Darkspawn discussion
#76
Posté 21 août 2015 - 06:02
Emissary alpha could use a slight, very slight buff. Offensively he is awesome but also a glass cannon (ok leaping shot spam archer with bis or near bis gear takes it out in seconds on peri at least)
I would consider adding 1-2 ogres from time to time randomly to the waves just like giants and big creatures show up with other factions.
- Cute Nug aime ceci
#77
Posté 21 août 2015 - 07:34
I agree the alpha needs a buff against bow users... Both my hunter and Archer can down it with one leaping shot on Perilous.. However.... It took me like 15 mins to take it down with just a legionaire because of it's stupid barrier being mega strong.
By the time I got it's barrier down I would get a few shots in maybe 1/4 life then it would have another barrier up,
I don't understand why barriers on enemies don't wear off over time....
#78
Posté 22 août 2015 - 06:36
Genlock Alpha needs its slam range decreased (by about 15-25%) as it catches casters and ranged that are a reasonable distance from the melee classes that wind up triggering it.
Genlock Alpha needs an AI rework that makes them come closer when you LOS them, currently they just sit there indefinitely until you pop out again.
Hurlock (shield version) really, they get the same block as the tower shield guys but have smaller shields? Please give us a shield class that has unlimited block from the front if you are going to add more of this BS
Emissary Alpha needs a buff similar to the one given to the Venatory Commander
Shay-Brytol Earthshaker needs a significant health nerf or lowered defense (currently 60k which is the equivalent of a buffed pride demon)
Shay-Brytol Bolter not as OP as people are making them out to be, but one is currently worth 5 or so archers or two buffed horrors. Eaither give us an auto-cross class or nerf their grouping at long range.
#79
Posté 22 août 2015 - 06:41
Shay-Brytol Bolter not as OP as people are making them out to be, but one is currently worth 5 or so archers or two buffed horrors. Eaither give us an auto-cross class or nerf their grouping at long range.
I think that is the definition of OP right there. And that's just the pure dps, not even counting their shotgun knockdown spam.
#80
Posté 22 août 2015 - 06:50
I think that is the definition of OP right there. And that's just the pure dps, not even counting their shotgun knockdown spam.
They move much slower than archers though
#82
Posté 22 août 2015 - 07:08
I had a threatening match with a bunch of brand new plays who took that "for levels..." nonsense seriously about which difficulty to choose so they were almost all very basic equipment. Carrying them waves 1-3 no problem, wave 4 they all got whacked repeatedly carrying or not.
The more I see it the more I wish the Dwarves were a separate faction and maybe even a faction for Perilous and Heartbreaker where their unique skills would make them a fight for the over-leveled types.
This division between people who have stats 100+ and those that have stats around 20 or lower is so vast that trying to find a challenge to fit both is darn near impossible.
As a new player myself, if I draw darkspawn on perilous, I just leave.
I've tried multiple times, on both pala and archer, and I just can't survive wave 4.
Even if there is a tank that actually tanks, even if I play ultra conservatively, I will still get killed.
If I'm smart, I can complete perilous against the other factions, and even contribute some and not be completely carried.
But there's just no way for me to survive the drawf chaingunners and stealth rogues.
#83
Posté 23 août 2015 - 12:04
They move much slower than archers though
I actually think their slow speed is one of the reasons they are such a strong enemy. since they move so slowly they can group up and all of a sudden you are dealing with 2-3+ bolters instead of one(yes i know the same is true of archers) which wouldn't be a bad thing if they weren't providing cover fire to their entire faction from the back lines shooting the equivalent of a middle-age laser beam. Also if one bolter is significantly behind another he never really catches up and while you are taking care of the one closer to you the other one is providing the best cover fire in this game.
All that being said i think they should probably stay the way the are now. They add a complex layer of difficulty this game needed to keep it fresh and a reason for even the highest of promoted players to stay on their toes and play smart. However i gotta say compared to pretty much every other enemy in the game Bolters are disproportionately OP specially when compared to other enemy ranged units(including despair).
- Hang3d Man aime ceci
#84
Posté 23 août 2015 - 12:28
biower pls nerf until I can facetank with dragon rage.
#85
Posté 24 août 2015 - 04:49
I have a question regarding some mechanics.
- Do templar anti-mage abilities count on the dwarves? Suspecting they don't since i get a bunch of immune hover text when i try to nuke earth shakers. The bolters seem to drop pretty easily.
- I see that earthshakers deal nature damage- are there any stats/equipment/potions that can provide resistance to this?
#86
Posté 24 août 2015 - 05:35
I find the bolters fun, usually I can kill one then slip into stealth before the squad can stop and turn to attach. They can't deal with flanking attacks too well. Usually a rogue can pick them apart.
- JAMiAM aime ceci
#87
Posté 24 août 2015 - 05:41
The guys that actually p me off most so far it seems is the little earthquake dudes that take FOREVER to kill. Lower dps characters are like ...plink...plink....plink.....plink...
They must have awesome armour ratings and immunities.
- lJustAlexl et Ispan aiment ceci
#88
Posté 24 août 2015 - 06:32
The only thing with the Bolters they need to fix is them randomly ignoring your armor. They usually hit me for 60-70 per shot, but then randomly hit me for 230 every once in a while. When I chug a rock armor tonic (+200 armor) they either hit me for 1 dmg, 30 dmg (ignoring base armor) or 230 damage (ignoring base armor and the tonic).
- lJustAlexl aime ceci
#89
Posté 24 août 2015 - 06:52
I agree, they move slow and the next thing you know, you are surrounded by 5 to 7 of them.
#90
Posté 24 août 2015 - 06:53
The slow walking is brutal. You get impatient, turn a corner....BAM.
NO SIR, back behind cover...
#91
Posté 24 août 2015 - 07:08
The slow walking is brutal. You get impatient, turn a corner....BAM.
NO SIR, back behind cover...
Brave, brave Sir Proto....
- Proto et jesheezy aiment ceci
#92
Posté 24 août 2015 - 07:16

- Ispan aime ceci
#93
Posté 25 août 2015 - 12:38
Yes, Bolters do lots of damage really fast, but I think the Earthshakers are worse. The knockdowns are annoying, but the health pool... bugger me I think I've had PUGs die of old age while hacking through one.
- Ispan aime ceci
#94
Posté 25 août 2015 - 12:42
Yes, Bolters do lots of damage really fast, but I think the Earthshakers are worse. The knockdowns are annoying, but the health pool... bugger me I think I've had PUGs die of old age while hacking through one.
The cool thing with the Darkspawn faction enemies is that they scale extremely well with level, which means if the team decides to do a heartbreaker variation it could be a real challenge
#95
Posté 25 août 2015 - 01:00
I find the bolters fun, usually I can kill one then slip into stealth before the squad can stop and turn to attach. They can't deal with flanking attacks too well. Usually a rogue can pick them apart.
Yeah. I like to stealth, and move to the back of the congo line. Then pick them off one at a time. Of course, it gets dicey if you are too close to the spawn point, and fresh ones spawn behind you while your eyes are on the next one in line...
#96
Posté 25 août 2015 - 04:52
I think a good compromise with the Bolters would be to reduce the rate of fire with their bolt guns. They have the benefit of there not being a time of flight delay (as opposed to archers). Doing so would likely help ease the pressure that players have when dealing with them, while also ensuring that you're not making the Bolter weaker overall; it's still the same amount of damage if every shot hits you.
#97
Posté 25 août 2015 - 05:39
I think a good compromise with the Bolters would be to reduce the rate of fire with their bolt guns. They have the benefit of there not being a time of flight delay (as opposed to archers). Doing so would likely help ease the pressure that players have when dealing with them, while also ensuring that you're not making the Bolter weaker overall; it's still the same amount of damage if every shot hits you.
Maybe if the rate of fire wasn't exactly the same as the time it takes a character to get back up from the knockdown it would help. Right now it's like if you get hit by one blast, and survive, as soon as you get back to your feet the next blast comes in, and if you have more then 1 bolter locked in on you that's the end of your run.





Retour en haut







