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


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#26
Drasca

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1H Warrior

Templar:

Line in the Sand. Leave a body where the Templar is, so LitS can be just be dropped to block an area while the Templar moves elsewhere. Make it so the party doesn't dissolve the bodies either.

 

2H Warriors:

 

Whirlwind and Flurry of Storms

I'd make both 2H Whirlwind abilities so the player is unstaggerable, or can recover from stagger/knockdown, so the WW on Katari and Electric Whirlwind (Flurry of Storms) on Avvar can continue to go if blocked, and recover from being knocked down.

 

Rage of the Avvar: Remove the 5 enemy limit to the number of stacks.

Katari: Move To the Death and Warhorn closer to the beginning

 

Relentless Attack: 1% is farr too low. 10%-25% increased critical hit chance for an increased per hit for a resetting chain actually makes sense.

 

Earthshaking strike: Increase the burning damage to at least 50%, preferably 100% or 200% unless burning stacks. Higher if burning does not stack, lower if it does.

 

Mages

 

 

Flashfire:
Upgrade: When enemy dies with FF or its DoT, enemies in an AoE become panicked as well.

 

Winter's Stillness:
Fix that the cooldown gets reduced on Necro and Keeper instead of just Elementalist.

 

Ice Mine:

Freeze in an larger AoE, more targets.

 

Firestorm:

Make it rain nugs. Fiery, exploding nugs.

 

Necromancer:

Release the nugs ability. Releases half a dozen nugs each with walking bomb strapped to them, targettable by enemies for them to attack, and each blows up once killed.

 

Virtuoso:
Mark of the Riff, either increase the number of hits that it affects to 10, or increase the damage to something signifigant. The amount currently is trivial.

 

Rogues:

Duelist:

Needs Armor Penetration / Cheap Shot somewhere as passives available to her

 

Pincushion for her Bolt to increase damage as she continues to range attack/bolt an single enemy.

 

Hamstring/Cripple passive to slow enemies from behind.

Parry: Make it gain elusive per successful parry.

 

Gangway: Make the xbow shot portion spit out vendetta, the Grapping hook / kick portion convert vendetta to elusive

 

Blinding shot:

Needs for lower cooldown, say 4 seconds.

 

Unforgiving Chain:
Same as 2h Warrior, needs boosting to 10-25%. Currently far too weak.

 

Fallback Plan:

Remove the "pull an enemy with you" from the upgrade.

 

Evade:
Make the Dummy "solid" so enemies cannot walk through it easily and they can hit it.

 

Alchemist:

Make burning / chill / poison stackable!

 

Hunter:

 

Hook and Tackle:

Give it a small 100% weapon damage.


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#27
wwilt13

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I agree with not forcing active abilities on people, of course the same should apply to less useful passives that are not universally beneficial.  These things should be on the sides with how the trees are currently designed.  It's always frustrating to spend a point on something that doesn't benefit how we want to play the character to get something that is really helpful.  I suppose I understand locking things behind certain levels of investment, but I think a different leveling method would accomplish this.  I have ideas on this, but that is not what this thread is about.

 

Ideas on changes:

 

I hate that the threat reducing passive for the Archer is behind Fallback plan.  I understand it being very valuable, but I never want to use Fallback plan on my archer and it sucks to waste a point/s to try and get it.

 

The Reaver is a great example as well.  Many people do not care for Ring of Pain.  It's terrible to waste a point that early on to get "the good stuff."  

 

Personally, I am not a fan of the passives that grants full health to the team when you go down.  I'd prefer not to get there, maybe swap this when it occurs with Guardian Spirit for the Keeper.  It's not a bad ability, but I feel it should be a preference and not a requirement.  Maybe put them both on the side if that helps and will emphasize the choice in style.  I don't play templar often, so I don't know what you could replace it with.  

 

Someone mentioned making the attribute passives better.  I agree wholeheartedly.  Give us something that might actually be worth taking or just get rid of it.  

 

The alchemist point earlier is great as well.  Many people would prefer not to play them with stealth as they feel like a poor man's assassin that way, move some of the abilities closer so they don't have to waste points going deep into another tree.  


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#28
BreakJohn

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gonna echo Relentless attack for the 2H warriors, this ability needs a seriously boost like 5+ critical per hit or more even. Also every kits "base stat" skill needs a serious buff; you know the one that gives like 5 points to your main stat, instead this should be more like 15+ of your main stat and 10+ of a secondary stat like cunning or willpower. oh and it would be nice if the Avvar had adamant for some extra defense, maybe replace crippling blows or hamstring. 



#29
Jeremiah12LGeek

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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.

 

Actually I'll add to this:

 

In general, I would prefer that only abilities that directly modify or enhance a power should be locked behind that power. It was always frustrating to be trying a build, and realize that you had to waste ability points taking powers or abilities that don't help you because the build doesn't use them.


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#30
Aetika

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Give Necromancer barrier :whistle:

or fade shield


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#31
Proto

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8) I would add cull the herd passive to hunter

 

Would be great.



#32
Theghostof_timmy

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Add caltrops to the hunter. 100% serious here. I LOVE caltrops on the archer, especially the upgraded version, but I always feel I have to prioritize passives that buff my dps. I'm literally salivating at the thought of a hunter + caltrops + set them up. Or you could do an all traps build, caltrops/spikey/elemental mines/stealth. Anyways, it makes sense. PLEASE LUKE!!!!

begging.jpg


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#33
A-T-R-A

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Increase the chance for Combat Roll to remove debilitating effects.



#34
BiggyDX

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I'd be cool if the Hunters Hook and Tackle had it's upgrade drop a lower damage version of spike trap once they reach the enemy.



#35
Drasca

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I would add amazing dance moves for Zither. Perhaps a CC that makes everyone dance within song distance, maybe when the right combination of songs are cast. "Can't stop the dancing" indeed.


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#36
Beerfish

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Just to toss in an opposing point of view, I play the alchemist a lot and almost always want stealth.  After playing that class a ton I don't think it needs any real adjustment.



#37
Ricksmiley

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I would add amazing dance moves for Zither. Perhaps a CC that makes everyone dance within song distance, maybe when the right combination of songs are cast. "Can't stop the dancing" indeed.

I like it

#38
Beerfish

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"Necromancer:

Release the nugs ability. Releases half a dozen nugs each with walking bomb strapped to them, targettable by enemies for them to attack, and each blows up once killed."

 

 


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#39
llandwynwyn

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I'd rearrange the Necro skill tree. Her essential and defying skills are all down on both Gravelord and Permafrost, which isn't good because her starting kit is so so imo

For a casual players, that go lvl 1 with her on routine, it takes time to reach her potential.



#40
aaron2101

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opening set -kepper

furious bows - lego

throwing blades -alchemist

calltrop -hunter

 

add fade shield to the necromance :wub:



#41
Beerfish

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I'd rearrange the Necro skill tree. Her essential and defying skills are all down on both Gravelord and Permafrost, which isn't good because her starting kit is so so imo

For a casual players, that go lvl 1 with her on routine, it takes time to reach her potential.

I have to disagree again this.  IMO the Necro has the best starting two abilities in the whole game as far as being immediately useful.  Horror and WGrasp is immediate crowd control and are useful right through her progression and on a lot of levels.  Just my opinion though.



#42
BiggyDX

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Could they make it so that if the Necromancer is in Simulacrum, and gets 50% or so of their health back during that time, then the player comes back from the dead?


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#43
llandwynwyn

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I have to disagree again this.  IMO the Necro has the best starting two abilities in the whole game as far as being immediately useful.  Horror and WGrasp is immediate crowd control and are useful right through her progression and on a lot of levels.  Just my opinion though.

 

We're all sharing ideas here, it's ok. I like Horror but some enemies are immune and I feel WB is a better cc. I like WG but the cooldown is terrible.



#44
Rolenka

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I forgot to mention the Hunter being required to take Fallback Plan needs to go...



#45
Zander-o-

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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.

I'd love to give some suggestions, but first I must ask, Luke, what do these "minor" changes include? Would you be willing to change the UI, like many have suggested, or just swapping abilities? Furthermore, would you be able, or willing, to get some abilities from SP to MP? 

 

For example, I think the Hunter's skill trees have a serious lack of personality, and I think it'd be great to make it a bit more unique whilst still keeping him as some sort of jack of all trades. One ability I consider to be great for this porpouse is Hall of Arrows (Varric's unique skill), which creates two "clones" that execute any attack you do. If this were to be used, I'd put it as one of the last archery skills for the Hunter.

 

Also, as a general idea for the skill trees, I'd place skills that favor a certain play style more grouped together, so you wouldn't have to branch out too much to get the things you need, as an example moving counterstrike closer to war cry, as both abilities have similar uses.

 

 

That's all for now. Thanks to anyone who read this, bye. ^^



#46
Robbiesan

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I think ability trees suck tbh BW.  Some points are simply wasted on abilities and passives we do not want for our builds.

 

Provide two areas from which players can choose: abilities and passives.  Perhaps break them out into Tier 1, 2, 3 abilities and passives.

 

Tier 1 - Available from start

Tier 2 - Available at level 8

Tier 3 - Available at level 13

 

Just my 2cents as a non-fan of the current system.

______________________________________________________

 

One thing I'd like on the Hunter is the passive to reset stealth cooldown on a kill.  Sucks having stealth but not the same passives as Assasin/Alchemist.


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#47
konfeta

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All Rogues

Dance of Death. Can this passive, for the love of god, be reworked to actually trigger properly with abilities that consume stamina only on impact (like longshot or deathblow?).

 

Rework Unforgiving Chain. It's probably the worst concieved passive in the game on a class that comes with lots of crit already.

 

Assassin

Swap Cull the Herd and Mercy Killing. The isolation bonus is central to the Assassin gameplay, the bonus crit chance on sleeping targets doesn't even synergize with a single skill in the Assassin's kit. Hell, might as well remove and replace Mercy Killing altogether.

 

Swap Deathblow and Shadow Strike. Deathblow is less redundant to Twin Fangs than Shadow Strike, and is impossible to use with stealth passives in the other tree until super high level. Kinda sucks and makes promoting Assassin a drag.

 

Hidden Blades needs better tracking. It's stupid that you can stand 5 meters away from a bear and have the dagger fly straight into the freaking ground.

 

 

Archer

Swap Longshot and Explosive Shot. Archer is more or less defined by being longshot + opportunity knocks artillery. This would make promoting smoother and save a skillpoint for those who don't like Explosive Shot.

 

Mark of Death needs same tracking update as Hidden Blades. The projectile essentially misses targets that are standing still.

 

Full Draw needs a huge buff or a rework IMO. The casting time makes it very weak compared to spamming the other 3 archery abilities due to Opportunity Knocks reseting their cooldowns. It doesn't help that the requirement for its bonus damage evaporates the moment any other ranged class looks into the enemy group funny.

 

Caltrops should get a way bigger area, I think. It's too weak a CC (it dosn't even affect assassin type enemies) to be as small as it is. Alternatively, just swap it with Evade or something so freshly promoted archers are less vulnerable.

 

 

Isabella

Savvy passive doesn't work. Fix plz.


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#48
Drasanil

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In general.

 

-The pure stat boost passives need to give a lot more stats to be worth it.

-The passives that give a 5% chance to dodge/stun an enemy, need to be brought up to at least 15%. 1 in 20 chance is just not worth it, 1 in 6 would at least make them worth considering.

-Every old class (not Zither/Avvar/Izzy) should have a built in passive mechanic like Reaver and Katari. 

 

 

AW Specific:

 

-Get rid of Force of Will and Spellsword. Generally worthless for AW given their primary defence is barrier. 

-Make SB worthwhile again.

-Add clean burn to further encourage SB use. 

-Needs conductive current earlier on and preferably not hidden behind a useless skill like flashfire.


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#49
Jaden Erius

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Personally, I agree with earlier statements that many abilities should be brought up higher in the skill trees so as to allow kits to function properly as well as making fundamental passives like flow of battle, was never here, cull the herd part of the central line. 

It would be nice to have lesser used abilities more easily accesible too, like Templar's bodyguard and line in the sand as well as spinning blades to easier to get if possible. SInce the guard passives are so critical now, it would be great if the templar's wasn't stuck behind an arbitrary abilities. 



#50
Texasmotiv

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Add ambush xp to beef up xp output for the three weakest classes xp-wise (Hunter, alchemist, assassin). If you kill an enemy within 5 sec of exiting stealth you get a bonus.

Buff damage of flashfire and winters grasp.

Reduce mana/sec of blizzard.

Allow DoT to crit.

All suggestions so far about making the assassin more viable before lvl16, i will echo.