Introduction of patch 1.09 specifically the revised Armor values have completely changed the difficulty levels. I am not how many people who normally play routine, routine/threatening are finding the change in terms of successful extraction rates, and are starting to play more threatening/perilous. As BW stated there has been no changes to the routine/threatening/perilous levels so the ease many are finding is from the damage reduction from the increased armor values. This makes the archers in perilous much more manageable for users with less promotion/resistance/HPs etc. This works the other way where more promoted players now use perilous for starting out level 1s.
Do you like the changes and availability of more difficulty levels and accessibility and perhaps the lobbies have even thinned out more because they now span additional levels.
What are your thoughts? Enquiring minds wants to know.
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New Game Balance Feedback
#1
Posté 09 juillet 2015 - 07:27
#2
Posté 09 juillet 2015 - 07:37
Perilous seems much more manageable now. A concern I have is adding two new difficulties this late in the game combined with the declining player base makes it harder to find active games. If I want something Perilous or above I have to search Perilous... nope. Nightmare... nope. Back to Perilous... I hear someone talking... You have lost your connection... Guess I'll continue season 7 of Supernatural and try again later. I do like the changes, just wish it was easier to find a game.
- Beekay aime ceci
#3
Posté 09 juillet 2015 - 07:40
I heartily approve. Pugging perilous is now far more viable than it used to be in that I'm actually finding lobbies instead of sitting alone for 10 minutes before settling for threatening just to play with others. And that was bad for both me and whoever joined; my characters were way too developed for threatening, but not quite at the point where I could solo perilous. Bad area to sit in pre-patch.
The patch changed all that. Soloing perilous is doable and finding lobbies is immediate. And while I still run into players who die against perilous enemies, even with characters in their mid-teens, it feels more appropriate. It's risky for most players, but accessible. Newer players are actually testing the waters and finding occasional success in perilous and getting better exp and better gear as a result. It's great to see.
- BadgerladDK, Hang3d Man et Spin-Orbit aiment ceci
#4
Posté 09 juillet 2015 - 07:43
I'm lucky enough to have a fair amount of friends to play with and i've never had too much trouble with finding a pug, certainly nowhere near the amount that everyone else has. I just really hope that bluke doesn't nerf the spawn camping strategy because without it nightmare and heartbreaker are so mind-numbingly difficult and boring. I do enjoy being able to run level 1's on perilous though. I do get kicked from almost all the pugs I join though ![]()
#5
Posté 09 juillet 2015 - 08:36
the experience gain from threatening run to perilous run is significant, including some of the weekend challenges etc. This should help expand the active player base.I heartily approve. Pugging perilous is now far more viable than it used to be in that I'm actually finding lobbies instead of sitting alone for 10 minutes before settling for threatening just to play with others. And that was bad for both me and whoever joined; my characters were way too developed for threatening, but not quite at the point where I could solo perilous. Bad area to sit in pre-patch.
The patch changed all that. Soloing perilous is doable and finding lobbies is immediate. And while I still run into players who die against perilous enemies, even with characters in their mid-teens, it feels more appropriate. It's risky for most players, but accessible. Newer players are actually testing the waters and finding occasional success in perilous and getting better exp and better gear as a result. It's great to see.
#6
Posté 10 juillet 2015 - 12:50
And excellent if the patch and increased armor were aimed at increasing the base.
#7
Posté 10 juillet 2015 - 12:59
It jumped everyone a tier. Perilous is as hard as threatening used to be; except without decent dps it just takes longer.
For those just now realizing they can all of a sudden run perilous and are doing so; I'd recommend not immediately booting level 1's. You'll be amazed at what good gear accomplishes there now at low levels.
#8
Posté 10 juillet 2015 - 01:38
On mages nothing changed, maybe necro feels a little bit better (still she needs some love really from Luke). Barrier ones does not feel any change at all.
It's easier to run barrier less virtuoso with LKM but looking at new gear for mages using Cool Beats is imo waste of time.
Main change is for warriors. Avvar is now defense wise on perilous like on threatening, templar and lego with passives can pretty much reduce damage to 1. It's not that hard to build templar or lego in a way so RTC for example deals 1 damage...
New 1 h axe if my favorite weapons for templar. High base damage weapons with explosion was a thing I wanted very very much.
Reaver is now a wrecking ball. She has armor passive, massive amount of health (2k+ base) and HoH. If someone with that reaver has problems on perilous it's just a l2p issue.
#9
Posté 10 juillet 2015 - 06:10
On Routine, the armour doesn't feel too overpowered.
With the armour buffs, keep in mind the tier 1 starter armour is 73, if I remember correctly. If you have the top tier armour (184 rating), the idea is that you would conceivably playing harder difficulties.
Put that together with, say, a Legionnaire, you get Adamant as early as level 2, but don't see Trust the Steel until significantly later (after the game recommends you to be doing Threatening). This is with the Legionnaire, which is designed as the pinnacle Defense Specialist.
So pair gear progression with character level progression, the armour buffs do not feel overwhelming. Once you have top tier armour and a level 16 Legionnaire, the idea is that you should be ideally playing Perilous, where the armour level feels balanced. Obviously, above Perilous the armour levels quickly become less relevant.
Now, that does not account for the Turn the Bolt/Turn the Blade passives, as those reduce damage on a percentage.
- Texasmotiv aime ceci
#10
Posté 10 juillet 2015 - 08:07
It's a bit of both. Newer difficulties will obviously draw some players to press their luck. The new AR system probably made more inbetween players (T to P) more solid but I don't think the impact is so great at the higher difficulties or enough that it encouraged others to shift two or more difficulties.
#11
Posté 10 juillet 2015 - 01:26
I like the fact at routine it is still challenging for the new players and it is more geared toward base gear.On Routine, the armour doesn't feel too overpowered.
With the armour buffs, keep in mind the tier 1 starter armour is 73, if I remember correctly. If you have the top tier armour (184 rating), the idea is that you would conceivably playing harder difficulties.
Put that together with, say, a Legionnaire, you get Adamant as early as level 2, but don't see Trust the Steel until significantly later (after the game recommends you to be doing Threatening). This is with the Legionnaire, which is designed as the pinnacle Defense Specialist.
So pair gear progression with character level progression, the armour buffs do not feel overwhelming. Once you have top tier armour and a level 16 Legionnaire, the idea is that you should be ideally playing Perilous, where the armour level feels balanced. Obviously, above Perilous the armour levels quickly become less relevant.
Now, that does not account for the Turn the Bolt/Turn the Blade passives, as those reduce damage on a percentage.
#12
Posté 10 juillet 2015 - 02:38
Nevertheless, now she's just f*cking perfect and I love her even more :-*
#13
Posté 10 juillet 2015 - 02:39
I like the fact at routine it is still challenging for the new players and it is more geared toward base gear.
Since I have low stats (about 30 total promotions), I can still get a relatively accurate view on newer player experience by simply throwing on low end gear.
With the armour buff, it definitely put Routine right about where it should... Except the armour for mages. That feels a bit too powerful for a mage, but that's my opinion.
#14
Posté 10 juillet 2015 - 02:43
This is good, I was afraid they would mess up the lower end when adding the higher tiers.Since I have low stats (about 30 total promotions), I can still get a relatively accurate view on newer player experience by simply throwing on low end gear.
With the armour buff, it definitely put Routine right about where it should... Except the armour for mages. That feels a bit too powerful for a mage, but that's my opinion.
#15
Posté 10 juillet 2015 - 03:26
I'm fine with it. It's hard enough with the strict region lock to find players on Perilous to play with. Of course you don't want to take the challenge out of it, and lack of good strategy will always be there to humble any player(s) who think that they can play Perilous like it's nothing. I'm also liking the fact that I can do threatening as a level 1 to get quick exp boost. I used to go into Gold games back in ME3 MP as a lvl 1 and do just fine. Hopefully, I can make it to that point in this game with Perilous.
#16
Posté 10 juillet 2015 - 04:45
As someone who was one of those 'T to P' players (Too strong for threatening, but can't carry in perilous) I really like the ability to pug perilous more confidently and be able to gain experience to prestige when I don't have a team of friends to play perilous with or happened across an excellent PUG to farm with.
I really like the way the game is heading and it feels like it is like a statue taking shape from a slab or granite as little pieces get chiseled away.
- lJustAlexl, Hang3d Man, SerendipitousElf et 2 autres aiment ceci
#17
Posté 10 juillet 2015 - 06:50
Yeah. I really like the ability to pug Perilious without worry too much if my teammates are up there/waiting for games.
All these changes make me think there will be another expansion soon.





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