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Feedback: If you could change any ability tree or add/remove passives what would you do?


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#1
Luke Barrett

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Hey, everyone. Looking at making a couple minor changes to the flow of some specific ability trees sometime in the future and I thought it would be a good time to see what everyone thought about the current trees.

 

Feel free to pitch anything from wildly different to very minor. The only caveat is that I'm not looking for any new abilities, though if you think one fits on a different kit better, or not so much on the current one let me know.

 

And obviously, I am not obliged to follow any suggestions, even if they are popular :)


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#2
Fiddzz

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AWs need a buff.


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#3
HeroicMass

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I would love for the cunning side of the Alchemist tree to not be heavily laden with stealth passives on the way to shadow strike. I enjoy playing her without stealth and you have to take 2 useless passives on the way to shadow strike that I would love to see moved.  I will look at others, but that is the one that comes to mind first.

 

edit - I would also love to see simulacrum as a choice passive for the necromancer instead of a must grab for Walking Bomb.


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#4
Luke Barrett

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AWs need a buff.

 

Arcane Warrior is being replaced by a Nug riding a Druffalo that throws jars of bees.


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#5
Fiddzz

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Arcane Warrior is being replaced by a Nug riding a Druffalo that throws jars of bees.

Perfect, just as we discussed.


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#6
Proto

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Assassin would be much more fun during the earlier levels if "I was never here" was easier to get in combination with sneak attack. 


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#7
Kalas Magnus

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give the necromancer energy barrage early on.

maybe switch places with horror or flashfire.


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#8
lynroy

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Arcane Warrior is being replaced by a Nug riding a Druffalo that throws jars of bees.

Can someone draw this, please? I mean, that would just be bad ass.

 

Back to your regularly scheduled discussion.


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#9
Theghostof_timmy

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There was a thread some time back about making the trees lateral rather than descending, where active abilities were easily available and the rest of the levelling period was getting passives. It's still a good idea-  it makes kits more effective, earlier. And allows you to skip useless abilities to get what you want.


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#10
Rhorim

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Would like to see To The Death on the Templar tree somewhere.


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#11
Geth Supremacy

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I think it takes the longest to make the templar good.  Also giving her something besides shield bash to use vs the dragon/dragonlings would be great.

 

"I was never here" being on the left tree for the assassin would be great.  I hardly ever see an assassin played.

 

I used to play the hunter a ton until I finally got the banner so its been a while, but I always said it would be nice if throwing knives was in the right tree.  I would love to see it swapped with Hook and Tackle.  I would have to play the Hunter again to really remember his stuff, but I think there could be some swapping there.  It would be nice to see the Hunter get some love.  Also down with everyone who says hes the worst class.


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#12
HeroicMass

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I would also like to see certain passives currently locked behind powers be moved around.   Some make sense like explosive toxin behind poisoned weapons/toxic cloud, but a few that I feel would be better suited as options without taking the power are:

 

Assassin - Knife in the shadows behind flank attack, I was never here behind fallback plan

Elementalist - Ice Armor behind Ice mine.  Having it as an option to use with winter's grasp without having to take it as well would be nice

Hunter - Cheap Shot behind Throwing knives.  This is more apparent of a need now with the armor ratings on NM and HB and is currently a hefty investment to reach it

Reaver - Flow of Battle behind War Horn.  I use WH, so it isn't an issue for me, but it is a crucial passive and some don't like WH.

Templar - Untouchable Defense behind Combat Roll.  


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#13
Rolenka

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I don't like being almost forced to take Ring of Pain on the Reaver. Actually, I would welcome removing active abilities from the center column altogether, after the starting abilities.

 

It would be nice if we could opt out of some of the less popular starting abilities by moving them elsewhere. Caltrops, Blessed Blades. You have the data to know which ones.

 

I suppose starting with Blessed Blades fits Belinda very well thematically, just not functionally right now. So alternatively you could make these abilities better.


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#14
Ghost Of N7_SP3CTR3

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Add a 3rd ability tree and increase the players level max from 20 to 30.
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#15
yarpenthemad21

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Hunter - I would just make a revolution is his tree.
First we need abilities way easier to get,

1) Throwing blades and poison cloud should be way closer
2) Maybe stealth easier to get.

Next passives.
1) Tricks of the trade, I don't know even how or if it's work. Perfect spot for different more useful passive.
2) Strafing shots and pincushion - should be either closer or on the same line even.
3) I don't get idea of Sadism on rogue, it's pointless.
4) Criple is not that great passive, should be either on side somewhere and should be swapped with something better on this spot. Maybe sneak attack passive from archer?
5) Cheap shot should easier to get, aside from build chosen.
6) set them up works with spike trap, why not group it.
7) I would change toxic cloud to poison weapons.
8) I would add cull the herd passive to hunter
9) we need better stamina regen type of passive. looked like it hurt maybe instead of this second wind?
10) Detonator is needed. Could be added to throwing blades.
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#16
Mocha

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- Assassin: As some here have mentioned, it takes quite a bit of points to make this character useable, and sadly, many stray off from using her in the higher difficulties due to her being a bit underwhelming, as well as a low exp generator. To get 'I Was Never Here' and 'Knife in the Shadows', we are forced to go through Flank Attack and Fallback Plan. Perhaps finding a way to get them earlier would be nice, though i'm not sure how much it would help the character itself.

 

- Keeper: I know some people here will claim that 'Strength of Spirits' is meh, but for those who want to optimize her barriers, you have to go all the way down the middle tree to obtain it. By then, you can barely touch her right tree, because you're still trying to snag some more passives/abilities on her left. Of course, this could easily come down to a matter of playstyle, but the fact of the matter is that it takes many levels to have the Keeper ready for the higher difficulties. Also, the Virtuoso can get all his barrier/mana regeneration passives by level 9, while the Keeper is still struggling to get them at level 10+

 

- Alchemist: In a similar boat to the Assassin, one has a long way to go to get 'I Was Never Here' while being forced to grab 'Shadow Strike'. I know not everyone here likes using her as a stealth character, but if one does, I think, they would prefer to spend their points in other abilities. I personally would love to be able to get 'Gaps in the Armor' too, without having to go through 'Twin Fangs'.

 

- Arcane Warrior: I can't say much due to having used this character so little, but all I can say is, some kind of threat generation seems more fitting for this character over 'Peaceful Aura', such as the 'Biggest Threat' passive on some of the warriors. Since the Arcane wants to draw aggro to keep up his barrier, it would seem fitting for him, as well as the team. I guess you could see this as one of those passive replacements?

 

---

 

I'm sure there's more that could be brought up, such as the Templar taking many points to use, but I'll just stop there for now. Feel free to critique, add suggestions, and discuss.


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#17
Beerfish

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AW - Move Pull of the Abyss up in the tree so that you can choose to be a range AW sooner if you wish.

 

Archer - Move evasion and easy to miss up in the tree, they are not used that much and archer types need a boost in survivability.

 

Energy Barrage - Move this up for all classes that have it.  It is almost always near the end and no better than abilities you get right off the bat, thus not used often.

 

Hunter - Move poison section tree up, almost never see these abilities used.

 

Katari - Move war horn up, a near staple for the Katari

 

Lego - (Many people will hate this one but tough luck!)  Make Shield bash the starting ability rather than shield wall.  Many people ditch SW as soon as they get a few other guard generating abilities, you can make good use of Bash from start to finish on all difficulties.

 

Necro and Ele - Move mines up in the tree, move fade step and cloak back in the tree.  I love the steps and get them asap but moving mines up will make them used more and make you have to earn the step abilities that are VERY powerful.

 

Reaver - Move war horn or rampage up in the tree, must haves almost for this class.

 

Templar - Move Bodyguard up in the tree, this ability hardly ever gets used and part of it is that fact it is far down in the tree.

 

COME AT ME BROS!


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#18
MileEnd

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Could the alchemist's fire flask reset his cool downs? Currently you have to either not use your moves while fire flask is down, or wait for your other abilities to come back to use it.


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#19
Geth Supremacy

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AWs need a buff.

 

I'm not allowed to tell you to "learn to play".  I mean thats all I'm saying.  I'm just saying that I'm not allowed to tell people to learn to play.

 

HAHAHAHAHAHA!

 

I would love to make that just a small clip to post when needed, but I don't want to start anything :)


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#20
Zalex QuickStrike

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I would also like to see certain passives currently locked behind powers be moved around.   Some make sense like explosive toxin behind poisoned weapons/toxic cloud, but a few that I feel would be better suited as options without taking the power are:

 

Assassin - Knife in the shadows behind flank attack, I was never here behind fallback plan

Elementalist - Ice Armor behind Ice mine.  Having it as an option to use with winter's grasp without having to take it as well would be nice

Hunter - Cheap Shot behind Throwing knives.  This is more apparent of a need now with the armor ratings on NM and HB and is currently a hefty investment to reach it

Reaver - Flow of Battle behind War Horn.  I use WH, so it isn't an issue for me, but it is a crucial passive and some don't like WH.

Templar - Untouchable Defense behind Combat Roll.  

 

Reaver -

 

This right here makes alot of sense especially on the Reaver since flow of battle should be open for all the skills not just behind war horn.

 

Block and Slash should be changed to act like parry and made stronger to make it more appealing.

 

Pommel Strike should have a shorter cooldown, similar to Mighty Blow without upgrade.

 

Hamstring should be removed and replaced with an Armor Penetration ability / passive.

 

more to come... 



#21
BiggyDX

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I feel as though the Hunter should get Mark of Death, as it fits more inline with his character. I won't lie though, I'm not sure what you would replace with it for the Archer.

 

The Hunter and Assassin also need to have slightly quicker access to their higher tier abilities, as I find that they don't come into their own till level 13 and above; while most other classes are around level 9-10.

 

The Avvar could do without his "It'll Cost You" passive in the Mountain-Hearth tree in favor of an armor bonus.



#22
CremeDelight

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Necromancer -  I really don't like Blinding Terror being a mandatory skill at the very start of the Gravelord tree - if you don't want to use Horror, that's one skill that won't be contributing anything.

 

It'd be nice to have Walking Bomb earlier since it is a much better CC than Horror (knocking down Shadows and Stalkers).

 

Might be silly, but Grisly Mutilation could be fun on the Necro, and fits the theme / CC role pretty well.

====

Indy Captain / Informer / Messenger - How about giving them Unbowed? They would still be vulnerable, but it'd give a little breathing room even if we get unlucky and have a Shadow spawn next to them.

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Arcane Warrior - Spell Sword seems pretty lame. A weak Armor bonus compared to Force of Will and it is only temporary and dependent on you using Spirit Blade.

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Hunter - I would love Unyielding, but I know very little about game balance so....

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Alchemist - She could use a Poison passive, even if it is just something simple as 10% to Poison enemy.

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Wall of Ice - Could be fun on the Necromancer, Elementalist and possibly Keeper as a setup for the other AoE, trying to wall enemies in or as alternative CC. Takes more effort than Static Cages but are pretty great for defense!

====


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#23
aaron2101

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reaver should start at lvl 1 with rampage :D

challenge 40% guard amount

buff passives like : seasoned  , disturbance of spirit , proud ,unorthodox , deadly ect



#24
MileEnd

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Could Strafing Shots be removed and just have both bow users have inherently? It's not even a balance thing, they just feel so unresponsive until you get the passive.


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#25
A-T-R-A

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I'd like to see the passive that gives auto-crits to sleeping/panic enemies added to the Hunter.  I don't know what you would remove probably "Seasoned." I just feel like Knockout Powder being the only skill that is a CC that there should be at least some incentive for using it.  Also while you are at it how about increasing the size of the Knockout Powder cloud to the same size as Knockout Bomb.  I can easily put 4-5 enemies to sleep with Knockout Bomb but it's rare that I can even get a 3rd enemy in the Knockout Powder cloud.


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