Other bonus changes in Patch 9
#26
Posté 13 août 2015 - 07:03
#27
Posté 13 août 2015 - 07:22
- Evasion passive from 5% to 10%
Do these apply to SP as well? Because in SP, my evasion now says 10%.
#28
Posté 13 août 2015 - 01:18
#29
Posté 13 août 2015 - 04:47
Do these apply to SP as well? Because in SP, my evasion now says 10%.
Yeah, I just turned them up because 5% was fairly lackluster. Don't tell the SP guys though, they don't like when I improve things ![]()
Zither's version of evade is still showing 5%.
It may actually be 10 and I missed the ability description token value. I'll get that fixed in the future either way.
- Lexa_D, Dieb, Kalas Magnus et 1 autre aiment ceci
#30
Posté 13 août 2015 - 04:53
Yeah, I just turned them up because 5% was fairly lackluster. Don't tell the SP guys though, they don't like when I improve things
going back to the MEMP days, we have learned to be very leary of the SP only crowd. DAMP has proven no different. Not sure anything will ever top the oddity of the Tali discussion from ME though. ![]()
#31
Posté 13 août 2015 - 05:35
Yeah, I just turned them up because 5% was fairly lackluster. Don't tell the SP guys though, they don't like when I improve things
Awesome. Does this include the change of stealth mechanism? If so I may consider playing through descent as a dual-wield assasin inquisitor.
#32
Posté 13 août 2015 - 07:16
Not sure anything will ever top the oddity of the Tali discussion from ME though.
What does her sweat taste like though?
- Kalas Magnus aime ceci
#33
Posté 13 août 2015 - 07:20
What does her sweat taste like though?
Like the first day of spring. Fact.
#34
Posté 13 août 2015 - 08:28
#35
Posté 14 août 2015 - 01:08
Yeah, I just turned them up because 5% was fairly lackluster. Don't tell the SP guys though, they don't like when I improve things
It may actually be 10 and I missed the ability description token value. I'll get that fixed in the future either way.
I appreciate that. Can you balance other abilities in SP? For instance, the Caltrops is too weak with 10% weapon damage per second.
#36
Posté 14 août 2015 - 03:05
Are some of the rings bugged? When trying to use the Bolt ring it doesn't change the Stamina cost on the tool tips like when I try on one of the previous rings such as Longshot on the Archer showing improved Damage in the tooltips in the tree.
#37
Posté 14 août 2015 - 08:20
Yeah, I just turned them up because 5% was fairly lackluster. Don't tell the SP guys though, they don't like when I improve things
I understand that SP works differently in balacing, but most of the lackluster skills you rightfully buffed were just that.
For example Toxic Cloud is a top tier Sabotage-skill with 29487184 points (rounded approximate value) investment required, long cooldown and high stamina investment - and it does basically nothing. Against anything, on any difficulty.
Also thanks for making the Spike Trap ring awesome!
#38
Posté 14 août 2015 - 08:59
Yeah, I just turned them up because 5% was fairly lackluster. Don't tell the SP guys though, they don't like when I improve things
It may actually be 10 and I missed the ability description token value. I'll get that fixed in the future either way.
Well my dwarven DD rogue inquisitor thanks you. I'm sure it helped in the journey his nightmare journey through the deep roads.
Any chance our characters could get there hands on one of the semi-automatic crossbows? Pity my inquisitor never thought to pick a few up. With a few of those we could rule the world. LOL
#39
Posté 14 août 2015 - 11:57
Thanks for all your hard work Luke.
May the force be with you.
- Zantazar aime ceci
#40
Posté 17 août 2015 - 05:51
Tried out the chilling tremor ring (-30% cooldown). The ability tooltip doesn't change when the ring is equipped but I tested it and the ability refreshed after 10-11 secs (normal 15s cooldown).
So it is working.





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