such that their survivability will be much higher than now, that means can changes them to being over powered.

As to the rogues, hunter has some issues of abilities meshing awkwardly but he like the assassins and alchemists all share the principle of knowing your place on the battlefield. I don't think the stray arrow syndrome is as portrayed by some, think there are 10 or 12 arches looking for a target, if your visible and in their line of sight, they will shoot at you. I have died with all classes primarily because my defensive ability was either in cooldown or I took that extra step and pushed a little too far. We are now not considering the issues due to lag or other elements that is outside of this discussion.
People don't play the characters as they are designed many times, as we all witnessed.

I think the changes should be to the
1. Threat and aggro generation system
2. Experience points revision
3. Guard revision (this is being done I assume)
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#16
Beerfish

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Scoring should be changed to reflect the usefulness of tanks however.  They need to increase exp for damage soaked, I've said this before.  Legionaries are very very often at the bottom of the scoreboard by a lot (setting aside the elite players in here) and yet they have a really big impact on group success, especially on the final boss wave.


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#17
Spin-Orbit

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Scoring should be changed to reflect the usefulness of tanks however.  They need to increase exp for damage soaked, I've said this before.  Legionaries are very very often at the bottom of the scoreboard by a lot (setting aside the elite players in here) and yet they have a really big impact on group success, especially on the final boss wave.

I agree wholeheartedly. I did a FC run with 4 selfish characters, lego, alchemist, reaver and templar, boy did exp stink. I think this will also leave a bad taste for the classes to people and really need to be changed.
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#18
lynroy

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This is my favorite thread title on the Citadel.


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#19
Xanterra

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As to the rogues, hunter has some issues of abilities meshing awkwardly but he like the assassins and alchemists all share the principle of knowing your place on the battlefield. I don't think the stray arrow syndrome is as portrayed by some, think there are 10 or 12 arches looking for a target, if your visible and in their line of sight, they will shoot at you. I have died with all classes primarily because my defensive ability was either in cooldown or I took that extra step and pushed a little too far. We are now not considering the issues due to lag or other elements that is outside of this discussion.
People don't play the characters as they are designed many times, as we all witnessed.

See, I'm referring to stray arrows while in stealth. The reality is that if an arrow hits you, it doesn't matter if you're invisible - you still take full damage (and you better hope it's not flanking), and that's often a one-shot on perilous. Obviously, this isn't a problem on other difficulties - sure, you get popped out of stealth, but that's fine. I'm also not referring to the fact that archers stay locked onto you until they finish their shot once you stealth, so the first thing I do when I stealth is dodging and weaving (preferably getting behind an obstacle) in case some archers are using their magical targeting skills to track my invisible ass down.
The problem is that an arrow intended for someone else can one-shot a rogue in stealth, which limits their viability on perilous until promotions and gear (particularly the superb belt of health, I'd guess) make up for what should be there in the first place.

I'm not saying rogues shouldn't want to stay at the edges of the battlefield and avoid arrows - I absolutely agree with those ideas. What I'm suggesting (50% damage resistance in stealth) keeps those design principles in mind because rogues still take that damage and (perhaps more importantly) are popped out of stealth if they get hit, likely in the middle of a bunch of enemies. I'd say that's a pretty good punishment for not avoiding stray arrows. What isn't is being one-shot.

Being one-shot is fine(though not great) if you're in a good party - it's just a risk you take, and your damage and assassination ability means it often pays off. However, the friends I play with IRL are much more casual than the average forum-goer, and while they can usually handle perilous, it's a lot dicier if I go down. I end up playing a lot more mages, warriors, and Isabella simply because they don't get one-shot like that.



#20
Spin-Orbit

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The problem is that an arrow intended for someone else can one-shot a rogue in stealth, which limits their viability on perilous until promotions and gear (particularly the superb belt of health, I'd guess) make up for what should be there in the first place.

while I agree with you that the accidental hits should be somehow dealt with to reduce their effect, the idea that higher difficulty is not for everyone who doesn't have gear and etc. should be as it is otherwise why have the difficulty level at all? Also with the gear if you don't need the best to stay alive why have them? they will just make you more OP once you have them if all they are is additional stats.

Why do perilous? well the reward system of unique weapons from dragon and the RNG is something else altogether. Otherwise why would you do perilous I think it is only because the difficulty challenge itself is the challenge.

#21
Xanterra

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while I agree with you that the accidental hits should be somehow dealt with to reduce their effect, the idea that higher difficulty is not for everyone who doesn't have gear and etc. should be as it is otherwise why have the difficulty level at all? Also with the gear if you don't need the best to stay alive why have them? they will just make you more OP once you have them if all they are is additional stats.

Why do perilous? well the reward system of unique weapons from dragon and the RNG is something else altogether. Otherwise why would you do perilous I think it is only because the difficulty challenge itself is the challenge.

The reality is that Threatening isn't a challenge for this party anymore, and Perilous is just right - challenging, but achievable and fun. As long as I don't get one-shot. The reality is that this party is easily perilous-viable as long as I don't play assassin or alchemist, but those are some of the most fun classes to play. 

I don't think that we need to design the game to make perilous easy, but the reality is that until you get high promotions or that ONE SPECIFIC ITEM (or both? Haven't tested to see if the superb belt of health is enough by itself), the assassin and alchemist are much less perilous-viable than other classes due to that vulnerability.

Even with those, I would suspect that they are still inferior - do you see many of them on Perilous? I see a lot on Threatening(because they're fun), but on Perilous I see a lot of arcane warriors, Kataris, Duelists, Legionnaires, Avvar, and barrier classes and not so many dual-dagger rogues (except Isabella, who does not suffer from this).

As far as gear and promotions, it's not like the top players have any issues with Perilous anyway, but leaks from the beta suggest there may be a solution for that on the way.



#22
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The reality is that Threatening isn't a challenge for this party anymore, and Perilous is just right - challenging, but achievable and fun. As long as I don't get one-shot. The reality is that this party is easily perilous-viable as long as I don't play assassin or alchemist, but those are some of the most fun classes to play. 

I don't think that we need to design the game to make perilous easy, but the reality is that until you get high promotions or that ONE SPECIFIC ITEM (or both? Haven't tested to see if the superb belt of health is enough by itself), the assassin and alchemist are much less perilous-viable than other classes due to that vulnerability.

Even with those, I would suspect that they are still inferior - do you see many of them on Perilous? I see a lot on Threatening(because they're fun), but on Perilous I see a lot of arcane warriors, Kataris, Duelists, Legionnaires, Avvar, and barrier classes and not so many dual-dagger rogues (except Isabella, who does not suffer from this).

As far as gear and promotions, it's not like the top players have any issues with Perilous anyway, but leaks from the beta suggest there may be a solution for that on the way.

Yes there is a big gap between threatening and perilous for certain characters, I don't think buffing them is the answer. I do see a lot of assassins and alchemists in perilous. They do die but they are played a lot. I see times when the same person makes a great run and next time wipe to be in the fade especially due to the shadows, despair demons and others. However if your playing with a barrier caster it could make your life so much easier

As to what the new beta brings we will all look forward to it with excitement.

#23
Xanterra

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Yes there is a big gap between threatening and perilous for certain characters, I don't think buffing them is the answer. I do see a lot of assassins and alchemists in perilous. They do die but they are played a lot. I see times when the same person makes a great run and next time wipe to be in the fade especially due to the shadows, despair demons and others. However if your playing with a barrier caster it could make your life so much easier

As to what the new beta brings we will all look forward to it with excitement.

Why is buffing them not the answer? Do you not want increased choice?
The buff I'm suggesting really isn't a big one. It reduces the damage of the first hit taken in stealth by 50% - remember, for any subsequent hits (like the red templar horror's chained attack or even just another arrow), the character will no longer be in stealth. This does not significantly buff survivability overall. This does not remove the need to dodge and weave after going into stealth to avoid locked-on archers. This just means getting hit by a stray arrow while in stealth is not a one-shot.

I'd absolutely agree regarding the power of barrier - I've babysat players that literally had never played the game before through threatening without doing a single point of damage (trying to not spoil their feeling of power, though I missed the mana regen on Zither) as barrier classes. However, it's actually less helpful for dual-dagger rogues, as they (particularly the assassin) often want to move away from the party for a while to assassinate priority targets, and barrier decays quite quickly or may be cast while they are away.



#24
Spin-Orbit

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Why is buffing them not the answer? Do you not want increased choice?
The buff I'm suggesting really isn't a big one. It reduces the damage of the first hit taken in stealth by 50% - remember, for any subsequent hits (like the red templar horror's chained attack or even just another arrow), the character will no longer be in stealth. This does not significantly buff survivability overall. This does not remove the need to dodge and weave after going into stealth to avoid locked-on archers. This just means getting hit by a stray arrow while in stealth is not a one-shot.

I just think there is a quick trigger reaction to everything, on the forums we always see buff this, nerf that, back and forth. Why make a high DPS/squishy chr which point would you say no if the next person say nerf the shadows more, nerf the despair demons, etc. what who would you be afraid of in the game? I think it goes into a no-win back and forth. I would rather be going into a zone knowing where the archers, assassins, shadows, despair demons are and being wary...its more fun when I make it through successfully.



#25
Xanterra

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I just think there is a quick trigger reaction to everything, on the forums we always see buff this, nerf that, back and forth. Why make a high DPS/squishy chr which point would you say no if the next person say nerf the shadows more, nerf the despair demons, etc. what who would you be afraid of in the game? I think it goes into a no-win back and forth. I would rather be going into a zone knowing where the archers, assassins, shadows, despair demons are and being wary...its more fun when I make it through successfully.

Just a FYI - I'd avoid making slippery slope arguments. They're usually logical fallacies. 

Yeah - you should be wary. This change would not change that. What it would change is the possibility of being one-shot out of nowhere. Yes, you should stick to the sides of the battlefield. Yes, you should watch for arrows and avoid them. No, the punishment for failure should not be being one-shot. I think taking half your health in damage and then having the giant "Hey I'm a rogue that's not in stealth" target over your head while you try to get to your target and kill them (without the stealth damage bonus & crit) or retreat is a large enough penalty. Additionally, any further hits will not be reduced at all. 

This change would not make rogues any less glass cannons in any circumstance other than the unexpected stray arrow in stealth.
This does not advocate any of the other changes Spin suggested, and, indeed, I don't think we should nerf any of those. That argument is fallacious.
Difficult-to-expect one-hits do not improve gameplay or reward skill. They simply punish the unlucky and, indeed, punish skill because if you were playing anyone else, you'd have tools to deal with stray arrows like Barrier or Guard. (or even the archer strategy of being so far at the back that it's obvious if enemies are after you and nothing is going to hit you that isn't targeted at you)