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


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#76
Thadrial

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

Considering I can deal about that much with the archer in not much longer without stealth it's not so ridiculous since that is a one bang combo on a single target.



#77
Drasca

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Rogues:
I would add more rogue combo detonators

Hunter: Make Throwing Blades Detonate

Duelist: Make Broadsides Detonate


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#78
Kalas Magnus

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also could you give the mighty arcane warrior the biggest threat instead of peaceful aura


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#79
CitizenThom

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It would be nice if Hunter started with Stealth instead of Fallback plan, both can be used to set up traps/clouds/mines in the end, but Stealth seems to be better for losing agro.  It would be nice for Hunter to get Toxic Cloud a little earlier on the tree. Pick between Spike Trap and Toxic Cloud (and there passives)somewhere around level 8/9.

 

Toxic Cloud/Elemental Mines having a 'confusion grenade' upgrade or passive would be an interesting way to go too for both the Hunter and Alchemist.

 

For Elementalist, put the ice armor passive with Fade Cloak, (instead of with Ice Mine), and put Fade Cloak farther down the tree.

 

Give the Avaar the barrier generation passive of the Arcane Warrior (less barrier per damage of course)... the mix of a little barrier and occasionally a little guard would give him a little more survivability on the more challenging difficulties. Or change his guard generating abilities to barrier generating abilities to complete the whole 'shaman warrior' idea.

 

 

 

 

 

 

 



#80
unknownexorcist

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good powers that are good but never used because not strong enough in order 

 

1.keeper

    lightning bolt it should be like immolate and fire mine right now chain lightning

   is much better 300% 4 hits overall 1200% lightning bolt 200% plus 200% for each

   enemy within 4 meters should be like lightning bolt 500% plus 250 or 300% for each 

   enemy within 4 meters

 

2 necromancer/elementalist

flashfire remove it,add area of effect,more damage or cost less please do something with it

 

3.avvar

rage of the avvar instant cast time or and enemy don't need to be near u to get the effect

flurry of the storm cost 10 stamina  

 

4.necromancer

walking bomb buff damage

 

5.virtuoso

fix the frame rate glitch

 

 

                                                             



#81
konfeta

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Duelist: Make Broadsides Detonate

If there is one thing Broadsides doesn't do enough, it's explosions.



#82
daima17

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And that's why you never ask the community about the balance change. Nothing personal. But "give my reaver OP skills at level 1 plz", "remove all skills that suxx on that tree", "make that already powerful skill detonate", ... seems not as good idea.

I dont know if Bioware have records on which skills we take on each classes but if they do, they should buff a bit the skills that are never used. Atm there is a mainstream build for each class, aka Drasca invented build, and maybe one more specific and better for nightmare/heartbreaker. And each time you promote, you level up and always take the same skills at the same level and then you promote again and then ...



#83
Domiel Angelus

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The Archer needs a bit more in the Constitution or the HP department or something else because his lack of Stealth does make him far less appealing in terms of Rogues in higher difficulties. That could just be a baked in bonus similar to the HP on hit of the Reaver or the Guard on Hit of the Katari. Alternatively you could give him some sort of alternative resource to defend himself such as Guard or his own variant on the coins that make Isabela so appealing. 

 

Can we get some of the powers of the Templar altered to make her more of a DA:O Templar and less the Seeker re-skinned Templar of DA:I? Templars don't strictly deal in demons, they deal in caster control and Spirit damage. The new version of the Templar has "Seeker" branded on her forehead because it's Cassandra's build and it was altered because A.) She's a seeker and B.) Enemies no longer have mana to burn off. Her 'wombo combo' is extremely awesome but its the only spots she gets Spirit damage. 

 

The Duelist has a very unique system that allows her to defend  quite easily so her lack of Stealth isn't a problem. I would bring the cost of her Bolt down based on the reduction in damage that it took a bit ago. I would possibly increase the damage on her lower tier powers because I see very few people bothering with more than Broadsides (even post nerf).

 

Now that we've gotten so many difficulties I could see removing Challenge for War Cry on all Warrior builds that get it and possibly adding a taunt mechanic to the Avvar's bottom tier power (Rage of the Avvar) that grants him guard already.  If not removing Challenge for Warcry you could remove one of the powers less used on the given Warrior builds. 

 

The Assassin and Hunter should lose Hook and Tackle for either Gangway or their own version of it, the dual power is extremely useful because it can get you in or out of combat with ease.

 

I have quite a few other ideas but this is a short wishlist. 

 

 

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

 

I would agree with a third tree with or without a level increase. I would love to see a tree that changes the play style of the older classes more than I would actually want to get newer classes. 



#84
Zorinho20_CRO

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Give Hunter Leaping shot and  Stealth as starting abilities.

Return of double Full draw :wub: .

Move Toxic cloud up the tree.

 

Rearrange skill tree in a way that we can pick desired abilities without choosing unwanted ones-I hate Fallback plan,that bloody skill is messing my Hunter and Assassin.


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#85
Zantazar

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An idea I thought of before, just some thoughts to see what Luke and the playerbase think.

 

Imagine being able to learn all the skills available in the trees, enabling you to allocate various ones on your four actives as and when the situation requires. Say at level 20 you could choose to keep going rather than promoting, levelling and gaining extra points towards more abilities.

 

Let me look at the Elementalist as an example. I believe that there are a total of 41 abilities excluding the starter two (Immolate and Winter's Grasp). In order to get access to all of them would mean climbing to a level 42. You could still decide to promote at any point after level 20. The 37,000'ish xp that you need to get from 19 to 20 could either remain the same amount for 20 to 21 etc. or continue to increase for each step. Players could still respec at any point if they wish to do so.

 

Lower stat players would probably continue to promote, higher stat players may select one or two characters to do this "all rounder". I have come across a few players (and I mean a few) that have chosen to stay at level 20 and not promote, this could be a further aim for those players.

 

Just some crazy ideas, interested to see what you all think. Feasible?

 

Zan the Man has a Plan

 

 

 

 



#86
K_A_Rnage

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An idea I thought of before, just some thoughts to see what Luke and the playerbase think.

Imagine being able to learn all the skills available in the trees, enabling you to allocate various ones on your four actives as and when the situation requires. Say at level 20 you could choose to keep going rather than promoting, levelling and gaining extra points towards more abilities.

Let me look at the Elementalist as an example. I believe that there are a total of 41 abilities excluding the starter two (Immolate and Winter's Grasp). In order to get access to all of them would mean climbing to a level 42. You could still decide to promote at any point after level 20. The 37,000'ish xp that you need to get from 19 to 20 could either remain the same amount for 20 to 21 etc. or continue to increase for each step. Players could still respec at any point if they wish to do so.

Lower stat players would probably continue to promote, higher stat players may select one or two characters to do this "all rounder". I have come across a few players (and I mean a few) that have chosen to stay at level 20 and not promote, this could be a further aim for those players.

Just some crazy ideas, interested to see what you all think. Feasible?

Zan the Man has a Plan


A variant on my New Game+ idea.
I do think there needs to be a reason to play with high lvl characters other than loot farming dragons. This is the only time I play with lvl 20's and in fact I never had until dragons came along.
Having some form of end game scenario where you can play with lvl 20+ and still reap some benefits should be a goal for the future.

Nice idea.

#87
EyeMaze

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A variant on my New Game+ idea.
I do think there needs to be a reason to play with high lvl characters other than loot farming dragons. This is the only time I play with lvl 20's and in fact I never had until dragons came along.
Having some form of end game scenario where you can play with lvl 20+ and still reap some benefits should be a goal for the future.

Nice idea.

Why not simply count every +20 level up as a promotion? I think it would also reduce amount of promotions because each next would take longer to gain.



#88
Dumpins

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Diablo like paragon promotions. Templar blessed blades bonus damage to bonus spirit damage to anything not just demon/mageslayer and dont need to stand in just walk over it and it gives the buff to 12sec or whatever. Dots crit maybe or necro damage buff. Reaver ring of pain buff and it would be cool if its not a ground effect something like bodyguard. And like others mentiond as we levele up we gain access to all of the class abilities and we spend the skill points to passieves and upgrades to those abilities we want to use.



#89
Dieb

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Hunter

 

Flanking Fire

It makes some sense for the Archer to have that, yet it makes absolutely no sense why the Hunter doesn't. Kick "Sadism" for it, it's useless on this character.

 

Strafing Shots

It's very mandatory, should be further up. Supposedly being a swift melee-archer, it would make sense for him to learn that faster.
 

Spike Trap

Please make this a detonator. Or any other skill, it just made the most sense to me. Please. He has none.

 

 

I could also ask for Throwing Blades & Toxic Cloud to be higher up, but I don't even want everything to be super easy to get. It's just that I think it's safe to assume you did intend him to be played like a Shotgun Infiltrator, and I'd like that playstyle to be further pushed and made into a clearer distinction between the Archer and the Hunter.

 

Here's a free cat gif to bribe you:

ZyNQFqZLFUhr2.gif



#90
Pork

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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.


Its not possible to deal 50k damage to a single enemies in 3 seconds currently. Assassin has auto crits, archer does not. The top 1% can deal ludiludicrous damage regardless, its the lower promoted players which lesser gear that would be able to melt faction commanders on lower difficulties that would be an issue.

Jay would simply not be able to deal 75k of damage if he had the same stats i do because my crit chance is maybe 20%.

#91
teltow

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Add caltrops to the hunter. 100% serious here.


You must be kidding.

Hunter +I was never here and Flask of Fire +a high end guard generating bow
Assassin +Fade Cloak and Flashing Steel
Keeper +Double Barrier (like 30 seconds) for all allies (if a party member dies) and Heal on Hit (party)
Necro +Wall of Ice +Ice Armour buff +Walking Bomb buff (next to no effect on NM and HB)
Templar +Guard on Hit +Combo cooldown reduction


^this should improve the survivability of the chars in question and the party on NM.

#92
Silversmurf

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After 250 wins give Archer Crushing Leap and I might touch that job again........might



#93
Dieb

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this should improve the survivability of the chars in question and the party on NM.

 

I actually hate this established premise of slapping on Guard and HoK as valid solutions for basically anything. That's just duct tape quality padding to make up for glaring flaws.

 

You take all the damage because you lack something to avoid it, and react to that by simply piling on more health to soak it up. Guard (i.e. tanking damage) is not how rogues should work, and getting health back you plan on inevitably losing as a warrior seems also a very problematic basic premise to me, and always has.

 

It's a nice bonus power up, but joker-stuff like that should never be a necessity to make a character work.



#94
Yilin

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Keeper +Double Barrier (like 30 seconds) for all allies (if a party member dies) and Heal on Hit (party)

 

I like the party wide heal on hit idea for the Keeper.  The bard (and arguably the elementalist with barrier & cc) does a better job of keeping barrier on the party than the keeper while also potentially providing heal on hit.

 

I was thinking some kind of barrier over time spell / passive, over a larger radius than 'barrier' spell, for keeper.



#95
teltow

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Guard (i.e. tanking damage) is not how rogues should work.

 

Fair enough. But the Templar is a warrior. And the Hunter needs some skill to avoid damage as a squishy close combat unit on NM. Maybe I-was-never-here is sufficient?



#96
SudzIcer

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Instead of giving Assassins ambush.  Just make Death Blow first strike have Ambush's tracking, lunge length.

This could also be applied to Legionare Lunge and Slash.



#97
kmeeg

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Hunter

- 'Opportunity Knocks' is the single biggest reason why the archer is far superior (+ no detonator). 

- 'Spike Trap' need to be a detonator (like Dieb suggested).   

- 'I Was Never Here' would help a lot, but do put it late in one of the skill trees.

 

 

Assassins

- 'I Was Never Here' is needed very early in a skill tree to add to the assassins survival.

 

 

Biggest problem with some of the 'skill trees' on some classes, are that they are late bloomers, especially those classes with all the vital abilities at the end.

 

 


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#98
Proto

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Gathering Storm needs to be more readily accessible to the Keeper. Moving it up to in the right tree or to the left would be nice. Similar to where Opening Set is on the Virt. 


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#99
teltow

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Hunter

- 'Opportunity Knocks' is the single biggest reason why the archer is far superior

!

 

great idea



#100
Dragkonias

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Hmmm...I'm guessing we're allowed to suggest tweaks to current abilities.

I'm thinking a good change to either balanced combat or Shield Wall's promote skill would be to add something like

"After a sucessful block attempt your next attack has increased damage and/or critical chance"

Like a counter that increases their overall damage output a bit but requires you to use their shield.