Things Bioware should fix next
#1
Posted 07 August 2015 - 06:24 PM
2) Venatori/Templar footmen still block like 90% of attacks and arrows even when frozen.
3) Dragon does not stay on the ground long enough(some times he lands and immediately flys back up).
4) Attack speed of 1h swords is broken and slower than axes and maces for no reason.
5) Alchemist bombs explode immediately when thrown with no ennemies around for no reason.
6) Target tracking of multiple attacks being terrible most notable are Shadow strike and twin fangs(Possible bypass fix could be as simple as not removing stealth when those attacks don't land)
7) Rampage healing not working with dragon rage after you get downed the first time in a game.
8) Health on kill not working with templar wrath purge combo with explosive weapons like bitter axe.
9) Health on kill not working or rarely working against templar/venatori shield guys.
10) Make treasure rooms worth something other than a useless amount of gold(personally I do not open them any more because I have all useful items from loot chests and hundreds of thousands of gold saved) and some ppl are pissed that I rush to the end of the map. Possible fix could be making the Revenant or arcane horror worth serious xp like 2000 to 5000 or make it so looting gold gives a lot of exp.)
11) Hakkon weapons not counting as weapon kills.
There's probably a lot more but those are the ones I can think of right now.
- monicasubzero, Sir Perkins, Yung Blood and 1 other like this
#2
Posted 07 August 2015 - 06:25 PM
just 2 things : the game and the servers
- coldflame, FatCatTrap and LackLuster like this
#3
Posted 07 August 2015 - 06:29 PM
what a long long list
#4
Posted 07 August 2015 - 06:30 PM
4) Attack speed of 1h swords is broken and slower than axes and maces for no reason.
Think this one is by design. Haven't you noticed the epically larger base damages as compared to equal level 1h maces/axes? Higher DMG/swing vs Higher swing rate.
#5
Posted 07 August 2015 - 06:30 PM
#6
Posted 07 August 2015 - 07:26 PM
Heal on kill is generally broken when you kill multiple enemies at once. Only one kill is counted on that occasion where it should be multiple kills.
#7
Posted 07 August 2015 - 07:55 PM
#8
Posted 07 August 2015 - 08:05 PM
#9
Posted 07 August 2015 - 08:08 PM
Sure, stay on the ground for 5 freaking seconds only to fly away and to spawn those freaking adds/HoK bots.
2) Upgraded mindblast
Once you go down MB won't give barrier. Wth
3) Twinfangs and co.
Seriously, sometimes hitting stuff with twinfangs is so difficult. Either 1) remain in stealth if you don't hit or 2) targets get frozen in place till you hit them (think Mass Effect)
4) ZITHER!'s mana
I don't know if it has been fixed, bit iirc ZITHER! doesn't get his mana back if he autoattacks certain enemies (dragons,...)
#10
Posted 07 August 2015 - 08:09 PM
I'd be happy if crashes were fixed more thoroughly. Seems like it always happens on wave 4 or 5 for me
Everything else is icing on the cake.
- Kalas Magnus likes this
#11
Posted 07 August 2015 - 10:09 PM
Think this one is by design. Haven't you noticed the epically larger base damages as compared to equal level 1h maces/axes? Higher DMG/swing vs Higher swing rate.
It is by design yes, but it's a very bad design.
Everything is based off weapon damage so maces and axes are royally screwed out of popularity...
2H swords suffers the same faith against mauls, but to a lesser extent.
- Kalas Magnus likes this
#12
Posted 07 August 2015 - 10:53 PM
The tradeoff is one of powers or melee.
Swords, Mauls give you much better attack with powers, but hinder your basic attacks with low swing speed/ lack of aoe.
Axes, maces, greatswords give you much stronger and more reliable melee, but are less powerful in terms of ability damage.
The Katari and Legionnaire rely on their melee ability rather heavily, and it is worth trading away the superior raw damage of a sword/maul for the power provided by an equivalent axe.
The other melee kits can run on power damage and thus can afford to let their melee power slip.
#13
Posted 07 August 2015 - 11:31 PM
The tradeoff is one of powers or melee.
Swords, Mauls give you much better attack with powers, but hinder your basic attacks with low swing speed/ lack of aoe.
Axes, maces, greatswords give you much stronger and more reliable melee, but are less powerful in terms of ability damage.
The Katari and Legionnaire rely on their melee ability rather heavily, and it is worth trading away the superior raw damage of a sword/maul for the power provided by an equivalent axe.
The other melee kits can run on power damage and thus can afford to let their melee power slip.
But then there's attack cancelling, an intended design by Bioware that negates that trade off completely.
In fact, it's even more biased towards swords and mauls since it makes them attack faster than their counterparts while retaining their advantage on damage...
For the maces, axes and 2h swords to make sense, they would have to boost their speed about 2.5 times over. We all know it ain't gonna happen so it's safe to say there's no logic reason to use them. (I chose the word "logic" carefully, I hope the reading comprehension of players will be able to see why I used that word precisely)
#14
Posted 07 August 2015 - 11:36 PM
It is by design yes, but it's a very bad design.Everything is based off weapon damage so maces and axes are royally screwed out of popularity...2H swords suffers the same faith against mauls, but to a lesser extent.
Third, could you translate this for me?
#15
Posted 07 August 2015 - 11:42 PM
Powers are based on the base weapon damage, and the basic attack speed is useless due to attack canceling, therefore maces and axes suck. It's all about the base damage.
#16
Posted 07 August 2015 - 11:45 PM
So the takeaway is that an exploit trivializes certain weapons classes?
#17
Posted 08 August 2015 - 01:19 AM
In fact, it's even more biased towards swords and mauls since it makes them attack faster than their counterparts while retaining their advantage on damage...
For the maces, axes and 2h swords to make sense, they would have to boost their speed about 2.5 times over. We all know it ain't gonna happen so it's safe to say there's no logic reason to use them. (I chose the word "logic" carefully, I hope the reading comprehension of players will be able to see why I used that word precisely)
The mighty unbreakable pot laughs at your maul logical superiority. ![]()
Seriously, the hyperbole is a little strong here. Its like saying no one should logically play hunter or alchemist because its not efficient. Maybe so by one kind of logic, but different weapons are for adding variation in gameplay and role-play. Besides, you are never comparing generic weapons except when first starting out. Firm tournament axe, now bitter axe, sulevin blade, etc really challenge the logical problem you raise.
#18
Posted 08 August 2015 - 01:22 AM
just 2 things : the game and the servers
QFT
- Kalas Magnus likes this
#19
Posted 08 August 2015 - 08:41 AM
#20
Posted 08 August 2015 - 09:18 AM
don't forget:
Despair demon's
Pathing for the wolves/hyenas
& how about a proper fix for spawn camping, I'm sick of having things spawn on my bloody head!
#21
Posted 08 August 2015 - 03:52 PM
Heal on kill is generally broken when you kill multiple enemies at once. Only one kill is counted on that occasion where it should be multiple kills.
I can't say I have seen this problem. I get more than one kills worth of healing all the time. It might be an off host issue due to lag that I just don't see because I usually host.
#22
Posted 08 August 2015 - 04:19 PM
I can't say I have seen this problem. I get more than one kills worth of healing all the time. It might be an off host issue due to lag that I just don't see because I usually host.
As far as I know, the host version of it is an AW issue with Fade Shield, like the game sometimes can't generate barrier and process HoK at the same time. Only time I've had it happen as anyone else is off host.
#23
Posted 08 August 2015 - 05:38 PM
More dps mages.
#24
Posted 08 August 2015 - 11:37 PM
I can't say I have seen this problem. I get more than one kills worth of healing all the time. It might be an off host issue due to lag that I just don't see because I usually host.
You're not joking? Never got more than one counted at the same time. Never! I'm at 105/75/110 stats-wise, which gives you an approx. idea on how time I spent playing. Also...I don't host games due my crappy connection.
#25
Posted 09 August 2015 - 12:17 AM
How about the whole quitting forfeits all exp? Generally speaking, I don't give a crap if someone leaves the round, 9/10 times it's due to the game itself crashing, or technical issues, and the other 1/10 is real life issues. So someone drops out a game, they don't get any bonuses to their prestige or inquisition rating, cool. But how about you get the exp for the areas you were in? I hate spending 5 waves of time to get booted, then have someone else join in and gank my exp. Why don't you just say that the exp gained is shared between all team members, and you gain an equivalent and relative amount based on the time you were in that lobby?
Logic, no?
Edit: Not booted as in voted to be kicked, just booted in a general sense.





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