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


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#51
Yallegro

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1: Spinning Blades / Deathblow should be on the same tree as Dance of Death

 

2: You should be able to trigger Fallback Plan from knockdown

 

3: Reaver could use a new move

 

4: Elemental Mines should explode when thrown against an enemy

 

5: To the Death /War Cry /Counterstrike/ Walking Fortress are very far apart; so my preferred nightmare tank build comes in real late and still misses passives

 

6: Keeper could use an overhaul. I want to be able to get Veilstrike / Lightning Bolt / Fade Cloak without awfully delaying the acquisition of Gathering Storm (or Restorative Veil for Veilstrike)

 

7: Someone who wants to build a frost necro should have earlier access to Death Siphon

 

8: Agree with others that the templar could use a new (or existing) move

 

Thx for asking


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#52
BiggyDX

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Instead of Force of Will, why not swap it out with Reinforced Barrier or Mana Surge? Armor isn't as important on him when compared to Barrier. Then have Spellsword give increased magic damage for the same duration. I'd also swap Static Charge with Psychic Backlash (since it's the better option anyway), and replace Psychic Backlash with something like "There is No Darkness". If the latters not possible, than up Psychic Backlash's stun chance to 10-15% (across all stun passives quite frankly).



#53
SkillSpray

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Disclaimer: 

I'll attempt to suggest QoL improvements, especially for low levels. You might not agree with them, though this is my opinion on the trees.

I'll only touch classes I actively play, as I don't have much experience with the others.

I'll attempt to suggest removal of unwanted passives/skills on the way to good ones. I see no reason to waste 2-3-4 skill points just to get to one good passive/skill.

As a general theme, don't gate passives behind skills. Make it the other way around, gate skills behind relevant passives.

My general gripe with the classes atm is that most of them are useless at level 1, and playing them after promoting is a pain in the arse (please excuse my french).

 

Warriors:

 

Katari:

Overall, he's in pretty good shape, though damage is a bit lackluster. I guess it's a trade-off for his tankiness.

  • I'd suggest swapping Block and Slash for Mighty Blow as his 2nd starting skill, as Block and Slash is not always taken in every build. Simply swap them with places. This should also improve his lvl 1 experience and provide more usefulness at low levels. 
  • Swap "It'll cost you" with" Bear Mauls the Wolves" with places. The damage returned isn't always preferred, while the flanking immunity is very useful in most situations. 
  • Biggest Threat/To the Death & Challenge/Cutting words: move the skills behind the passives, and let the passives be accessible without having to take 2 taunts when you only need 1. This would make picking a taunt with these 2 passives much more relevant and attractive.
  • War Horn could be moved up the tree, being accessible at earlier levels. 
  • Possible increase on the burn damage  and aoe of Eartshattering Strike.

Reaver:

Lots of useless points wasted to get to DR/Flow of Battle. With the current build I'm playing (DR/WH/Rampage/ Devour or Mighty blow), I have to waste several points on skills/passives that I'm not interested in. They should be made optional instead of mandatory, as they're highly situational.

  • Make Dragon Rage her starting skill, swap it with Mighty Blow perhaps. Not everyone uses Mighty Blow. (not sure about the balance implications, but my guess is it shouldn't affect it at all, as the current placement on dragon rage simply delays her power spike by 7-8 levels). 
  • Remove Clear a Path, Coup the Grace and Ring of pain from the tree highway. Move them to the side so they are an option instead of mandatory. All of them are highly situational, let us decide when/if to pick them up or not. Afaik, Clear a path does not work with DR, so it's useless
  • Add the Armor pen passive, as the katari has it. Might make her be even more op, but i'm not a master of balancing chars in DA:I MP.
  • Possible suggestion on Ring of pain: the current stamina drain per second is unreasonable, as the cost negates the benefits of RoP: reduced CD od devour. With the current drain, devour is unusable as often, as you dont have the stamina for it. Make it drain health instead(% hp per second). Amount is up to you. The cost would be negated by rampage, but it would be more appropriate as cost vs reward issue. 
  • Rampage: this is more of a bug, but worth mentioning: rampage most of the time bugs out and returns no health on hit, which makes it ridiculously difficult to survive.
  • Move Shield breaker/Bear Mauls the Wolves and Guard smasher up the tree so they are more accessible. They are attractive options for me personally, and I'd like to have them earlier on.
  • She desperately needs a gap closer, as she lacks one compared to the other 2 two-handed warriors. Possibly add Furious Blows from the Avaar skill tree, which would make her more mobile on the battlefield.

 

Templar:

Her wombo combo requires lvl 9 minimum, which means we have to autoattack our way through at least 1 match before we can actually play her. Same applies for Payback Strike/Shield Bash, you still have to autoattack for a whole match before you can actually do something.

 

  • Move Spell purge/ Wrath of Heaven up the tree. Possible swap the places with Shield bash/Payback strike. It is a powerful combo, true, but the drawback is the high cooldown/stamina cost to perform it. Also sad that it does not work on bosses, which makes the templar useless against dragons in particular. I realise the stun might be overpowered on certain bosses, but at least let it place a "mark" that can be still detonated, without actually stunning the boss/stun immune units. Just a general thought.
  • Dont gate Untouchable Defense behind Combat Roll. Skill points are precious on templar, due to the amount of useful passives in her tree. Don't make us waste those points please.
  • Give her a damaging starting skill at level 1. Every single class has one except her (even lego has one). Possibly shield bash/payback strike. All you can do as templar at level 1 is autoattack and turtle behind shield wall.

 

Avaar:

Overall, he's in good shape. On perilous, he's a walking ball of aoe. On nightmare, not so much, as a lot of units are immune to one of his elements. 

The tree is okay, though I'd prefer to see an armor passive added to him. Avaar/Zither/Izzy look like there's been a lot of thought put behind them, compared to the other characters. Not a lot of useless passives, several options for everyone.

  • Possibly increase the area of effect of Korth's Might as a QoL suggestion. 
  • Move It'll Cost You/Resilience away from the way to Bear Mauls the Wolves/Chilled Defense. Make them optional instead of mandatory.
  • He also has a noticeable lack of passives, as most of his tree is filled with active skills.

Mages:

 

Keeper:

She is an excellent support, as she brings lots of utility for NM (Static cage+Disruption field). She feels useless in perilous, as she depends entirely on her team to do damage (chain lighting is terrible by itself, and Energy barrage is usually too prohibitive to get, requires too many skillpoints to get to.) Add another  or a few more damaging skills to her tree if players decide to go that route. She has plenty of utility, but lacks in the damage

  • Group up the barrier passives, so we can access them all if we decide to go all in with barrier.
  • Move gathering storm between the barrier passives, so she can cast barriers more often.
  • Increase the AOE on barrier, so we dont have to press f4 for everyone to group up, barrier them and then spread out to do whatever they do. (QoL improvement).
  • Give her a reliable way to make use of the weakening passives she has. Veilstrike is clunky and has a very high cooldown for what it does. I would use veilstrike on a full support Keeper (Static Cage/Disruption Field/Barrier), but sadly there aren;t enough skillpoints to do that.

Necromancer:

Terrible leveling experience until she gets walking bomb, and even after that, meh. Squishiest of the mages, as she's the only one that has no barrier, and her squishiness is unwarranted in my opinion. Yes she does have a lot of CC to make up for it, but it's difficult to pull off a proper virulence combo, especially in NM.

  • Allow virulence to proc on enemy death instead of a kill performed by the necro. On perilous, most of the stuff gets 1 shotted, and on NM, it's almost impossible to steal a kill from a reaver/rogues. Not sure about the balance implications, but seeing as quite a bunch of enemies are immune to freeze/panic, this might work.
  • Give her Stone Fist. Now let me explain. The large majority of her damage is a DoT (Wb/Horror/Blizzard), etc. If possible, seeing as Izzy got a special upgrade on her Flank attack, make the upgraded SF detonate the current dots on all the targets she hits with SF instead of weakening. E.G apply WB/Horror, spread the walking bomb dot and detonate it with SF, doing the damage that the dots would have done till they expired. Obviously the dots would be removed in the process on the targets. SF would fit in with her spirit damage theme, and would give her more control on the damage she does. This should transform her into the reaver of mages (lots of damage, very squishy, similar to reaver- only warrior with no guard generation)
  • Reduce the cost of blizzard to make it sustainable, and possibly increase aoe, similar to firestorm. Firestorm only has an initial cost and can be sustained infinitely with proper Flashpoint management. She should be able to do the same.
  • Make Walking bomb starting skill instead of winter's grasp. She's horrible to play at level 1.

AW:

Oh, where do I start. With the nerf to barrier amount, AW lost his OP-ness. What he is right now is a mage with decent utility and zero damage. This might be inappropriate for this topic, but I'll give it a shot either way. My suggestion: separate the trees, giving us 2 options on how to play him: either ranged mage damage dealer with his Fade Shield, or a melee damage dealer similar to the other 2H warriors, which would make him an unique class among the others.

Melee tree:

  • Spirit Blade: needs more damage. should be able to do similar damage to the warrior's autoattack. SB crits for 500-ish for me with the dragon staff (no hakkon weapons yet), while katari/reaver/avaar crit for 1k+ with their autoattacks. The Issue with SB is that it's animation cannot be reset, while the autoattack on a 2handed can be. The damage bump on SB should reflect that. The upgrade on SB could give guard on hit similar to katari instead of reflecting projectiles.
  • He already has armor passives, which would make him suitable for melee. His base armor is lower, as he's a mage. Let spellsword be able to stack to 3, so it compensates for the lower base armor. It should make him get in line with other warriors.
  • Move Fade Shield away from the armor passives, possibly place it in the 2nd part of his tree, together with his ranged damage abilities.
  • Make PotA more accessible for the melee tree.
  • Add Clean Burn passive so his SB attacks reduce cd's on other skills, would be equivalent to Flow of Battle.
  • Instead of Peaceful Aura, add Biggest threat.
  • Flashfire/Blinding terror don;t make sense at all in his entire tree. 
  • Make Fade Shield inaccessible for Cilian if players decide to go melee. Possibly placing it at the bottom of the other part of the tree. Another option would be adding Chaotic focus between the melee passives, so even if they sacrifice points and get FS, each time SB is used would remove half of his current barrier. This should also sinergise with barrier classes, increasing his damage on SB. This would be equivalent to a cross class combo-detonation, as SB is not a detonator ( do more damage basically); has to be balanced around zither though.

Ranged mage: 

He is performing the role of a ranged mage at the moment, although the damage is lackluster.

  • He could use Unsullied Victim/ Overwhelming Force to compensate for the damage.
  • Boost the damage bonus on Twisting Veil, though he is not the only one with this passive.
  • Although the keeper has Static Cage trademarked, it would make sense on him. Leave PotA for the melee tree, Static Cage for the ranged tree.
  • Move Fade Shield, Strength of Spirits and Guardian spirit at the bottom of this tree, so it's accessibility is reduced for melee AWs.

 

Rogues

 

Assassin:

4 levels before she becomes somewhat playable  -  " I Was Never Here".  This is a mandatory passive for her, and the only good passive on the way is Dance of Death.

  • Move "I Was Never Here" right below stealth. This should make her easier to play at lower levels.
  • As Pork suggested - Mark of Death.
  • Cull The Herd - awesome passive, except when it's not. Finding an isolated target is not that easy, especially in NM where you get swarmed. This should work as a flanking bonus instead of hunting for isolated targets. Lore-wise, yes, this makes sense. Gameplay-wise - not so much. 
  • Mercy Killing - move to the side, highly situational. She cannot cause panic, plus panicked targets run like mad, which makes landing twin fangs impossible. This is also made redundant by Knife in the Shadows. She should be always stealthed, popping up to kill something and going back to stealth. This passive already guarantees critical hits. Plus both of these are made redundant by lots of cunning promotions.
  • Move bloodied prey/throatcutter on the highway, and move unforgiving chain to the side. Unforgiving chain- see above.
  • Reduce the cooldown of Hidden blades. A single target skill with such a long cooldown loses value when you constantly get swarmed by enemies. 32 seconds is a lot of time to wait before you can kill a single target.

 

Archer:

Probably the highest dps of all the ranged characters, he's in a good spot. Squishy, but he deserves it.

  • Swap caltrops with something more useful, like leaping shot. Caltrops is a waste on him for 95% of the cases.
  • He currently needs level 9 to become the Longshot machinegun he is designed to be. Move Dance of Death/Looked like it hurt and Opportunity Knocks closer to his starting abilities. He needs both the stamina and the cooldown reduction in order to function properly.
  • Move Cripple to the side, as it's highly situational. It would be more suited for melee rogues compared to the archer. It is never applied when he needs it (when stuff comes to smack him), as the targets are facing him.

 

Duelist:

  • If possible, increase the projectile speed of bolt so it's more reliable at marking targets with an angular velocity.
  • Swashbuckle -  great idea, terrible to use. Unless the target is completely stationary, this skill can miss one to all hits before it's completed if the target moves. This is especially annoying on dragons, cause they tend to move their legs a lot. It needs to hit more reliably to be worthwhile to use, otherwise you just wasted 3-4 coins for zero gain, which opens her up to getting destroyed by pretty much anything.
  • She could use the armor penetration passives, as daggers suffer the most from high base armor.

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#54
Pork

Pork
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Give Assassin Mark of Death.


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#55
Yallegro

Yallegro
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Disclaimer: 

I'll attempt to suggest QoL improvements, especially for low levels. You might not agree with them, though this is my opinion on the trees.

I'll only touch classes I actively play, as I don't have much experience with the others.

I'll attempt to suggest removal of unwanted passives/skills on the way to good ones. I see no reason to waste 2-3-4 skill points just to get to one good passive/skill.

As a general theme, don't gate passives behind skills. Make it the other way around, gate skills behind relevant passives.

My general gripe with the classes atm is that most of them are useless at level 1, and playing them after promoting is a pain in the arse (please excuse my french).

 

Warriors:

 

Katari:

Overall, he's in pretty good shape, though damage is a bit lackluster. I guess it's a trade-off for his tankiness.

  • I'd suggest swapping Block and Slash for Mighty Blow as his 2nd starting skill, as Block and Slash is not always taken in every build. Simply swap them with places. This should also improve his lvl 1 experience and provide more usefulness at low levels. 
  • Swap "It'll cost you" with" Bear Mauls the Wolves" with places. The damage returned isn't always preferred, while the flanking immunity is very useful in most situations. 
  • Biggest Threat/To the Death & Challenge/Cutting words: move the skills behind the passives, and let the passives be accessible without having to take 2 taunts when you only need 1. This would make picking a taunt with these 2 passives much more relevant and attractive.
  • War Horn could be moved up the tree, being accessible at earlier levels. 

Reaver:

Lots of useless points wasted to get to DR/Flow of Battle. With the current build I'm playing (DR/WH/Rampage/ Devour or Mighty blow), I have to waste several points on skills/passives that I'm not interested in. They should be made optional instead of mandatory, as they're highly situational.

  • Make Dragon Rage her starting skill, swap it with Mighty Blow perhaps. Not everyone uses Mighty Blow. (not sure about the balance implications, but my guess is it shouldn't affect it at all, as the current placement on dragon rage simply delays her power spike by 7-8 levels). 
  • Remove Clear a Path, Coup the Grace and Ring of pain from the tree highway. Move them to the side so they are an option instead of mandatory. All of them are highly situational, let us decide when/if to pick them up or not. Afaik, Clear a path does not work with DR, so it's useless
  • Add the Armor pen passive, as the katari has it. Might make her be even more op, but i'm not a master of balancing chars in DA:I MP.
  • Possible suggestion on Ring of pain: the current stamina drain per second is unreasonable, as the cost negates the benefits of RoP: reduced CD od devour. With the current drain, devour is unusable as often, as you dont have the stamina for it. Make it drain health instead(% hp per second). Amount is up to you. The cost would be negated by rampage, but it would be more appropriate as cost vs reward issue. 
  • Rampage: this is more of a bug, but worth mentioning: rampage most of the time bugs out and returns no health on hit, which makes it ridiculously difficult to survive.
  • Move Shield breaker/Bear Mauls the Wolves and Guard smasher up the tree so they are more accessible. They are attractive options for me personally, and I'd like to have them earlier on.
  • She desperately needs a gap closer, as she lacks one compared to the other 2 two-handed warriors. Possibly add Furious Blows from the Avaar skill tree, which would make her more mobile on the battlefield.

 

Templar:

Her wombo combo requires lvl 9 minimum, which means we have to autoattack our way through at least 1 match before we can actually play her. Same applies for Payback Strike/Shield Bash, you still have to autoattack for a whole match before you can actually do something.

 

  • Move Spell purge/ Wrath of Heaven up the tree. Possible swap the places with Shield bash/Payback strike. It is a powerful combo, true, but the drawback is the high cooldown/stamina cost to perform it. Also sad that it does not work on bosses, which makes the templar useless against dragons in particular. I realise the stun might be overpowered on certain bosses, but at least let it place a "mark" that can be still detonated, without actually stunning the boss/stun immune units. Just a general thought.
  • Dont gate Untouchable Defense behind Combat Roll. Skill points are precious on templar, due to the amount of useful passives in her tree. Don't make us waste those points please.
  • Give her a damaging starting skill at level 1. Every single class has one except her (even lego has one). Possibly shield bash/payback strike. All you can do as templar at level 1 is autoattack and turtle behind shield wall.

 

Avaar:

Overall, he's in good shape. On perilous, he's a walking ball of aoe. On nightmare, not so much, as a lot of units are immune to one of his elements. 

The tree is okay, though I'd prefer to see an armor passive added to him. Avaar/Zither/Izzy look like there's been a lot of thought put behind them, compared to the other characters. Not a lot of useless passives, several options for everyone.

  • Possibly increase the area of effect of Korth's Might as a QoL suggestion. 
  • Move It'll Cost You/Resilience away from the way to Bear Mauls the Wolves/Chilled Defense. Make them optional instead of mandatory.
  • He also has a noticeable lack of passives, as most of his tree is filled with active skills.

Mages:

 

Keeper:

She is an excellent support, as she brings lots of utility for NM (Static cage+Disruption field). She feels useless in perilous, as she depends entirely on her team to do damage (chain lighting is terrible by itself, and Energy barrage is usually too prohibitive to get, requires too many skillpoints to get to.) Add another  or a few more damaging skills to her tree if players decide to go that route. She has plenty of utility, but lacks in the damage

  • Group up the barrier passives, so we can access them all if we decide to go all in with barrier.
  • Move gathering storm between the barrier passives, so she can cast barriers more often.
  • Increase the AOE on barrier, so we dont have to press f4 for everyone to group up, barrier them and then spread out to do whatever they do. (QoL improvement).
  • Give her a reliable way to make use of the weakening passives she has. Veilstrike is clunky and has a very high cooldown for what it does. I would use veilstrike on a full support Keeper (Static Cage/Disruption Field/Barrier), but sadly there aren;t enough skillpoints to do that.

Necromancer:

Terrible leveling experience until she gets walking bomb, and even after that, meh. Squishiest of the mages, as she's the only one that has no barrier, and her squishiness is unwarranted in my opinion. Yes she does have a lot of CC to make up for it, but it's difficult to pull off a proper virulence combo, especially in NM.

  • Allow virulence to proc on enemy death instead of a kill performed by the necro. On perilous, most of the stuff gets 1 shotted, and on NM, it's almost impossible to steal a kill from a reaver/rogues. Not sure about the balance implications, but seeing as quite a bunch of enemies are immune to freeze/panic, this might work.
  • Give her Stone Fist. Now let me explain. The large majority of her damage is a DoT (Wb/Horror/Blizzard), etc. If possible, seeing as Izzy got a special upgrade on her Flank attack, make the upgraded SF detonate the current dots on all the targets she hits with SF instead of weakening. E.G apply WB/Horror, spread the walking bomb dot and detonate it with SF, doing the damage that the dots would have done till they expired. Obviously the dots would be removed in the process on the targets. SF would fit in with her spirit damage theme, and would give her more control on the damage she does. This should transform her into the reaver of mages (lots of damage, very squishy, similar to reaver- only warrior with no guard generation)
  • Reduce the cost of blizzard to make it sustainable, and possibly increase aoe, similar to firestorm. Firestorm only has an initial cost and can be sustained infinitely with proper Flashpoint management. She should be able to do the same.
  • Make Walking bomb starting skill instead of winter's grasp. She's horrible to play at level 1.

AW:

Oh, where do I start. With the nerf to barrier amount, AW lost his OP-ness. What he is right now is a mage with decent utility and zero damage. This might be inappropriate for this topic, but I'll give it a shot either way. My suggestion: separate the trees, giving us 2 options on how to play him: either ranged mage damage dealer with his Fade Shield, or a melee damage dealer similar to the other 2H warriors, which would make him an unique class among the others.

Melee tree:

  • Spirit Blade: needs more damage. should be able to do similar damage to the warrior's autoattack. SB crits for 500-ish for me with the dragon staff (no hakkon weapons yet), while katari/reaver/avaar crit for 1k+ with their autoattacks. The Issue with SB is that it's animation cannot be reset, while the autoattack on a 2handed can be. The damage bump on SB should reflect that. The upgrade on SB could give guard on hit similar to katari instead of reflecting projectiles.
  • He already has armor passives, which would make him suitable for melee. His base armor is lower, as he's a mage. Let spellsword be able to stack to 3, so it compensates for the lower base armor. It should make him get in line with other warriors.
  • Move Fade Shield away from the armor passives, possibly place it in the 2nd part of his tree, together with his ranged damage abilities.
  • Make PotA more accessible for the melee tree.
  • Add Clean Burn passive so his SB attacks reduce cd's on other skills, would be equivalent to Flow of Battle.
  • Instead of Peaceful Aura, add Biggest threat.
  • Flashfire/Blinding terror don;t make sense at all in his entire tree. 
  • Make Fade Shield inaccessible for Cilian if players decide to go melee. Possibly placing it at the bottom of the other part of the tree. Another option would be adding Chaotic focus between the melee passives, so even if they sacrifice points and get FS, each time SB is used would remove half of his current barrier. This should also sinergise with barrier classes, increasing his damage on SB. This would be equivalent to a cross class combo-detonation, as SB is not a detonator ( do more damage basically); has to be balanced around zither though.

 

EDIT: Currently working on the rogues and AW's ranged mage tree. Will edit.

 

And the bioware employee said

 

T

L

D

R



#56
SCHBLRTZ

SCHBLRTZ
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I'm certain that most of the important changes have already been suggested but I'm still going to post my list in hopes that the devs will go crazy and BUFF EVERYTHING!  :wub:

 

Avvar

  • Make Earthshaking Strike trigger Fire Smash and buff the skill by lowering cooldown/increasing damage for Avvar, Katari and Reaver. Also change Block and Slash, Grappling Chain, Pommel Strike and Warhorn to elemental attacks and make them trigger the Smash effects. Currently there is no reason to pick any other ability from the second ability tree besides the Hakkon's Charge.

Hunter

  • Give this guy the I Was Never Here passive, he would really benefit from it.

Challenge

  • Make the upgrade generate guard over time instead of stamina.

Flashfire

  • Make the upgrade either in to a damage over time effect (it needs to do a lot of damage) or buff it some other way

Energy Barrage

  • Change the upgrade in to something else or make it reduce all of the resistances.

Lighning Bolt

  • Just make it an area of effect attack. It also needs to either do massive damage or stun the enemies affected or both.

Ice Mine

  • Increase the area of effect radius.

Winter's Grasp

  • Increase its damage and radius.

Devour and Ring of Pain

  • These need to be either buffed a lot or reworked completely.

Block and Slash

  • Increase the damage and guard generated or increase the radius of the hit or make it stun/knockdown enemies.

Pommel Strike

  • Maybe add a armor penetration debuff in to the upgrade similar to the Ice Mine upgrade.

Hamstring

  • Either make it work from any angle or increase the slowing effect.

It'll Cost You

  • Make it reflect significantly more damage, 15% is nothing.

Resilience, Psychic Backlash, Evade (Phasing for the Arcane Warrior), Can't Stop the Music (Virtuoso)

  • Significantly buff these passives. 5% is not noticeable. Buff them to at least 15%.

Spellsword (Arcane Warrior, 10% armor per Spirit Blade hit)

  • This does not work very well because barrier does not benefit from armor.

Mind Blast

  • Either make the upgrade generate much more barrier or make it deal damage. 400% weapon damage would work fine. Also fix the bug of the upgrade.

Leaping Shot

  • Change the upgrade in to something else or buff the damage of it.

Full Draw

  • Change the upgrade in to something else.

Knockout Powder

  • Needs to be reworked somehow. Biggest problem is the very short range and very small area of effect.

Knockout Bomb

  • The animation of the skill is extremely clunky and makes it hard to use in a fight. Needs to be buffed in similar ways as the Knockout Powder.

Fallback Plan

  • Honestly, I have no idea what to do with this skill and I would be happy if it was completely removed from all the talent trees. At the very least move it around in the skill trees so that it is not required to spend points in it.

Elemental Mines

  • Buff the upgrade so that it will actually not spend any extra stamina for extra mines. This way it becomes easier to use in combat with other abilities and it would actually make the upgrade work with the Fire Flask.

Flask of Frost

  • Make the upgrade chill and ultimately freeze enemies around you constantly the way blizzard works.

Poisoned Weapons & Toxic Cloud

  • Either buff their damage by a lot or make the dots stack.

Parry

  • Make it so that you can hold the parry until it is triggered like the way Block and Slash works. Also increase its damage.

Shadow Strike

  • Buff the upgrade so that the next ability you use will not trigger its cooldown. Also reduce the cooldown of the ability to 8.

Hook and Tackle & Gangway

  • Make it stun the enemy or increase its damage.

Evade

  • Perhaps make the upgrade taunt nearby enemies.

Payback Strike & Shield Bash

  • The knockback of these abilities is annoying 90% of the time. A knockdown or a stun would be more useful.

Grappling Chain

  • Increase its damage. It's a single target ability so it can afford to do much more damage.

Deep Reserves

  • Increase the stamina regeneration to 100%.

Deathblow

  • Make the second attack trigger even if the skill was used when the target's health was more than 50%. This way the secondary attack will work as long as the first strike deals enough damage. This change would make deathblow a lot easier to use and currently it is very awkward to use. You could buff the first attack too.

Spinning Blades

  • Just like Deathblow it's very deep in the Assassin's skill tree. It is very difficult to reach due to the fact that the Assassin absolutely needs the I Was Never Here passive to function and as it happens it is also at the bottom of the skill tree. Spinning Blades could really benefit from being moved up the skill tree.

Horror

  • Increase the damage over time to 150%. 50% with a staff is absolutely nothing.

Spike Trap

  • Increase its damage and or radius.

Stormbringer

  • 300% weapon damage every 15 seconds on a single target is very underwhelming. Maybe increase the number of targets similar to Chain Lightning or just increase its damage or reduce its cooldown.

Dispel

  • Increase the radius of this skill and make the upgrade generate barrier and extra damage on allies if it removed a status effect from them.

Warcry

  • Instead of generating Guard make the armor buffing upgrade better. This way the skill would be different from Unbowed and Counterstrike and would make sense picking up if you have either of those two skills.

To The Death

  • Increase the range of the the skill. Currently it is quite annoying to use against the dragon because he will often just jump away from you, breaking the effect.

Shield Wall

  • Either buff the armor bonus of the upgrade or change it to something else.

Throwing Blades

  • Increase its damage. Also fix the upgrades bug, it still doesn't work.

Bolstering Ballad

  • Increase the elemental resistances granted by this skill. Also buff the upgrade.

Battle of the Bands

  • Buff the upgrade. 20% is not noticeable.

Mark of the Riff

  • Just buff it.

Caltrops

  • Make it similar to Diruption Field so that the enemies who step on it are stuck.

 

 

General passives that need to be buffed in a similar way the necromancer's passives were buffed in the latest patch:

Tricks of the Trade (10% duration and 10% damage for allies), Fan Favorite & And Take Them Down (5% to crit for allies), First Blood, Death from Above, Gaps in the Armor, Throatcutter etc... basically all of the simple passives that add damage bonus should be buffed to around 25% the way you buffed Necromancer's passives.

 

 

 

Also, I think it would be a good idea to change some of the starting abilities for some classes. Ideally we would want each class to start with two of their "most iconic" skills. Think of it this way: which classes can function at level 1 and which ones are terrible? Some classes just start out with boring skills that don't work at level 1, making for a dull gameplay. And because the game encourages you to promote your characters constantly you have to play often at level 1.

 

So, some suggestions:

 

Alchemist

  • Two options, either change the Elemental Mines or the Stealth. It's pretty tricky because both of those skills are iconic for the alchemist. I would suggest changing Stealth to Twin Fangs, Flank Attack or Shadow Strike to make alchemist a more active class at level 1.

Archer

  • Change Caltrops to Leaping Shot.

Elementalist

  • Change Winter's Grasp in to Stonefist. I think everyone can agree that Stone fist is more fun to use.

Hunter

  • Swap Fallback Plan with Throwing Blades, Spike Trap

Katari

  • Change Block and Slash in to Mighty Blow.

Legionnaire

  • Change Shieldwall in to Shieldbash or Lunge and Slash.

Necromancer

  • Change Horror in to Spirit Mark and Winter's Grasp in to Blizzard.

Reaver

  • Change Devour in to Dragon Rage.

Templar

  • Change Blessed Blades in to Payback Strike (Or just give Lunge and Slash for Templar!) and change Shieldwall in to Shield Bash.

 

 

 

Nerf Fade Shield.



#57
ErySakasegawa

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Some realistic general proposals:

 

-Increase the passive traits that boost stats by around 75-100% to make it worthwhile to skill. 

-Increase the passive traits that activates an effect with a chance of 5% by another 5-10%. In example, Resilience.

-Place active abilities to the side of the tree. No need to force people to get abilities they don't need. In example, Ring of Pain.

 

Some realistic class specific proposals:

 

-Arcane Warrior: Spell Sword/Force of Will are unnecessary due barrier ignoring defense at all. Either make defense count or swap those. Peaceful Aura isn't helpful, especially since AW is labeled defensive specialist. Swap with Biggest Threat.

-Assassin: Move Knife in the Shadows and I was never here to the top of the tree to make the class viable early on.

-Avvar: I'd like to see Chilled Defense swapped with Guard Smasher.

-Elementalist/Keeper: Swap Peaceful Aura with any ability on a side. You a forced to lower your aggro. I'd like to choose instead.

-Legionnaire(Combined Arms)/Templar(Divine)/Virtuoso(Both): Trees are too long. Shorten them by 1-2 units. Source the abilities to a sidearm out.

-Reaver: Challenger/Biggest Threat feels like an wasted ability. It's a pure damage class. Can't proper tank, so why should it ever provoke.

 

Wishful proposal:

 

Change the ability trees all together. Hand out 2 unused points on level 1. Have all active abilities of a subclass lined up parallel. Leaving only the passive abilities on a tree to skill. Line those up in row. It promotes more diversity along the classes...a short draft how it might look, by using the Reaver as example.

 

 

Challenge -> Upgrade

War Horn -> Upgrade

Ring of Pain -> Upgrade

Devour -> Upgrade

Dragon-Rage -> Upgrade

Rampage

 

Some Passive -> Some Passive -> Some Passive -> Some Passive -> Some Passive

        ^                          ^                            ^                          ^                           ^

Blood Frenzy -> Scenting Blood -> Terrifying Fury -> Some Passive -> Some Passive -> Some Passive

 

 

 
Enhancing this proposal results in putting together both subclasses, having a tree for active abilities and another one for passives. 


#58
Cirvante

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Give the Assassin and Alchemist Ambush at the end of a skill tree. Twin Fangs, Shadow Strike and Flank Attack all have horrible tracking whereas Ambush has excellent tracking. Perhaps increase it's cooldown so it can't be spammed from stealth.



#59
Pork

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Give the Assassin and Alchemist Ambush at the end of a skill tree. Twin Fangs, Shadow Strike and Flank Attack all have horrible tracking whereas Ambush has excellent tracking. Perhaps increase it's cooldown so it can't be spammed from stealth.

 

Ambush would be horribly overpowered with stealth.  stealth> Hidden blades  > ambush = potentially 50k damage in about 3 seconds. 



#60
BiggyDX

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If the Assassin were to get Marked for Death, what would it replace? Or would it simply be added to the tree?

 

Caltrops would benefit if it did sustained Bleed DoT; though I don't think that type of DoT is implemented correctly in the game. If that can't work, then maybe it'd be worth having enemies caught in Caltrops taking extra damage for a brief period if you get the upgrade, and just have the base form of Caltrops slowing enemies down by 50%.



#61
Luke Barrett

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If the Assassin were to get Marked for Death, what would it replace? Or would it simply be added to the tree?

Theoretically it could be added or replaced but in this case likely added.
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#62
Snakebite

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Legionnaire

 

I always thought it was strange that he never had Bodyguard in the Guardian tree, and it would be even more useful now that guard has been buffed.

 

Necromancer

 

Someone mentioned earlier about giving Sidony Terrifying Fury, and I believe this would be appropriate.  It seems like all those mooks should be freaking out a lot more when they see their comrades exploding like squishy fireworks all around them.  The Pyromancer passive could make may for Terrifying Fury, seeing as there is only one fire skill across both of her trees.

 

Reaver

 

Placing Deathblow behind War Horn would make more sense than locking Flow of Battle behind War Horn.  Also, putting Ring of Pain where Dragon Rage is, then moving Blood Frenzy and Scenting Blood up the tree and placing Dragon Rage where Scenting Blood is currently would give earlier access to the Reaver's main DD skill, while not wasting a point on Ring of Pain for those that do not want it.

 

Hunter

 

Why does he not have I Was Never Here? WHY???


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#63
Cirvante

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Ambush would be horribly overpowered with stealth.  stealth> Hidden blades  > ambush = potentially 50k damage in about 3 seconds. 

 

That's why I said to increase the cooldown. My Archer can Pincushion his way up to 2.5k per hit of Leaping Shot and Jay did 75k damage with Mark of Death earlier. With Long Shot spam I could easily go over 50k total damage in 3 seconds and keep that DPS up for as long as the enemies come running towards me.



#64
A-T-R-A

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Add Pincushion to Alchemist


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#65
zzaffrzz

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Assasin : Give her deathblow and I was never here early.

#66
LearnedHand

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Hunter needs help shining in a particular role. Right now his jack of all trades persona does not scale well with higher difficulties and stealth dramatically slows down his offensive rhythm. Big game hunter? Give him marked for death and reduce cooldown of full draw. Stealth sniper? Give him I was never here passive and buff the evade passive from 5% to 20-25% (buffing passive evade would be good for all rogues, especially assassin and hunter). He needs a detonator and throwing blade upgrade needs to be fixed. Or just give him opportunity knocks.

 

Whirlwind skills on Katari and Avvar need to be uninterruptible for them to be of any use.



#67
TheThirdRace

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Let's see...

  • You can level from 1 to 20 in 3 to 5 games on Perilous, promote and do it all over again
  • DAMP is not an MMO so you don't really stick at max level long (usually)
  • Because of the "action" focus for MP, you could say level progression is a less important criteria

Let's think outside the box for a moment. Why not simply remove the requirements on skills and passives?

 

I understand the whole skill tree concept, it works wonderfully on Single Player because you really progress through time, but does it really apply to DAMP's reality? I don't think so because of what I wrote before. In MP, you don't really "progress" with your level, you progress with your gear and achievement. Levels are secondary, it's frustrating to promote, but you gimp yourself if you don't so we feel compelled to. What I suggest is simply to make the process a bit more palatable.

 

The way I see it, there's 3 ways to make changes to skill trees:

  1. You change only a couple things here and there
    • This won't change much of anything, same old frustrations (spending unnecessary skill points, get a skill only at high level, etc.) but less often
    • Still gonna play most of the time without essential skills because you promoted
  2. You remove the requirements
    • Not much work (at least shouldn't be)
    • Everything stays at the same place, no searching where X skill or passive has been relocated
    • You have access to all your skills at level 3 or 4
    • Down the line, you could remove the mandatory selection of starting skills and give us the choice where to spend those 2 skill points at level 1, just as ME3MP did eventually
  3. You move every single skills on the first 2 lines of each skill tree
    • For example, the Lego Guardian tree would have Challenge, Shield Wall and Combat Roll on the first line, Unbowed, Walking Fortress and Warcry on the second line.
    • That would make it so you can use all your skills at low level, a very good mechanic from ME3MP
    • More skills early = more fun
    • Passives would be down on other lines of the tree

I'd prefer #2 because it should be faster to implement, there's less chance of errors and it should be easy to fix if anything slip by. Furthermore, it opens up much more build options.

 

#3 would be the second best, but it requires a considerable amount of work. People will love the new skills positions and will want the same for the good passives so you might need to entirely rework the trees to be really satisfied. On the other hand, it could be a good opportunity to have a contest where people submit their new layout for a skill tree. The winners could either receive any 1 item they want or a new special banner just for them. You got a good community that's dying to contribute, you could put it to good use.

 

#1 is better than nothing, unless you find a way to make it worst for some builds. Every time you move something, you might destroy an option for a particular build. I'm confident you do your best to give us the most out of it, but you can't please everyone unfortunately.

 

Finally, whatever you do you should at least consider this:

 

I Was Never Here

  • Add to the Hunter (Stealth is simply useless without it)
  • Make it easy to get for Assassin and Alchemist as it's an essential passive, it's too damn far down the tree and buried under things you don't want

Easy to Miss

  • Make it easy to get for Assassin and Alchemist as it's an essential passive, it's too damn far down the tree and buried under things you don't want

Peaceful Aura (AW)

  • Replace with Biggest Threat, at least that would make sense...

Look at every starting skill and if it's not a CORE skill any build should strive to get for that character, then switch it for another in the skill tree. We're stuck with starting skills, the least they could be is useful...


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#68
K_A_Rnage

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Very easy example:
Archer at lvl 5 has access to upgraded Long Shot and Leaping Shot.
I feel my Archer is fully equiped at lvl 12 (Strafing Shots + LLiH)
AW has upgraded Fade Cloak and Fade Step.

These abilities are considered BiS for most builds but you don't have to take them.
Change the other classes so that their best actives are low in the tree, their core passives are in the trunk and then we can decide on others and our 4th ability easily.
My Reaver Build has 7 chosen actives on completion, wasting 3 points, where as my Archer n AW have 0.
My Keeper Build requires I choose 5 passives before I can get Static Cage and SoS.
I think hiding key passives behind actives is the major issue.
Naturally Evasive on Izzy
I Was Never Here on Assassin
Flow of Battle on Reaver
All good examples of core passives hiding behind abilities that often aren't wanted.

#69
konfeta

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Well, all in all, it seems that many people want the more important passives/active skills attainable at earlier levels. How would Luke decide which skills make the move, in-game statistics or the feedback?

 

Actually, whats even more interesting, is what's Bioware's view on relative power between the low level accessed skills and the skills that are deep in the tree. There are many approaches here:

 

1. Make the deeper skills just flat out better to justify their expense. I.E. buff full draw and spinning blades

2. Make all the deeper skills situational rather than build defining (Fallback Plan vs. Longshot on Archer seems to be an example of this)

3. Make all skills easy to reach by attaching them to "core," easily acquired passives and load the bottom of the trees with situational passives.

etc.



#70
BiggyDX

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I'm inclined to believe that it would be better to move abilities to the very start of the tree, and have passives come later down the tree line. By doing so, players gain quick access to abilities they want, making them more effective early on, while also letting them choose which passives they want to help improve the build they set out to make.



#71
coldflame

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

 

Not saying it is a bad idea but unless bioware gives us more quick slots, a third ability tree would just be pointless.



#72
Parachromis

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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.

 

Robbiesan is on the right track. Abilities & Passives, or possibly 2 separate ability 'trees'. Maybe not so much 'trees,' but a circle with a breakout similar to DA2. I really liked the option of an ability having 2 upgrades. I would also like to see levels beyond 20. With the 2 new difficulties, it seems to make sense. As a relatively new player, I feel that you blow through 20 levels rather quickly without really getting a solid feel of your character's progression. I feel that when you gain a level then waste a point to get to an ability/passive you want, it's wasted time/progression. Also, if I decide to choose a particular ability I am committing to that, and would like to see it progress more. For example, chain lighting is great to a point, then it's pretty much worthless at higher levels if you're not an AW. Unlocking a second upgrade at say lvl 20 that increases damage significantly and/or adds a strong paralytic buff would be pretty nifty. I think doing skill 'trees' this way could make all classes viable in any scenario.

 

Increasing levels beyond 20 to say 30 would be great. When it comes time to promote, make it worth 2 points in Co/W/Cu. Easy fix. The incentive to keep playing is, if the skill 'trees' are done right, you could play the same character with a different set of abilities just as effectively as the last set a player chose: "Instead of chain lighting, this time I'll choose energy barrage & still kick ass!"



#73
K_A_Rnage

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There is perhaps an opportunity for new game+

1: add 5 more lvls to each kit
1a: only allow lvl 20+ to play ng+
2: once promoted you can choose to start at lvl 20
3: have the experience required for lvl 20-25 be very high (120k+ 24-25)
4: still have option to promote at lvl 20 but you go back to lvl 1.

I am currently able to clear Heart Breaker but it requires a full team of lvl 20's. All I get from it is satisfaction and a dupe purple. At 90+ mins I would like some reward.

Something like this would give the fully kitted incentive to play at max difficulty without penalty yet wouldn't offer the uber promoters an easier alternative to abuse

#74
Archaeologist

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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.

 

How about a Fear/Horror to synergize with other classes, get Nightmare combos, and available to play after successfully playing 3 separate songs?

 

Let's see...

  • You can level from 1 to 20 in 3 to 5 games on Perilous, promote and do it all over again
  • DAMP is not an MMO so you don't really stick at max level long (usually)
  • Because of the "action" focus for MP, you could say level progression is a less important criteria

 

    • That would make it so you can use all your skills at low level, a very good mechanic from ME3MP
    • More skills early = more fun

 

/Thread.


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#75
Angelus_de_Mortiel

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I personally would love if several warriors could have Biggest Threat moved off center so it's not "required".

As others have said, gating certain strong passives behind unrelated abilities (I Was Never Here behind Fallback Plan, for example) is a horrible waste of points.

Those are the only two I personally see, aside from Taunt duration needing a buff for Challenge/Warcry/Counterstrike and DoTs mechanics being reworked so they stack reliably. On the latter issue, I'd be fine with much longer cool downs on DoT abilities if they had long durations and easily stacked with any other combination of DoT.