Gallows pole was a good man. He deserves to be honoured.
Aye he was quite the warriour. Set a good exampule for us all. Heres to him and othurs like him. Exuse the derail moderatours.
Gallows pole was a good man. He deserves to be honoured.
Aye he was quite the warriour. Set a good exampule for us all. Heres to him and othurs like him. Exuse the derail moderatours.
I'd give alchemist Opportunity Knocks. Make a whole new meaning to Elemental mine spam
No.
I'd give alchemist Opportunity Knocks. Make a whole new meaning to Elemental mine spam
And a whole new meaning to flask of fire ![]()
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
There are several tweaks that could be beneficial, but I think the philosophy of the skills and passives is where the biggest tweak is needed. For starters all characters should have at least 1 skill to setup detonations and at least 1 detonator, but preferably more options than 1 each.
The next issue I see is having pre-selected skills for a level 1 character. While this is not always bad, it either needs to have a better synergy with other skills in the tree and passives or let the players decide which starting skills they want. Take the Templar for example, starting with BB and SW makes this character less dynamic at level 1, and puts you in the position to rush to an early skill to add DPS or not get bored. Also, it can make it feel more suggestive that you need to take the skills in the 1st tree since they benefit from an upgraded BB. While we all can overlook this it's just not as smooth as it could be.
Some characters have unique skills that no other character has, and I think that is fine. However, in these cases those skills need to be fun and impactful to use or why have them at all. Perfect example is the AW's spirit blade, while some changes have happened I just do not find it fun to use anymore. Either it's a damage dealer or a de-buffer, but somewhere in-between like it is now, it loses it's appeal to most. I personally had no issue with the higher cost you tried or even a higher cost as I never spammed it, but in it's current state I feel the bonus to barrier and guard need to be buffed for it to have a purpose again to anyone that does not have 200 willpower and 100% crit chance. It's a unique skill and it should be a skill that most AW's want as it's the backbone of what an AW is.
My solution to these unique skills like SB, LS, WB, etc. would be to make them not as accessible in the beginning. Don't put them in a position to be taken at levels 17-19, but somewhere around levels 10-14 would be good. This way the player is more likely to use at least 2-3 other skills before they choose the class defining ones, and may lead to more experimentation. Also, these unique skills should be powerful or offer more utility, as most level progression RPG style games the skills you get later on usually have more of a "WOW" factor than the skills you start off with. I could also see changes like making LS pierce without the upgrade, then the upgrade adds freeze or poison or paralyze, etc. and sets up combos and then maybe exploding shot is the detonator. (Just a thought)
Passives should also be more intuitive for each class. For example it has always frustrated me that my Assassin has to select the lantern skill to get the passive that removes stealth cool-down if I kill an enemy, but my Alchemist can get this passive easily. To me my Assassin should be the best character at stealthiness period. Some passives are completely useless for some builds as well but must always be taken, and I'm not sure the best way to address this, but here is an option.
What if 1 tree had all the skills, and the other tree had most of the passives. Either you could use a few passives in the 1st tree to get to the skills at the bottom, just make these passives more standard ones like the defensive ones or flow of battle, etc. and put the more unique passives in the other tree to be selected as we see fit to bolster the skills we choose from the 1st tree. The design of the trees could be roughly the same then. So starting skill in tree 1, maybe then a skill choice to each side of that 1st skill, then below say 3 passives and to each side of them a skill with 2 skills branching below the last passive. That would be somewhere around 11 skills in the left tree, but could be more or less. In the other tree either a starting skill and then branching passives setup as 2 side by side all the way down but connecting so that you could chose 1 from the top row, then go directly down or diagonal thought the whole tree. There could be some rows with 4 wide if needed, but the gist is to allow the player more flexibility in choosing skills and passives.
If this is an idea that even remotely sounds good let me know and I'll try to work on a prototype image that better conveys my idea. Overall I really appreciate your time and effort to make balance changes and even look at re-working the skill trees. In ME3 multiplayer one of the things I really liked was after promoting the first time I had the freedom to use my skills points as I wanted. While in DAMP it's not as big of an issue to have a few points in skills not being used, it still would be great to not feel penalized for choosing skills other than the starting two.
This is pretty radical in terms of skill tree layout, but maybe it would be best to have the branches stretch out from the top and bottom of a single skill node (where the player starts at level 1). Then have the top of the node be abilities and the bottom of the node be passives. Considering how wide the Virtuoso's left tree is, it wouldn't be impossible.
Make all class viable to play Nightmare its enough.
Caltrops for Alchemist - it'd be good to have an alternative to Elemental Mines to pair up for Flask of Fire!
Caltrops for Alchemist - it'd be good to have an alternative to Elemental Mines to pair up for Flask of Fire!
biower pls
We are a force for good. Give every single character Caltrops. Maybe they should be nerfed a bit.
We are a force for good. Give every single character Caltrops. Maybe they should be nerfed a bit.
give the mighty arcane warrior caltrops.
replace flashfire.
kthx
Hunter should have either:
Sneak attack
Mercy killing
Or
I was never here
For the Keeper:
Strengths of Spirits should be switched with Cycle of Life. The Keeper needs to be able to provide constant support, and if Barrier is meant to be her signature support skill, than we need to have access to it sooner; rather than later. I would also have Guardian Spirit change places with Natures Shield, as the Damage Resistance for Natures Shield is pretty low and should be considered optional for players. Guardian Spirit, however, is that emergency passive needed to keep the support character alive. Static Charge and Disruption Field should be moved up a tier or two (sitting after the passive in each branch).
(Also, I don't mean to get off topic Luke, but she's going to need something to make her more appealing as a support character; especially after the Barrier Nerf. Maybe have it so that, with Strength of Spirits and character specific Barrier Buff, she's able to generate the same amount of barrier pre-nerf. If not that, than maybe you could alter her Barrier to provide health regen for a brief duration after casting Barrier on a teammate).
For the Virtuoso:
I don't quite know if I agree with having Blood Frenzy in the Battle Hymns tree. Maybe it could be the 5% Chance to Weaken passive instead?
Arcane warrior.
Either remake it to tanky melee oriented mage, with SB being main skill giving synergy in the way Korth Might work (still different "things" just idea the same).
Or for fast swap
Do something with armor passives (2 of them)
1. Conductive current fits AW, shouldn't be blocked by some useless Flashfire.
2. Give AW a clean burn. Great synergy with SB.
3. PotA gives way too less for mana cost and last way to short. It should be either cheaper mana wise or do something additional.
4. Disruption field would work with AW. Melee oriented mage which can in that range shut down melee enemies.
5. Passives like veiled riposte instead of those armor ones.
6. From single player I remember great synergy with Knight Enchanter and Fire spells. Maybe immolate? Fire mine? With chaotic focus probably too op by why not.
Still best would be total remake with SB as main skills.
Virtuoso.
I don't like several things here.
1. Bad, pretty much worst class on level 1.
2. Hot licks song. Lacks upgrade. Lacks damage. Lacks everything.
Even on targets with fire vulnerability it is still low damage spell. I would love a upgrade here with whatever, aoe, burn something.
3. Knight protector passives as barrier song upgrade? Right now it's locked by long solo which does not always is needed.
4. To long paths for bolstering ballad and sing a long, maybe making each song on sides?
5. Mark of the Riff need love and buff. Being after all damage oriented passive on way this song should be an ultimate offensive support song.
In current state it makes more sense to swap it with battle of the bands really.
Not sure if you are aware, but Disruption Field is actually and ability for the Kight-Enchanter, as is Spirit Blade and Fade Cloak. So is Veiled Reposte. And Combat Clarity. And Knight-Protector. All the ones with the Blue/Yellow colour scheme.
Aside, I definitely think the Arcane Warrior needs a rather heavy rework to make him much more melee-oriented. That's the entire premise of that class in Dragon Age, after all.
For the Virtuoso, I agree that Hot Licks needs an upgrade. Add some burn DoT in there or something. I would say that you could effectively add the effects of Knight-Protector into an upgrade for Hometown Anthem, and then make an upgrade for Fast Beats as well (not sure what, though).
For Reaver, can we swap "relentless attack" with "fade shield" from the AW's Mentalism tree?
And also "bloodbath" swap with "Knight-Protector" from Keeper's Protection tree?
Can you just take out all the useless skills and leave the good ones?
Some of these things are for SP gaming because in SP you have room for useless skills.
Legionnaire - Coup de Grace
I think this was said a few pages back, but my biggest concern is the trees' design as a whole.
In order to get to a passive/ability there are little no choices to make. The only real choice the player has is by deciding whether he wants to invest more points in tree A or B or perhaps have a balanced kit from both trees. Personally I'd like to have more control/options in a tree instead of always picking the same stuff over and over. ![]()
Besides the abilities, why not just start wave 5 when someone opens the door, because planting the flag is redundant. And leave the door open, the times of defending the roomTM are long gone.
And another AW nerf is not necessary anymore imho (like a Fade Shield nerf). He's not too OP for the new difficulty levels. Just a tiny bit.
Further, I've got two Hakkon weapons now with the lowest possible numbers. Granted I want to play with them, but I want to salvage them at the same time to get the better ones. Would it be possible to give them away in chests too, if you already have earned them on NM? Or not to vary dmg numbers here? Cause Hall and Thornton are a picture of misery right now. They keep complaining "why didn't you get a better Wrath?", "you only give us inferior stuff to work with", blah blah blah...
Necromancer:
3. Flashfire upgrade need to do something useful. Even added damage and burn would be nice.
I second this... For the love of the Arcane Warrior shrine in Luke's office, please give Flashfire's upgrade a small AoE like Stonefist, except with Burning+Panic instead of Knockdown+Weaken.