Darkspawn
#51
Posté 19 août 2015 - 04:36
#52
Posté 19 août 2015 - 05:04
They really need a nerf. They are not invicinble, and if played patiently, are doable. Just like how HB is doable, sure, but not fun for long term grinding yet. Just in term of how they are overtuned compared to their compatriots. Sticking out like a sore thumb, their redonc damage out put.
Reminds me of when the RT and Venatory archer would back pedal and do 2k damage on perilous. Like 1500 on threatening. Or the RT shadows prenerf. Trololol. DC prenerf too was redonc. Just don't want myself to be resetting the map everytime I see Darkspawn on NM, that would be a shame.
But very happy we got a new faction. The team has been working hard.
- lJustAlexl, BadgerladDK, Hrungr et 2 autres aiment ceci
#53
Posté 19 août 2015 - 05:53
Regarding ogres it would nice if they could be added in the future as a large creature rather than a actual part of the drakspawn faction, and it be nice if they were tweaked a little to accommodate multiplayer.
For all I know the devs are secretly planning to make a ogre call so we can fight the ogre the way we fight the dragon, and of course this would make sense on a deep roads map. If there was a ogre call and a deep roads map, then maybe we fight a boss: Which would be a ogre alpha who is accompanied by two normal ogres. The normal ones can't grab, but the alpha can.
This is all wishful thinking and I just like to say thank you to the multiplayer team for the new faction.
- CremeDelight et xsvTOYZ aiment ceci
#54
Posté 19 août 2015 - 06:30
Even if the people grind, the game is not designed for that, so let the Darkspawn be harder. Besides even on perilous they are not that hard. not testet on NM.
If you do not like them you are welcomed to quit a game with Darkspawn ... maybe getting cozy with a teddy instead? ![]()
#55
Posté 19 août 2015 - 06:35
????? the game is not designed for grinding???? mind = blown.
I have no problem with them on perilous, didn't even notice a difference since they all just melt on perilous anyways. You haven't even tried them on NM yet. So do not tell me to go play with a teddy.
Was just offering my opinion on how the bolters are out of proportionately harder than their comrades.
- CremeDelight aime ceci
#56
Posté 19 août 2015 - 06:45
Ah c´mon I was just joking cause your name and avatar ![]()
And for the grinding part: I guess BW was aware that people will do that. I do too sometimes. But it was not the idea to create a game just to grind. It´s merly a tool to get better gear to get better stats to get harder difficulties done. Besides I played with people having very basic/low level gear and they were still on the top of kills, staying alive ect. .. maybe the more you need to grind the less your skills are ... just a thought. ![]()
#57
Posté 19 août 2015 - 06:59
Sorry, I shoulda known, I do like bears. My favorite passive is Bear mauls the Wolves.
I'm not sure about the assumption that the more I need to grind the less skills I have. Because I'm sure the distribution curve of "skill" for high and low promoted players are the same. You really are just assuming TBH. People just chose to play differently, I doubt it is because they lack skill that they choose to promote. Again a ludicrous assumption.
I grind because it is ingrained into the game. I'm not sure where you got the thought that the game was not made to grind. Everything in this game, promotions, gold with abysmal chance at drops rate from chest, 2% Hakkon weapon drop at after 3rd drop, fact that we can buy platinum with real money to alleviate the long grind; All points to this game being a grind. Very clear from the start.
Anyways, this is getting off topic. Sorry all.
- DatMojo aime ceci
#58
Posté 19 août 2015 - 07:07
Regarding ogres it would nice if they could be added in the future as a large creature rather than a actual part of the drakspawn faction, and it be nice if they were tweaked a little to accommodate multiplayer.
For all I know the devs are secretly planning to make a ogre call so we can fight the ogre the way we fight the dragon, and of course this would make sense on a deep roads map. If there was a ogre call and a deep roads map, then maybe we fight a boss: Which would be a ogre alpha who is accompanied by two normal ogres. The normal ones can't grab, but the alpha can.
This is all wishful thinking and I just like to say thank you to the multiplayer team for the new faction.
While I like the idea of fighting an Ogre Alpha, if a Deep Roads map had to have a summonable boss, I'd prefer a Brood-mother or one of my favorite encounters from the series, a Rock Wraith. Can you imagine the panic coming through the mics as everyone scrambles to find a safe Stone pillar? Also make the "loot cave" reward after completion use the same design as the aftermath of that scene, with both high gold content and a number of item cards and the characters standing in a pile of loot.
#60
Posté 19 août 2015 - 07:56
While I like the idea of fighting an Ogre Alpha, if a Deep Roads map had to have a summonable boss, I'd prefer a Brood-mother or one of my favorite encounters from the series, a Rock Wraith. Can you imagine the panic coming through the mics as everyone scrambles to find a safe Stone pillar? Also make the "loot cave" reward after completion use the same design as the aftermath of that scene, with both high gold content and a number of item cards and the characters standing in a pile of loot.
To look into the summonable bosses idea why not just have a general item that works like the dragon call, and have three variations of the deep roads map in kind of the same way as FC. The bosses would be a Ogre Alpha, Rock Wraith, and Brood-mother.
While I'm at it why not make a dual boss fight for the Rock Wraith; where a Guardian(the same kind from the descent dlc) is placed in the center of the room(it can't move) and have the wraith patrol around the guardian. Additionally some of the stone pillars should be breakable while others can't(alternately there could be small rock wraiths and sha-brytol who spawn in waves like dragonlings, but maybe that's a bit of a stretch).
For the Ogre Alpha it just be him and two ogres, however the normal ogres would have the same amount of health as giants. The Brood-mother would be stuck in place as she has tentacles pop out of the ground while the three variations of hurlocks attack in waves.
This all kind of off the top of my head, but it comes to mind.
#61
Posté 19 août 2015 - 08:09
Am I the only one who likes boltors the way they are right now? I feel like they have the potential to be the most damaging unit among the new dwarves, and I'm ok with that. They are incredibly slow, and having no immunities makes them very vulnerable themselves. All you need is literally any status effect, and he's temporarily decommissioned.
- Caldyrvan aime ceci
#62
Posté 19 août 2015 - 08:14
I actually think the bolters are pretty cool....
- Kalas Magnus et Proto aiment ceci
#63
Posté 19 août 2015 - 08:18
Kal, I think Caldyrvan (spelled your name wrong earlier, apologies) agrees with you, so you are not the only one.
My only gripe is that although, you are right, they are doable. Can stun them and such, it is still very aggravating. Feels unfair. There are like 10 of them on zone 4 of FC. On NM we would get chewed up. The fact that they are so slow make it worse since they would stagger their way in, I would go to the door and kill 4, but the 2 lagging behind would chew me up. Only 1 of them shooting can kill anybody.
It is more of a balance issue. Although they sure can be handled with patience and strategy, that does not mean they should be imbalanced compared to other faction or even their own brethren. It will get frustrating for those Lv 20s that ruggie loves so much when they keep running into the gunners, it would make dark spawn not fun for them and people would groan when they see DS. That would defeat the purpose of this new fun faction.
#64
Posté 19 août 2015 - 08:27
I do agree, so it´s Kal, but Caldyrvan ![]()
The bolter guys are a nice addition, not the stupid one-shot-per-second archer enemy ![]()
#65
Posté 19 août 2015 - 12:04
Wow, those bolters came as a surprise. 1 burst took my assassin from full health and guard into the fade, and that was on perilous. Don't even want to know what kind of damage they do on NM.
#66
Posté 19 août 2015 - 12:48
Love the new faction so far just want some new levels to harry them in.
#67
Posté 19 août 2015 - 01:59
Totally not worth a new level. It would just sit around gather dust like the other standard levels in comparison to the FC level.
After playing a few more DS opponents, it's all about dps and killing quick. Personal success in a game will be dependent on getting in fact and killing quick while having barriers or guard. Or, having aggro shedding.
As for some of the advice so far re not getting knocked down, as with most other advise I see it appears to be given in isolation as in if you have a knockdown opponent in front of you merely roll out of the way or fade step out of the way and you won't get knocked down! Almost never happens like this. Bolters in the back, a mage guy hovering around and 4 different mooks who may or may not be able to knock you down.
One thing they have as a group to keep you guessing is some units having immunity to certain things,. some to fear some to frost attacks. At least one of their little dues seems to have unreal damage resistance or armour because some attacks appeared to be doing like 1/4 damage.
- lJustAlexl, kaileena_sands et CremeDelight aiment ceci
#68
Posté 19 août 2015 - 03:44
#69
Posté 19 août 2015 - 03:47
just fought themand man that alpha emmasry is deadly
#70
Posté 19 août 2015 - 10:45
hahaha if you don't drop the alpha from 25% to zero hp in one hit it does that aoe insta kill manoeuvre which is both funny and scary, I was playing a round earlier and having enough health to survive was lmao at the other 3 who all dropped despite being quite some ways out and having full hp + fresh barrier, myself I was still right up close and wailing on it and got left with a sliver of health very funny, although having to pick them all up wasn't quite so amusing whilst shrieks kept trying to gang bang my char .......
#71
Posté 19 août 2015 - 11:06
Am I the only one realizing that Emissary Alpha is an arcane horror? A bit stronger and the effects have other colours but still not that different ![]()
#72
Posté 19 août 2015 - 11:44
Am I the only one realizing that Emissary Alpha is an arcane horror? A bit stronger and the effects have other colours but still not that different
shhh, no, no, lean close <whispering> no, no, you aren't. but shhhhh just in case someone has missed it.
- Caldyrvan aime ceci
#73
Posté 19 août 2015 - 11:50
Am I the only one realizing that Emissary Alpha is an arcane horror? A bit stronger and the effects have other colours but still not that different
It also means keeping To the Death active on him is a pain. It does make me appreciate the fact that Arcane Horrors can't barrier, though.
#74
Posté 20 août 2015 - 01:29
shhh, no, no, lean close <whispering> no, no, you aren't. but shhhhh just in case someone has missed it.
I was just confused by all the people writing as they were encountering something never seen, completely new and special.
I am not complaining about it as a boss just wondering about the folks ![]()
#75
Posté 20 août 2015 - 04:04
Anyone know if there is darkspawn on Heartbreaker yet?





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