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


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#226
capn233

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Ok so I made sure I had defending blade. I made a save and then swapped characters. I then loaded the save with defending blade and....nothing...

Still no amplified blade. What does amplified blade do?

 

I meant a save made before the patch.  I loaded up an old KE save from April where I had upgraded SB, and it showed 2 evolutions there.  But after I used a Tactician's Renewal, they disappeared.  Pretty much anything after that I only saw 1 evo.

 

I think the new SB mechanic improves it, but I have mostly used it on AW in MP post patch.  Really it should be even better in SP since you can use more offensive spells.

 

Also with regard to Deathblow, it does work with Dance of Death.  It appears not to on the second hit because that hit drains 50 stamina in action mode.  Hence, if you kill two targets with it you should net positive stamina.



#227
coldflame

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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 bioware enjoys re-inventing the wheel. DAI has been a big experiment from the beginning for Frostbite 3.



#228
Schizya

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I have to disagree that the spirit blade has been nerfed, played a little yesterday, and it seems my KE kills stuff even faster now. I went to check the difficulty - still nightmare. Now gotta test out dat ring B)

 

Ok, the ring - accidently got into combat mode (some stupid halla ran into a wall or something), became stealthed. And the only way to leave the stealth is to attack <_<

 

Update 3 - I am so OP now :lol:  Just solo'ed (because everyone else were dead) two terrors, a revenant and an arcane horror :lol: :lol: :lol:

Or has KE always been like that? Never played one before...


Modifié par Schizya, 05 septembre 2015 - 06:05 .

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#229
rayx

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Not sure if anyone posted this: The max guard amount is increased. my character has 400+ max guard before, now it is 900+.

 

It seems the max guard is now 50% of your max health.



#230
Exalus

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Will there be any fixes to things like amulet of power locations? It seems like this will be one of the final patches to the game.



#231
devSin

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Master Focus Belt (from Jaws) seems to still be broken (it doesn't register in the character screen, at least). (Superior Focus Belt was fixed a few patches ago, but this one never worked.)

I finally saw the upgrades for Spirit Blade and Spike Trap disappear (after closing out of the character screen and coming back, they were gone), and it seems to be permanent once it occurs as everybody has been saying. I think I'll just not touch them for now.
 

Not sure if anyone posted this: The max guard amount is increased. my character has 400+ max guard before, now it is 900+.

It seems the max guard is now 50% of your max health.

I know Luke wanted to (and I guess actually did) really buff guard for multiplayer.

Not sure how necessary it was in single-player; do the guard belts have any use now (isn't the superior one like +30 max)? Shame they weren't modified to give some other sort of bonus (either percentage based or something else).
 

Will there be any fixes to things like amulet of power locations? It seems like this will be one of the final patches to the game.

Most characters (all except possibly Dorian and Sera) have access to only two amulets now (since Patch 5). There's no indication that this wasn't done by design.

BioWare has added some new items into the game, though, and so far a lot of them seem to be in places where the amulets of power used to be.

#232
rayx

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Not sure how necessary it was in single-player; do the guard belts have any use now (isn't the superior one like +30 max)? Shame they weren't modified to give some other sort of bonus (either percentage based or something else).
 

 

Guard belt still seems no affect. tested a little bit, with or without it, the max guard is the same....

 

Also as I mentioned in the other thread, the upgrade of TO the Death also got nerfed a lot. it used to generate crazy guard when you hit the enemy engaged with TTD (should be around 25% of the damage you make), now it only give a 5% of max guard. it is even far from the description. 



#233
ApostleinTriumph

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Either I'm going blind, or the patchnotes on Bioware blog does not mention any of the ability changes.



#234
zeypher

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K need help to decide between the new war horn and livid, as i got only 1 free slot on my bar. 



#235
Bayonet Hipshot

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K need help to decide between the new war horn and livid, as i got only 1 free slot on my bar. 

 

Livid


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#236
MyKingdomCold

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Dumb question maybe but if a fade touched material "gave" unbowed before does it automatically change to livid?

#237
Dabrikishaw

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No, Fade-Touched Unbowed are now bugged and don't do anything at all.



#238
tcun44

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Elemental Mines are now incredibly powerful. Prior to patch- I'd see them pop for 500 to 600 health points. Today- saw 2500 to 2700 on a few different occasions.

 

Can anyone else confirm War Horn is broken? Tried it out last night- and I could not use it. Simply would not do anything when I pressed the corresponding action button.



#239
zeypher

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Yes noticed this with the war horn, i could not activate it. I got no clue why it does it. Ill just go with livid now.



#240
capn233

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Not sure if anyone posted this: The max guard amount is increased. my character has 400+ max guard before, now it is 900+.

 

It seems the max guard is now 50% of your max health.

 

They had buffed that a while ago in MP, I guess they put it into SP now.



#241
AVPen

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I've been testing Deathblow all night while I'm clearing out the Hissing Wastes and unless I'm completely, utter blind here... I'm not noticing any issues or bugs with Deathblow's second strike - the second strike does not appear be costing a second 50 stamina if the second strike does not kill the target, it works perfectly fine with Dance of Death and it doesn't seem to be doing any other weirdness previously mentioned such as draining/refilling all of the rogue's stamina, etc.

 

The only thing I have noticed is that there's now a UI bug that can occur when killing an enemy with the second blow and Dance of Death returns 50 stamina: on the rogue's Ability screen, all abilities will have their stamina cost changed to "0" (even non-Dual Dagger abilities, like those in Sabotage and Subterfuge). This appears to only be a text UI bug though, as all the abilities still cost their respective stamina rates, and once you reload a save or leave an area, the text in the Ability screen returns to normal.



#242
yasuraka.hakkyou

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Went through the thread and compiled everything that everyone has noticed. I also checked in-game myself (PC) and it all seems to line up. Thought it would be nice to have a list of everything so far.

 

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

Hidden Blades - (thrown dagger actually tracks enemies)
Mark of Death - Upgrade adds longer duration and still sunders armor, 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 - increased damage? tooltip not updated though

 

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)

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 some)

____________________________

 

With all of these kinda changes, I may just revert all my characters to their "post-Black Emporium final face" saves so I can get used to all the skill changes and try out new ones. Can some other people confirm if Deathblow is fixed now, and double check what I have here for all the skills?

 

EDIT: So it seems that Deathblow does work properly now, AVPen?


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#243
zeypher

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Can confirm that ring of pain does spirit damage now.



#244
AVPen

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EDIT: So it seems that Deathblow does work properly now, AVPen?

To me, it seems like whatever second strike stamina cost bug that was previously occurring has been fix, but then again, I've never actually used Deathblow till after patch 10 (swapped it in place of Spinning Blades, since it now strips debuffs off of a main enemy and is totally FUBAR'd for me now....) so I might not be noticing something that someone who's used it prior-patch might notice.

 

Another thing I noticed - the Lasting Mark upgrade for Mark of Death seems to still apply the "armor reduction" effect on a target that the original upgrade had (the Mark was sundering enemies when I had it fully upgraded, but when I removed the upgrade with a respec amulet, it was no longer doing it).



#245
Dabrikishaw

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Went through the thread and compiled everything that everyone has noticed. I also checked in-game myself (PC) and it all seems to line up. Thought it would be nice to have a list of everything so far.

 

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

Hidden Blades - (thrown dagger actually tracks enemies)
Mark of Death - Upgrade adds longer duration, 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 - increased damage? tooltip not updated though

 

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)

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 some)

____________________________

 

With all of these kinda changes, I may just revert all my characters to their "post-Black Emporium final face" saves so I can get used to all the skill changes and try out new ones. Can some other people confirm if Deathblow is fixed now, and double check what I have here for all the skills?

 

EDIT: So it seems that Deathblow does work properly now, AVPen?

You don't mind if I add these to the front page do you?



#246
yasuraka.hakkyou

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zeypher - Sweet, thanks. :)

 

AVPen - noted and updated, thanks. :)

 

Dabrikishaw - go for it. you may have to take over editing in confirmations and such. :) EDIT: on Walking Bomb, the 600% damage was bugged and was only doing 200%, I should clarify.



#247
Dabrikishaw

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Thanks, I just did the edit.



#248
Felis Menari

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Ok, I get why the funcionality of Spirit Blade was changed (too many people spamming it. Still don't like the change SB change though), but why the base damage nerf in SP? The Arcane Warrior's Spirit Blade damage remains the same, so what's the deal? It does more damage than the SP version, which is all sorts of wrong.

#249
Cydh

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In other news, Ogre punch is still ridiculous, though apparently it no longer randomly kills you. Still ignores stagger on hit with It Will Cost You, and stagger on being hit.

 

The fastest way to solo them as warrior is still to stock up on chance to walking bomb and hope it explodes soon while you're being grabbed, or to try to lure them to fall to their death, which seems harder now than before.

 

Another thing (perhaps) worth mention is that Livid can apparently trigger Chance on Hit procs. Or did I dream it?



#250
devSin

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The only thing I have noticed is that there's now a UI bug that can occur when killing an enemy with the second blow and Dance of Death returns 50 stamina: on the rogue's Ability screen, all abilities will have their stamina cost changed to "0" (even non-Dual Dagger abilities, like those in Sabotage and Subterfuge). This appears to only be a text UI bug though, as all the abilities still cost their respective stamina rates, and once you reload a save or leave an area, the text in the Ability screen returns to normal.

Are you sure Mana Surge didn't proc (it's attached to the barrier now, so having a caster with Mana Surge will give everybody the status when their particular barrier expires)?

I don't know if it actually affects stamina, but it does change all the costs to 0 in the ability screen.
 

Barrier - stronger effect but decays faster

I don't think the decay rate was changed. (It seemed like Solas' barriers were running out quicker even though he has the strongest barriers with the enhanced barrier ring and all the spirit tree passives, but upon further testing, it didn't really seem different for anyone else, so I think it all works normally.)

It's still quite a bit more powerful now that all the barrier abilities are attached to the barrier instead of the caster (meaning they apply to everyone who gets a barrier from that caster), but I don't believe the barrier power itself changed (I thought Luke talked about not making it a percentage of weapon damage, but the current numbers don't seem radically different from what I remember).

It may be worth pointing out that the barrier upgrade now works on all barriers from a caster who has the upgrade (any barrier you cast that expires now reduces your cooldown by 4 seconds); it used to only work for a barrier that was cast on the caster (you'd only get the reduction once when the barrier you cast on yourself expired).