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


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#201
Wraggly

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I would honestly like to see tree's be made more uniform in size and scope, and shaped in a much more friendly way.  As part of this i'd like useful abilities reachable faster, waiting to get back to being useful sucks after promotion, and new players who make mistakes with builds have a harder time "switching" easily.

 

I was thinking about this a bit in a bit of depth. From level 1-20 players spend a total of 19 points. In general this leads to one of 3 general-ish situations;

1) 19/0 - One tree only
2) 10/9 - Even Split
3) 13/6 - 2:1 Split
 
Every character has roughly 5-7 and 7-9 passives per tree.  I'd like to recommend setting this at a hard 6 Abilities and 8 Passives per tree.  The reason being this is exactly 19 points per tree 2(6)-1+8.  The downside to this approach is some characters lose abilities/passives or would need them added.  Additionally abilities like Counterstrike would need to be placed like passives due to their 1 point investment.
 
Considering that we want to support the 2:1 split, its important that no node in the tree is more than 6 points away.  Additionally we want to cluster abilities in such a way that there is always 2 abilities no more than 2 points away.
 
To that end I came up with the following design;
Tier 1: Starting Ability
Tier 2: Core Ability, Core Ability
Tier 3: Passive, Most Useful Passive, Passive
Tier 4: Ability, Ability, Ability
Tier 5: Passive, Passive, Passive
Tier 6: Passive
Tier 7: Passive(or Ultimate)
 
- In Tier 1 the central ability links to both nodes in Tier 2
- In Tier 2 both abilities link to the central Passive in addition to one node on the wing
- From Tier 3 to 5 each node only links to the one below it
- In 5 all nodes link to the passive below.

 

For a quick example I just whipped up the Necromancer's Trees

Tier 1: Walking Bomb

Tier 2: Raise Dead, Horror

Tier 3: Power of the Dead, Death Siphon, Blinding Terror
Tier 4: Fade Cloak, *New Status themed Ability(Poison)?*, Flashfire
Tier 5: Unsullied Victim, Virulence, Pyromancer

Tier 6: Hastened Demise
Tier 7: Simulacrum

 

Tier 1: Frost Step

Tier 2: Winters Grasp, Energy Barrage

Tier 3: Frost Mastery, Winters Stillness, Clean Burn
Tier 4: Ice mine, Blizzard, Mind Blast
Tier 5: Ice Armor, Gathering Storm, Mana Surge

Tier 6: Tricks of the Trade
Tier 7: *New passive, ups damage vs chilled/frozen?*

 

Anyhow this was just a bit of a fun thought experiment, and certain individuals (zither) will always break the mold.  It also tends to put rampage and counterstrike further away, but lets you pick up a full suite of abilities on the way down to them, which i think, is the better benefit.  It also lets you divide tree's into 2-3 subthemes e.g. Gravelord being Death-Disease-Fear, which is thematically fun.



#202
Laxleon

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Since I really love my Izzy and my assassin:

 

Duelist:

- Give her any option for armor penetration.

One passive like ambush would be enough but I got a better idea.

F.e since every Isabela player is using the skill "Bolt", you can change its upgrade from "a guaranteed critical attack after bold hits critical" to "A critical hit out of Bolt will grant 25% (or even higher) armor penetration for 6 seconds". Or make it even stackable. 10% armor pen for every critical hit, she deals within 10 seconds. She is really suffering to do not have any kind of armor pen, especially on nightmare difficulty, where she usually hits higher armoured enemies for less than 50% dmg or even worse. I once saw my Bolt hit an armoured Venatori Brute for 280 dmg critical, whereas it usually hits for 1100 critical with 2 savage thorns equipped. That's 25% dmg..... geeeezzz. (-.-)

 

Assassin:

- Give her heal on kill per default

Since the whole class is build up to actually "kill enemies" and since she is really, really suffering on NM difficulty, where she cannot one shot kill any enemies, she actually needs something, to make up for her low survivability. Placing "I was never here" higher in her skill trees will NOT improve her survivability, but granting her 10% or even 20% Heal on Kill will probably make up for this.

- Give her some invincibility-frames when going into or out of stealth

Since the stealth animation already shows a kind of "mistic cloud" surrounding her, she should be completely invunerable to any kind of attacks for a very brief moment while going into, or out of stealth. One second or half a second should be more than enough. You actually can put this in the upgrade of Stealth, like "Going into or out of stealth grants 1 seconds of 100% chance 'evasion' ".


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#203
Dumpins

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I would make fade shield (if I remember the name correctly) barrier on hit and I'd give him biggest threat and warcry with barrier per enemy and the upgrade some debuff like weakness or something. The 5% passives should go up a bit not too much just to be a bit more reliable if you put point in it not be too random pray to rngsus some with the stun passive that should go up too. It will cost you change it maybe weapon damage % and buff the damage, veiled riposte I think 50% damage buff should be fine and give it to the AW too.



#204
Samahl na Revas

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Keeper:

Veiled riposte change for combat clarity

static charge swap with conductive current

smothering veil swap with stormbringer

 

Hunter:

I would add looked like it hurt for trick of trade on Hunter

I would swap Sunder for Fighting Dirty on Hunter

Hunter Sadism change for opportunity knocks

Hunter throwing blades higher up in tier for one of the mines...

 

Necromancer:

I would Give Chilled Defense to Necromancer for trick of trades

 

Arcane warrior

Arcane warrior Energy barrage replace flash fire

Arcane warriror blinding terror change to there is no darkness

 

Templar:

Templar war cry replace challenge = on par with legoniare.

 

Elementalist:

Elementalist Flash Fire replace by disruption field

 

 

Assassin:

Throwing blades replace hook and tackle

 

Alchemist:

Spinning blades replace parry

Hidden blade/ Mark of death replace twin fang



#205
CremeDelight

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On further thoughts....

 

How about giving Poisoned Weapon to the Necromancer by replacing Energy Barrage?

 

As a mage she could land poison more reliably than dagger users. It fits her thematically anyway (poisoning ham, working with corpses, being a spoiled womanchild), and poisoning a whole group at once with Walking Bomb / Blizzard sounds amazing.

 

Since Poison doesn't stacks, it wouldn't be crazy powerful, but it'd give her some value on Nightmare by getting around these dumb resistances.


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#206
konfeta

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Oh, while we suggesting wild suggestions, please make multiple DoTs of the same type stack. It really sucks when you set someone on fire with the Elementalist 83438493498 freaking times and see 200 damage tics.



#207
Dumpins

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Necro with poisoned weapons would be cool. Katari at least +25% max guard.



#208
A-T-R-A

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Avvar - Combat Roll or Payback Strike



#209
Dieb

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Poison Weapons + Explosive Toxin passive & Walking Bomb seems like a very necro-y thing; it would remind me of Diablo 2.

 

I like that idea. Sidony as a mage having poison in general, actually. In every other fantasy game, Necromancers always have toxins & general merry pestilence at their disposal.



#210
Kalas Magnus

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give the avvar the biggest threat passive somewhere. pls



#211
Apollexander

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Do you think Fallback Plan is cool? I never use it if I have other choices.



#212
Shadohz

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Scrap spirit mark and replace it with another skill or set of skills.

 

Stealth and other skills.

 

Create default configuration option that remembers your last Build created. Whenever you promote then it automatically picks the abilities you used from the previous build without you have to check them off. If you have the option disabled or manually set a different ability then the option no longer auto-selects.

Option B: Allow players to preset the abilities tree path on a custom dialog box. As the players level increases, the abilities are automatically added.

Get rid of the current skill tree system and change it to a dual system based on Active and Passive abilities. Divide the abilities up into tiers (e.g. 1-3). You must be Level X to use abilities from Tier Y (e.g. X= 1, 7 and 14). The player starts with no default active or passive abilities and set default ability points to two (meaning they can start a kit using no abilities at all or can spend 2 pts on any Tier 1 abilities). This gives the players their choice of build passives and actives without wasting ability points.

Add trade for Prestige points for ability points.

 

Raise the number of abilities from 4 to 7, leaving one slot available for mandatory for Potion but making the 3 others potion or skill optional.



#213
Innarra

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Give the Hunter Either I Was Never Here, and/or Opportunity Knocks (replacing Tricks of the Trade?). Then he'll be as powerful as the Archer. 


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#214
Jailson_MMB

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reaver :put shield breaker in place of pain circle


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#215
The_Shade

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This is quite trivial and technically a new ability but could we have different forms of fade step? Currently it's only in a ice form, but it would be awesome if it could also be changed into electricity and fire styles. The one's that 

spellbinder's use is pretty cool too. 


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#216
BiggyDX

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I think if the Alchemist had Opportunity Knocks, it'd go a long way in helping her cooldown times and ability to dish out sustainable DPS of a large area.



#217
Drasanil

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Reaver: Please move Terrifying Fury off of the main branch of the reaver skill tree and make it optional. I prefer to control when I panic enemies, not have it randomly inflicted. 



#218
Cheviot

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Give the Hunter the passive I Was Never There, please.  Maybe put it in place of Gaps in the Armour?



#219
TheThirdRace

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Taken from another post I made -> http://forum.bioware...3#entry19473994

What's missing for the Hunter
I think his best "unique" ability (Throwing Knives) is too far down the tree. It makes him a copy of the Archer until he gets that.

Stealth is also problematic without I Was Never Here. I still don't understand why this wasn't in the tree since the launch as it's essential to keep yourself in Stealth. Opportunity Knocks could also fit the bill to a lesser extent. If you want to make the Hunter a top tier character, give him both I Was Never Here and Opportunity Knocks. The last one opens up a lot of possibilities...

Finally, what's missing the most for the Hunter is the ability to play his strong suits: close range and dancing around the enemies. To that end, I would suggest giving him Avvar's Furious Blows that would help him close the gap between him and his enemies. Adding a second passive that boost his mobility while firing, the same way as the Virtuoso auto-attack, would help tremendously too.

So technically, what I think the Hunter needs is more mobility and a way to deal damage more efficiently. All my suggestions are toward that. I concentrate on Stealth and mobility, isn't it what the Hunter should be about?

#220
yarpenthemad21

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General suggestions:

1. Remove shaking effect from everything. It's not fun anymore really and can be bad for health of players.
2. Take a look at dragon weapons. I think that everyone need an upgrade slots. Lack of masterwork effect on them should in my opinion give better general stat potential.
3. Add some shield, like new loot everywhere but I'm running dwarven proven shield for ages now.
4. More options for t3 weapon upgrades.

Alchemist:

1. Shadowstrike shoudn't be on way to I was never here. This passive should be in the place of Unforgiving chain or somewhere close to stealth.
2. Passives on main line down tend to be less useful at certain level of promotions and gear.
Sneak attack, dance of death, Knife in the shadows. Good passives but we shouldn't be forced to take them. Sneak attack also makes knife in the shadow quite redundant when we try to flank when doing attack from stealth. Also Sneak attack and dance of death does not benefit left tree that much.
3. Alchemist definitely would be nice with Spinning blade ability. Maybe throwing daggers too.
4. Instead of trying to do with her some type of "assassin" maybe she should benefit from fighting with groups. Some passives boosting damage for every enemy, maybe also defense could work well with her.

#221
Medallian

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lets all talk more about this !!!! BUMP



#222
TheThirdRace

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This is a copy of a new topic I made about the rework of the Assassin's trees (http://forum.bioware...trees-reworked/)

Here's my suggestions for reworking the Assassin's skill trees:

JhK4rRH.png

The "names" I've given to each line in the trees are self explanatory, but I'll still explain my reasoning.

Basically, I've tried to keep in mind these things while I made the changes:
  • Each line on the skill trees must have a theme
  • The central line should be filled with passives that you would want all for all builds
  • Get access to abilities earlier, you don't want to be level 16 when that happens
  • Replace as much as possible the passives or skills that have no use whatsoever for the Assassin
So here's the explanation for each tree lines:

Assassination


#1 Starting Skill
No change, same starting skill as usual.

#2 Blades and Death
Replaced Shadow Strike with Mark of Death. I feel Shadow Strike doesn't pack enough damage to be on the Assassination tree while Mark of Death fits the theme quite nicely.

#3 Increase Damage
Replaced Mercy Killing by Looked Like It Hurt. Mercy Killing had absolutely no use whatsoever on the Assassin, she has no skill to panic or put to sleep enemies...

#4 Hard Hitter
This is basically the "old" sixth line except Sneak Attack has been replaced with Bloodied Prey. The Assassin is pretty bad without her abilities so she needs to access them as early as possible. And Sneak Attack is a pretty bad passive considering you should mostly attack from Stealth, for which we have Knife In The Shadows.

#5 Flanking
This line is also very different from the original. The biggest change is the inclusion of Archer's Flanking Fire passive (25% damage when flanking). It does fit perfectly the role of the Assassin, I wonder why it wasn't included from the start. The rest of the line are "flanking" passives already available to the Assassin. Note that Sneak Attack while not really good is at least optional now.

#6 Hard Hitter
Again, this line is very different from the original. This line is all about making it easier to take enemies, be it because they have low health or by reducing their armor. Not much more to say about it since those passives were all available to the Assassin before.


Stalker


#1 Stealth
Much needed changes here, what Stealth's good for without I Was Never Here and Knife In The Shadows?

#2 Specialized Blades
Very different line than before, the emphasis is now on blades. To gain access to abilities earlier, I moved the Poisoned Weapons there. In place of Hook And Tackle, I added Hunter's Throwing Blades because it fits the Assassin theme quite nicely. It also gives her a semi-AOE ability which isn't bad for her.

Hook And Tackle was removed because it is horrible for an Assassin. An Assassin should rely on stealth and positioning, Hook And Tackle brings you to the attention of your enemies by removing stealth then it sends you directly into danger with a very high chance of bad timing and positioning. It's about the worst combination for an Assassin...

#3 Evasion
Very different line than before. Mostly, it was made this way to bring abilities closer so you don't have to be level 16 to finally have a complete build. I kept the original "spirit" of the line by going for an evasion theme.

#4 Disorientation
Only Flank Attack and Dance of Death remains from the original line. Since I moved Knife In The Shadows to the first line, I went for disorientation theme instead. It's also fortunate that I had to find a place for Shadow Strike since I removed it from the Assassination tree. It does counterbalance Flank Attack well, both abilities have an effect to avoid damage after their use and they both deal comparable damage.

#5 Critical Chance
This is pretty much a mismatch of what I moved from other lines. I had 2 passives concerning Critical Chance so I checked if another fitting passive was used by other Rogues. Turns out And Take Them Down fits the bill perfectly. It's supposed to be on characters that can point out the enemies weaknesses to their teammates so what's a better fit than a killing machine on single target? The only other characters having that passive don't really fit much with it. How can the Archer sees that from that far? And how does the Alchemist can know that being more AOE than single target? All in all, it's a better fit on the Assassin than on any other character.

#6 Evasion II
Had to put that somewhere to keep a "standard" amongst the other characters. I find the 5% chance ridiculous when you die in less than 3 hits so unless something is done there, it would be better not to include it in it's current state...


Additional Notes
Hidden Blades cooldown should be reduced from 32 to 24 seconds. It is a core ability to about any build and the cooldown makes for a very weird flow while in battle. Sure it does a lot of damage, but given the high cooldown, a lot of characters can surpass her killing count over time, especially when there's a lot of enemies like in Ferelden Castle. It also weakens her a bit in Nightmare where you can't really go auto-attack everything like in lower difficulties.

Evasion must be made better with an higher percentage chance. 5% is simply too low, you mostly get killed in less than 2 seconds unless you have a lot of promotions. Something like 25% would seem appropriate to me (given reasons under NDA :ph34r: ), it's a 1/4 chance of avoiding 1 attack. Since you usually receive a couple attacks in a short amount of time when you do get hit, it's not that strong either.
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#223
TheThirdRace

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This is a copy of a new topic I made about the rework of the Legionnaire's trees (http://forum.bioware...trees-reworked/)

Here's my suggestions for reworking the Legionnaire's skill trees:

OiRre9p.png

The "names" I've given to each line in the trees are self explanatory, but I'll still explain my reasoning.

Basically, I've tried to keep in mind these things while I made the changes:
  • Each line on the skill trees must have a theme
  • The central line should be filled with passives that you would want all for all builds
  • Get access to abilities earlier, you don't want to be level 16 when that happens
  • Replace as much as possible the passives or skills that have no use whatsoever for the character
So here's the explanation for each tree lines:

Guardian


#1 Can't Touch Me
A lot of changes here. The Guardian tree is about defense so giving easy access to boost his basic inner abilities (Armor and Guard) makes sense. Another strong argument for putting access to Armor and Guard passives here is that it allows more build diversity if you want to combine abilities from the Combined Arms skill tree.

#2 Come Here!!!
This is the first "specialization" line of the Guardian tree. If you specialize in defense, you have to be able to keep aggro too. I moved Warcry here to give easier access and made Cutting Words a mandatory passive. The reason I made Cutting Words mandatory is that it can also synergize very well with Counterstrike and To The Death from the Combined Arms tree. Making that passive accessible opens up diversity and promote taunting at the same time. Combat Roll was completely removed from the Legionnaire because it doesn't feel very "Legionnaire-y". I mean, the Lego is made to build Guard, to be a tower of defense, making him "roll" is funny but totally out of character.

#3 Endurance
I must confess this line is much more about making the remaining passives accessible than anything else. I had to put them somewhere, but couldn't find a great theme for them. The 3rd line is a good spot and I made sure to put Turn The Bolt (in place of Biggest Threat) at the center so you don't feel too cheated by having to take it. I realize with enough promotions it's completely useless, but it does help most of the player base so it's a small sacrifice. It was either that or putting the 5th line here, and it wouldn't have been any better...

#4 Hold The Line
Technically, it's not really an easier access since it's the same amount of skill points to get to either Unbowed or Walking Fortress. But the 4th line is the usual place for abilities #4 and #5 in skill trees so it made sense to put them there. I removed the passives locked behind those skills so you don't waste skill points.

#5 I'm The Boss
This line is now about showing you're the man. You're the threat, if enemies hit you, they'll suffer in return. Everything that was on the 6th line has been moved elsewhere so I made this line with the best theme I could come up with. It's not like a lot of people are rushing to get those passives so it's a good spot for them. I took care to put Biggest Threat in the middle since it's usually the most useful of the three.


Combined Arms


#1 Starting Skill
No change, same starting skill as usual.

#2 I'll Get You
Since I moved the passive I Cost You to the Guardian tree, I needed to replace it with something else. Nothing felt "right" for the line until I found Coup De Grace from the Katari/Reaver. 30% damage on enemies that are knocked down or stunned fits perfectly with Shield Bash and Payback Strike. It also synergize surprisingly well with Lunge and Slash since you can easily use that move to close the gap between you and a knocked down enemy.

#3 Relentless
Just as with the Guardian tree, it wasn't easy to find something that would fit for the 3rd line for the Combined Arms tree. I decided to put the emphasis on gaining Stamina, of which Warrior's Resolve is the best passive since it works even when you only lose Guard. I moved to the side Deep Reserves as it's not as good as Warrior's Resolve but pretty nice nonetheless. Finally, I digged again in the Reaver's arsenal and added Relentless Attack (+1% Critical Chance per attack, reset on Critical Hit). It does fit the theme name well and I think it will synergize well with Flow of Battle later in the tree.

#4 I'll Fight Back
This line is completely different than the original. Grappling Chain is completely gone and the passives have been relocated elsewhere, only To The Death remains. With the goal of gaining access to abilities earlier, I decided to also put Unyielding and Counterstrike here. The location of those skills is a great compromise if you want to specialize in both skill trees at the same time to give you a mix of defense and offense. It gives you more build diversity because the abilities aren't tied to the very bottom of each tree.

#5 Feel My Light Touch
This line is mostly about critical hits. While Flow of Battle is 1 skill point farther, I made sure to put it in the middle for easier access. Blood Frenzy is gone as it was a bit too much out of character. A Legionnaire should stand with its Guard up, defend with its Armor and be ready to Shield Wall if necessary, nothing to do with being as close to death as possible...

#6 Offense Specialist
Here we specialize in breaking Armor, damaging Guard and not being flanked in the process. It's pretty straight forward as a line theme. I've put those passives there since they're usually aren't as useful as the other, you use them to put the finishing touches on you build, they're usually not core passives. Although they can be very useful on Nightmare and Heartbreaker, I didn't feel like they belong anywhere before the 6th line.


Additional Notes
Resilience should be boosted from a 5% to a 15% chance to stun. A 1 in 20 chances a melee attack stuns your enemy is way too low to make a difference. Most of the attacks are ranged to begin with and you usually don't get a lot of melee attacks in a short amount of time. I think a 1 in 6.65 chance of stun is perfectly reasonable.

To The Death should see its cooldown reduced from 32 to 24 seconds. In the lower difficulties (Routine, Threatening and Perilous), by the time the animation is over your target has already been dealt with by an ally. It's very good for Nightmare, but the cooldown is very restrictive. Furthermore, the cooldown of every other taunting abilities have been reduced generously, I think 24 seconds is very reasonable in the circumstances.

Relentless Attack is pretty weak in its current form. There are no Warriors able to actually use it efficiently. I think it would be a very nice addition to boost it to maybe 3% or 4% per hit. It would make a world of difference for underpromoted players but wouldn't change much for overpromoted players since they already Critical Hit often enough to not need it.

Balanced Combat is really bad. 10 Stamina after a block if you attack is simply not worth it. Not only do you lose a good chunk of Stamina by blocking, but you're also not regenerating any either. 10 Stamina is a slap in the face, 25 would seem much more appropriate.

Finally, Warriors don't have a lot of good passives. I thought it would be much easier to rework the Legionnaire's skill trees than it was for the Assassin. I realized quickly that there isn't much variety at all for the Warriors. Maybe that's why they felt so underwhelming at first, we're luck the balance changes made them much better than the original version...
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#224
Bunk Lewis

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The Katari's whirlwind could use an upgrade. It's fun to use, and unique, but impractical. He gets knocked down super easily, negating all his built up efforts. Not to mention, does it make sense that an AWs blade can deflect missiles, but a friggen whirlwind can't? He should have a passive if nothing else that prevents MOST knockdown and stun effects while performing an active ability.

Can we change the fact that every class has a pointless + to stats talent? Can we not change it to a passive unique to every charactor? Lego, on hit 1% chance to stagger all enemies within 5 meter radius? Archer, chance on hit 10% to increase movement speed by 50% for 5 seconds? Necro, chance on kill to spawn a fearling doing 50% weapon damage for 10 seconds (limit 3)? Just basic ideas. 


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#225
dragondreamer

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I'd like to see Conductive Current and Flashfire swap places on the AW's mentalism tree.  Abilities shouldn't be on the central nodes; you either have to accept a lost point or you're forced to try to work your build around it.


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