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[GUIDE] Certain abilities and passives have been altered by patch 1.10


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#1
Dabrikishaw

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Spirit Blade's damage was heavily nerfed, and you now choose between one of two upgrades.
Unforgiving Chain now increases crit chance by 2% per hit instead of 1%.
War Horn's upgrade doesn't smash guard anymore. Instead, it removes the cooldown entirely and grants increased effect the longer you wait between uses.
It'll Cost You now returns 50% damage instead of 15.
Unbowed no longer exists. In its place is Livid, which boosts your damage and damage reduction for each nearby enemy. The upgrade gives you 20% guard for each enemy. FT Volcanic Aurum still makes reference to Unbowed, however.
Mark of Death got a duration boost. The upgrade boosts its duration further but removes the bonus damage from manual triggering.
Flask of Lightning's upgrade now zaps every enemy you damage for 300% electricity when it runs out.
Walking Fortress' upgrade no longer reduces cooldown times.
Spike Trap offers a choice between one of two upgrades.

 

Quoted from another forum

 

 

UPDATING WITH ALL CURRENTLY KNOWN INFO.

 

Rogue
Unforgiving Chain - Critical Chance 2% instead of 1%
Deathblow - Double Stamina cost fixed?
Spinning Blades - removes any debuffs on target
Evasion - Dodge Chance 10% instead of 5%
Shadow Strike - Regain 70 Stamina if hit enemy wasn't targeting you, costs 20 stamina, hits harder in stealth/if not damaged recently
Throwing Knives - Fixed issue. Now does 25% weapon damage per strike with upgrade.
 
Hidden Blades - (thrown dagger actually tracks enemies)
Mark of Death - Upgrade adds 4 seconds of longer duration to a total of 12 seconds, but no more manual triggering.
Flask of Lightning - Upgrade adds 300% lightning damage to hit enemies when it ends, still slows time 99%
Spike Trap - Upgrade choice - bleeding or larger AoE (might be bugged, not showing up for some)
Elemental Mines - "And Throw Everything" upgrade adds 125% damage to all mines. Also has a random chance to throw a larger mine.
 
Warrior
War Horn - No more Guard damage or Sunder, upgrade gives better effect the longer you wait between uses (Snare, Fear, Stun), might be bugged
Horn of Valor - Base ability and upgrade only give 15% bonuses each (max. 30%)
It'll Cost You - Damage returned is 50% instead of 15%
Livid - formerly Unbowed, Damage Resistance and Damage Bonus for each enemy nearby (max. 5), upgrade adds Guard as well
 
Ring of Pain - does Spirit damage now
Walking Fortress - Upgrade no longer reduces cooldown, adds Guard when enemies hit you
To the Death - (not as effective in some way, enemy damage outpaces Guard?...)
 
Mage
Barrier - stronger effect but decays faster
Rejuvenating Barrier - Mana/Stamina regen for everyone under a Barrier
Static Cage - only paralyzes, does less damage now with upgrade
Mana Surge - activates for anyone who's Barrier pops (freeze and free skill)
Winter's Grasp -  New upgrade inflicts 1000% more damage to enemies already chilled or frozen.
Blizzard -New Upgrade removes sustained mana cost
Ice Mine and Fire Mine -  New upgrades casts 2 of them in front of your self.
Wall of Fire - New upgrade
Immolate -  Reduced the mana cost of the base spell to 25 mana.
 
Walking Bomb - Explosion damage 500% instead of 600%, should actually be doing the 500% instead of 200%
Spirit Mark - Upgrade damage 100% instead of 75% for total 175%
Spirit Blade - Damage down to 150% weapon, and 100% for Guard/Barrier, upgrade choice - faster charge build up to expend them all or reflecting projectiles (might be bugged, not showing up for som

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#2
Boost32

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Lasting Mark is useless, the bônus you get from triggering the Mark is way beyond the dmg you can get from 4s.
Time to put it in another place.

#3
Bigdawg13

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Change to walking fortress will have some repercussions on the 2H champ builds.  It'll be interesting to see survival.

Spirit blade's damage being nerfed seems odd, but I'm excited to see what the upgrades bring.  I may actually play a KE again.

 

The nerf to flask of lightning....ouch.  Really big ouch.  I love the graphics and the spell effects being frozen in time from it.  Now that is gone.  Gah!

 

I actually did a double-check to make sure somehow April 1st hadn't crept up on me.



#4
zeypher

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Is livid a passive or a activated ability? either way it sounds pretty good for a reaver. Shame about the war horn though as i loved using it after a bull rush since it did aoe damage.



#5
Dabrikishaw

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Is livid a passive or a activated ability? either way it sounds pretty good for a reaver. Shame about the war horn though as i loved using it after a bull rush since it did aoe damage.

Livid is replacing Unbowed, so it should be an active ability.



#6
zeypher

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Oh well will check it out once ins done downloading the patch for me. Any reaver changes?



#7
Dabrikishaw

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I'm getting this secondhand because I'm on PS3. I can't exactly check.



#8
Rascoth

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Is livid a passive or a activated ability? either way it sounds pretty good for a reaver. Shame about the war horn though as i loved using it after a bull rush since it did aoe damage.

It's active ability.



#9
BansheeOwnage

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I'm not liking the sound of this. Why are they so intent on nerfing Spirit Blade when it's really not that powerful anyway?!


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#10
capn233

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These changes are poor.  Most are MP driven, obviously.


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#11
capn233

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I'm not liking the sound of this. Why are they so intent on nerfing Spirit Blade when it's really not that powerful anyway?!

 

Because a dev responsible for MP balance didn't think the power should have existed.



#12
Drasanil

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I'm not liking the sound of this. Why are they so intent on nerfing Spirit Blade when it's really not that powerful anyway?!

 

The nerf to spirit blade isn't actually that bad, its almost a slight buff or merely a lateral nerf. Having tried it out quickly, the charges you build from casting spells seem to add a good bit of damage. Provided you switch to defending blade so you're not blowing your entire load with amplified blade, its still pretty good, the fact you can easily top off your charges with a single cast of energy barrage helps. 

 

Bad news for MP though, is that appears Arcane Warrior only has amplified blade, making it is resoundingly crummy skill.



#13
BansheeOwnage

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Because a dev responsible for MP balance didn't think the power should have existed.

It's not because of MP. SB has been nerfed many times in MP without it affecting SP.

 

The nerf to spirit blade isn't actually that bad, its almost a slight buff or merely a lateral nerf. Having tried it out quickly, the charges you build from casting spells seem to add a good bit of damage. Provided you switch to defending blade so you're not blowing your entire load with amplified blade, its still pretty good, the fact you can easily top off your charges with a single cast of energy barrage helps. 

 

Bad news for MP though, is that appears Arcane Warrior only has amplified blade, making it is resoundingly crummy skill.

So, you have to choose between Defending Blade and Amplified Blade? How do the charges work if you don't have Amplified Blade, and can you see them on your HUD? I'm glad it's not useless.



#14
JosieJ

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Change to walking fortress will have some repercussions on the 2H champ builds.  It'll be interesting to see survival.

Spirit blade's damage being nerfed seems odd, but I'm excited to see what the upgrades bring.  I may actually play a KE again.

 

The nerf to flask of lightning....ouch.  Really big ouch.  I love the graphics and the spell effects being frozen in time from it.  Now that is gone.  Gah!

 

I actually did a double-check to make sure somehow April 1st hadn't crept up on me.

 

So what you're saying is that Flask of Lightning's upgrade no longer further slows time, and just deals damage?  I'm not that clear from the limited information given here, and I haven't checked in on the game yet.



#15
Drasanil

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So, you have to choose between Defending Blade and Amplified Blade? How do the charges work if you don't have Amplified Blade, and can you see them on your HUD? I'm glad it's not useless.

 

Well kind of choose, when I loaded up the game had Amplified by default, with the option to toggle to defending blade, however, toggling defending blade seems to remove amplified entirely (not that I mind).

 

As for the charge display, using a controller, there is a little spirit blade icon with a number representing the amount of charges you have above and slightly to the right of your skills in game, kind of like the regenration potion icon when you use it or the little guardian spirit and unyielding icons that pop up when they trigger. 



#16
Dabrikishaw

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Not strictly related to balance changes, but the Upon the Waking Sea War Table operation now offers a new item, Enhanced Belt of Urgency. It grants the wearer a moderate bonus to attack speed when below 50% health. 


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#17
AnUnculturedLittlePotato

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Not strictly related to balance changes, but the Upon the Waking Sea War Table operation now offers a new item, Enhanced Belt of Urgency. It grants the wearer a moderate bonus to attack speed when below 50% health. 

How did you even find that out? It's barely been a day how do people just happen to have that war table mission available?



#18
BansheeOwnage

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Well kind of choose, when I loaded up the game had Amplified by default, with the option to toggle to defending blade, however, toggling defending blade seems to remove amplified entirely (not that I mind).

 

As for the charge display, using a controller, there is a little spirit blade icon with a number representing the amount of charges you have above and slightly to the right of your skills in game, kind of like the regenration potion icon when you use it or the little guardian spirit and unyielding icons that pop up when they trigger. 

Ah, okay, thanks. Gah, I don't want to lose anything, so I don't really want to switch to Defending Blade :unsure: Now we'll need another patch for a patch.

 

Not strictly related to balance changes, but the Upon the Waking Sea War Table operation now offers a new item, Enhanced Belt of Urgency. It grants the wearer a moderate bonus to attack speed when below 50% health. 

That's cool!



#19
draken-heart

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Nevermind, had to check for it.



#20
Drasanil

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When is this patch? I do not think I ever got it, as I still have unbowed for my warrior.

 

This patch is now, at least on PC/Origins, downloaded it like an hour ago.



#21
draken-heart

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This patch is now, at least on PC/Origins, downloaded it like an hour ago.

 

I noticed there was a patch/update for PS 4, just had to manually download it.



#22
actionhero112

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Spirit blade needed nerfs. No other class has that kind of on demand steroid besides arguably the reaver, and he doesn't get replenishing barrier from hitting people with dragon rage. Here's to hoping they nerfed its interaction with clean burn so you can't cast fire mine every 6 seconds. 



#23
Dabrikishaw

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How did you even find that out? It's barely been a day how do people just happen to have that war table mission available?

I found a post on another forum talking about it. Same place I got the balance changes from.



#24
capn233

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It's not because of MP. SB has been nerfed many times in MP without it affecting SP.

 

So, you have to choose between Defending Blade and Amplified Blade? How do the charges work if you don't have Amplified Blade, and can you see them on your HUD? I'm glad it's not useless.

 

No, when altered by patch to change base behavior it modified both.  MP is the driving force for balance changes now.

 

That said, I gave it a whirl and the mechanic is actually pretty interesting.  I don't know that the upgrade will be worth it in MP though.  The other one hadn't been for a while ever since the 100% bugged damage bonus was removed.



#25
BansheeOwnage

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No, when altered by patch to change base behavior it modified both.  MP is the driving force for balance changes now.

 

That said, I gave it a whirl and the mechanic is actually pretty interesting.  I don't know that the upgrade will be worth it in MP though.  The other one hadn't been for a while ever since the 100% bugged damage bonus was removed.

What I'm saying is that they chose to alter it, but that itself wasn't because of MP. Previous patches have changed it in MP and not SP, so they could have done the same thing if they wanted to.