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


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#251
Mordray Darkblood

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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

 

I was just checking out my Reaver and his War horn has a toggle for switching between the old 'guard breaker' mode and the new 'delayed use equals superior effect' mode.



#252
AVPen

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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.

Ah.... that actually makes a lot more sense as to why the UI is changing (and explains what that icon is that now appears on characters when they receive a barrier).



#253
zeypher

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I was just checking out my Reaver and his War horn has a toggle for switching between the old 'guard breaker' mode and the new 'delayed use equals superior effect' mode.

Mp or SP?



#254
Mordray Darkblood

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Mp or SP?

SP... I only ever play SP.



#255
Dabrikishaw

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Must be another optional upgrade like what happened to Spirit Blade.



#256
Aulis Vaara

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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.

 
It's not. I'm stuck using Energy Barrage all the ****** time because it's the only thing that reliably builds up counters for Spirit Blade. It's not more fun, it's annoying. Mind Blast and Fade Step add nothing, Fade Cloak adds a pathetic five if you actually manage to telefrag something.

The old one was OP, but at least it was fun.

#257
zeypher

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SP... I only ever play SP.

weird where is this toggle by any chance?



#258
Bigdawg13

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It's not. I'm stuck using Energy Barrage all the ****** time because it's the only thing that reliably builds up counters for Spirit Blade. It's not more fun, it's annoying. Mind Blast and Fade Step add nothing, Fade Cloak adds a pathetic five if you actually manage to telefrag something.

The old one was OP, but at least it was fun.

 

Spamming SP was better?  Lawl. 

 

KE is more diverse now, but still too OP.


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#259
Felis Menari

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Spamming SP was better? Lawl.

KE is more diverse now, but still too OP.

Nothing was forcing you to spam SB. You could use it sparingly; it was up to you. Now we have an interesting (though kind of lame) mechanic to force us to play differently. Maybe it would be less irritating if the SP version of SB didn't have 50% less weapon damage, compared to the MP version. That, and it would be nice to have the deflection upgrade available in MP.

#260
Aulis Vaara

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Spamming SP was better?  Lawl. 
 
KE is more diverse now, but still too OP.


No, it bloody isn't. Can I go Spirit Blade, Fade Cloak, Fade Step, Barrier, Dispel, Mind Blast, Resurgence/Revival, Mark Of The Rift? No, I can't, because you have to go DAMAGE DAMAGE DAMAGE in order to do damage with Spirit Blade. Where once upon a time you could build your Knight Enchanter to be situational while depending on Spirit Blade for your damage, you are now obligated to go for a DPS build.

Once again Bioware shows its desire to move away from tactical combat and into pure action combat. The Knight-Enchanter has not diversified, it now forces you into a particular build to be effective, and that is sad for anyone who actually likes to try something different.

And in hindsight, Spirit Blade's damage was not that overpowered, because it attacks a whole buttload slower than normal attack. It's its synergies with everything else that made it so powerful, and those synergies are still there.
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#261
Bigdawg13

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I love this.  It's like music to my ears.  All the KE complaints!  

 

Seriously, people love to complain, they really do.  Can you do that sequence up above...sure you can.  Nothing wrong with it.  The game doesn't block those skills being used in that order.  You just can't do great damage with it.  

 

Maybe that's the problem.  You want to have all the utility and versatility of before AND great damage.  You want to do damage damage damage AND have utility AND have versatility AND have it all.  You want your entire giant awesome KE cake of invincible boredom and death served on a shining silver platter.

 

Sorry, but if you want all that versatility and utility you have to give up some damage, just like every other mage.  

 

*EDIT*  Let's not forget KE's are invincible too.  

 

TLDR;  Wahhhhhhh I want my old invincible KE who would simultaneously provide support, utility, CC, and DAMAGE DAMAGE DAMAGE...


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#262
Felis Menari

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No, it bloody isn't. Can I go Spirit Blade, Fade Cloak, Fade Step, Barrier, Dispel, Mind Blast, Resurgence/Revival, Mark Of The Rift? No, I can't, because you have to go DAMAGE DAMAGE DAMAGE in order to do damage with Spirit Blade. Where once upon a time you could build your Knight Enchanter to be situational while depending on Spirit Blade for your damage, you are now obligated to go for a DPS build.

Once again Bioware shows its desire to move away from tactical combat and into pure action combat. The Knight-Enchanter has not diversified, it now forces you into a particular build to be effective, and that is sad for anyone who actually likes to try something different.

And in hindsight, Spirit Blade's damage was not that overpowered, because it attacks a whole buttload slower than normal attack. It's its synergies with everything else that made it so powerful, and those synergies are still there.

I haven't even played as a Knight Enchanter yet, but with my heavy amount of playtime as the AW, I can say this is likely true. Spirit Blade never did massive damage (damage bonuses aside), but it was a reliable, consistent source of damage and barrier generation. Switch over to SP, and suddenly it has amazing synergy with Clean Burn. Is that the justification used for nerfing the KE's SB damage to below the AW's SB? If so..laaame. Well, it's lame either way, lol.

#263
actionhero112

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No, it bloody isn't. Can I go Spirit Blade, Fade Cloak, Fade Step, Barrier, Dispel, Mind Blast, Resurgence/Revival, Mark Of The Rift? No, I can't, because you have to go DAMAGE DAMAGE DAMAGE in order to do damage with Spirit Blade. Where once upon a time you could build your Knight Enchanter to be situational while depending on Spirit Blade for your damage, you are now obligated to go for a DPS build.

Once again Bioware shows its desire to move away from tactical combat and into pure action combat. The Knight-Enchanter has not diversified, it now forces you into a particular build to be effective, and that is sad for anyone who actually likes to try something different.

And in hindsight, Spirit Blade's damage was not that overpowered, because it attacks a whole buttload slower than normal attack. It's its synergies with everything else that made it so powerful, and those synergies are still there.

No one is stopping you from continuing to run that build. 

 

Just 300% weapon damage of a non resisted element which also applied it's steroid to its rune damage in a AoE is a bit much. No other class has that kind of steroid. And onto it that it decreased all your cooldowns by one with every use, stripped enemy protective layers and generated a protective shield around yourself upon hitting enemies and you have the most OP skill in the game. By far. 

 

And people are complaining it got nerfed in a way so they can't spam it anymore to win as hard. 

 

Honestly it was bad for game balance that it existed in that form to begin with. 

 

I assume it took a 50% damage hit in SP due to the fact that SP gets crafted gear while MP does not. Crafted gear boosts your damage excessively. 



#264
AnUnculturedLittlePotato

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I personally was trying something different for my KE by having him spam SB for the barrier spam off of clean burn. The point for him was never really the damage at all so I'm kind of ok with it.



#265
Aulis Vaara

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No one is stopping you from continuing to run that build.


The complete lack of damage I do / the boring standing at range firing my staff, disagrees with your assessment.
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#266
Mordray Darkblood

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weird where is this toggle by any chance?

it was/is near the name section of the description that shows up when mousing over skills. It was a bit buggy, but I could reliably get it to switch. I can't load my save at the moment... kids are watching toons on my gaming rig.



#267
actionhero112

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The complete lack of damage I do / the boring standing at range firing my staff, disagrees with your assessment.

 

So your defensive build makes you do less damage with spirit blade than an offensive one?

 

Pardon my glibness, but shouldn't that be the norm?


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#268
Aulis Vaara

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So your defensive build makes you do less damage with spirit blade than an offensive one?
 
Pardon my glibness, but shouldn't that be the norm?


Why? Why should that be the norm? Why should it NOT be an option to depend on Spirit Blade and only Spirit Blade for your damage? The WHOLE POINT of the Knight Enchanter is that you wade into the thick of it. I should not have to depend on ranged attack for damage. Whether that is direct or indirect, that is not what this class is about.

And I DON'T like being forced to do artificial bullshit in the first place.

#269
actionhero112

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Why? Why should that be the norm? Why should it NOT be an option to depend on Spirit Blade and only Spirit Blade for your damage? The WHOLE POINT of the Knight Enchanter is that you wade into the thick of it. I should not have to depend on ranged attack for damage. Whether that is direct or indirect, that is not what this class is about.

And I DON'T like being forced to do artificial bullshit in the first place.

Because it's bad for game balance to have a class that doesn't sacrifice damage for defensive utility? 

 

It's bad for balance to have a skill that can universally carry a class?

 

Balance is good, because it increases diversity within the game, rather than decrease it. Like it or not, the Knight Enchanter's overwhelming power and utility was edging out the other specializations in terms of the benefits it offered. So they redefined how easy it is to play the class. That's good. 

 

And you can still walk into the middle of combat and start swinging your sword around. It's just not as mind numbingly broken as it was.


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#270
Cydh

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All this talk about Balance in a single player game... Since when is it a competition?


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#271
PapaCharlie9

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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?

Excellent! I suggest making this a new thread so it can be updated with new info and be easier to find.

 

Nevermind, I should have read a couple more posts. Now in OP, good idea.



#272
actionhero112

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All this talk about Balance in a single player game... Since when is it a competition?

 

When something is imbalanced it decreases diversity within the game. People gravitate towards it. This doesn't change from multiplayer to single player. Players are more likely to choose the more powerful option.

 

Ideally all classes would have their own niches and reasons to play them. These round of nerfs and buffs are a step towards equalizing skill trees and specializations, to make combat more rewarding experience instead of just pressing one button over and over. 



#273
Bigdawg13

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All this talk about Balance in a single player game... Since when is it a competition?

 

Exactly.  This is why I support the devs give every player a weapon that one-shots every enemy in the game right at level 1.  Balance is only relevant for multiplayer environments.  /sarcasm


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#274
PapaCharlie9

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It's not. I'm stuck using Energy Barrage all the ****** time because it's the only thing that reliably builds up counters for Spirit Blade. It's not more fun, it's annoying. Mind Blast and Fade Step add nothing, Fade Cloak adds a pathetic five if you actually manage to telefrag something.

The old one was OP, but at least it was fun.

Energy Barrage is pretty whimsical now too, with some shots going in random directions and not hitting. I wish I had a standard test pre-patch, to convince myself that it isn't nerfed for damage.

 

But FWIW, Chain Lightning instantly breaks the SB finishing animation (at least, if you pause first) and refills the charge. It's currently my alternate attack for SB.



#275
AnUnculturedLittlePotato

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All thus hubbub about KE and the unfixed weakness/shock bug and necro's over here...getting a buff making them viable.
*poorly imitated wind noises*

Edit: @Papa As I remember Elemental Barrage's hit actually do hit. They just go every which way but north to hit.


Modifié par AnUnculturedLittlePotato, 05 septembre 2015 - 08:32 .