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


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#326
actionhero112

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I'm on pc and suddenly my companions have just stop using abilities. Fairly gamebreaking. Descent DLC btw.

 

Also it appears the mana surge also applies to allies not under your control. So people like ritz.



#327
Felis Menari

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Thinking about it some more, I think the devs went the wrong way with their SB modifications. Instead of losing damage with each swing, the damage should be constant until the charge for SB runs too low. Boost the damage per swing back up too 300 - 400% weapon damage, and the performance would be more consistent and enjoyable. Constantly shifting damage makes using the full combo feel lame. Man...this is one situation in which the devs clearly messed up, in my opinion.

#328
zeypher

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http://imgur.com/vX8fJgo

 

The screenshot you were asking for...

Wish my reaver had this as well .



#329
Aulis Vaara

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I'm just going to leave these here:

What's the point of Knight-Enchanter when it's no longer really playable as strictly a melee mage? I mean, if I'm going to occasionally thwack things close-range but mostly fire other spells at enemies, why bother being a Knight-Enchanter and not any other mage specialization? The uniqueness feels damaged, now.


But the change doesn't really change anything - it actually makes the KE more broken. Before, using the SB frequently was a fun if ineffective way of playing the class (because other mage spells were stronger, did better damage, and Fade Cloak was crazy OP). Now, there's even more incentive to use the other abilities.



#330
Felis Menari

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@Aulis Vaata: It seems to me that the MP balancing thought process was used for balancing the SP, and not in a good way. Why does the SP SB do less damage than the MP version? No sense, this change makes.

#331
Aulis Vaara

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@Felis No. This change is Mass Effect 3 logic all over again.

ME3: Machines kill people to prevent them from being killed by machines.

Spirit Blade: You have to deal damage in order to deal more damage.

The idea makes no sense and ruins gameplay for anyone who doesn't want to spam multi-hit abilities/plays with friendly fire on. This change should just be reverted, because this is just not a fun mechanic. It stops you from playing like Knight Enchanter, i.e. wading in there and knocking on people with your sword, simply because it's now suicidal to do so.

#332
AnUnculturedLittlePotato

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Out of curiosity are you going to stop anytime soon? You've made your point several times and have no inclination to ever change it so really your only reason to be here is to remind us all that you don't like it.
Also "Playing like a knight enchanter" is a really fun and nifty way of saying "My way is the only acceptable way to do something"
Be upset that your one true playstyle is now 100% impossible and doesn't "feel right" all you want just don't speak for all knight enchanters or imply that it's the only way to do things.


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#333
Aulis Vaara

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Out of curiosity are you going to stop anytime soon?


When I can play a Knight Enchanter again as if it's a bloody Knight Enchanter.
 

Also "Playing like a knight enchanter" is a really fun and nifty way of saying "My way is the only acceptable way to do something"
Be upset that your one true playstyle is now 100% impossible and doesn't "feel right" all you want just don't speak for all knight enchanters or imply that it's the only way to do things.


Can you still play as a situational Knight Enchanter? No, because you need damage to do damage.

Can you still play tactically, covering yourself with mines/walls to guard your back? No, because you need to do damage.

Can you still zip around the battlefield to where you're most needed? Not unless you've got your stacks built up!

These are just three ways that Knight Enchanter can no longer be played. You have the audacity to say that removing all playstyles for the Knight Enchanter but one (gotta spam that Energy Barrage!) is just me being upset that *my* playstyle was cut.

I AM upset that my playstyle was cut, but the problems with the changes obviously go much, much deeper than that. Can you even see that?

------

Also: My reason for being here is to point out why it's broken, not to please my own ego, nor to annoy you.
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#334
HencetheFence

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It seems like elemental mines deal 175% damage only when the upgrade, "throw everything", is taken. Without it, they still do 50% damage.



#335
AnUnculturedLittlePotato

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It seems like elemental mines deal 175% damage only when the upgrade, "throw everything", is taken. Without it, they still do 50% damage.

I'm not sure what your referring to by 175% weapon damage. do you mean the big mine proc or a flat damage boost?

 

When I can play a Knight Enchanter again as if it's a bloody Knight Enchanter.
 

Can you still play as a situational Knight Enchanter? No, because you need damage to do damage.

Can you still play tactically, covering yourself with mines/walls to guard your back? No, because you need to do damage.

Can you still zip around the battlefield to where you're most needed? Not unless you've got your stacks built up!

These are just three ways that Knight Enchanter can no longer be played. You have the audacity to say that removing all playstyles for the Knight Enchanter but one (gotta spam that Energy Barrage!) is just me being upset that *my* playstyle was cut.

I AM upset that my playstyle was cut, but the problems with the changes obviously go much, much deeper than that. Can you even see that?

------

Also: My reason for being here is to point out why it's broken, not to please my own ego, nor to annoy you.

 

Because your right and can't be wrong, no?
And maybe play a more support based playstyle using the KE barrier passives to act as more of a vanguard then frontline combatant? And you could to stop feeling like a mage has to be constantly doing damage? Your upset that you can't deal enough damage I've been upset that I have to deal damage. No glyphs of repulsion/paralysis no sleep no heroic aura or defense or offence.
I can see you have no ability to be wrong and as such engaging in you any further is pointless. You come not to debate or learn but to enforce your one view point. If your task here is to tell people what they are and are not allowed to think then consider your task done.
INB4 "I'm stating fact so it can't be wrong" >.>



#336
HencetheFence

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What I'm saying is that, when upgraded, each elemental mine deals 175% fire/frost/shock damage. As opposed to doing 50% weapon damage, like they used to, and still do without the upgrade. I personally haven't seen a "big mine proc", so I can't speak as to what that is all about or how that works. 

Esentially, the upgrade seems to provide an unlisted 125% damage boost. I'm thinking it has to be a mistake/bug, becuse it's ludicrously OP.


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#337
Aulis Vaara

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Because your right and can't be wrong, no?
And maybe play a more support based playstyle using the KE barrier passives to act as more of a vanguard then frontline combatant? And you could to stop feeling like a mage has to be constantly doing damage? Your upset that you can't deal enough damage I've been upset that I have to deal damage. No glyphs of repulsion/paralysis no sleep no heroic aura or defense or offence.
I can see you have no ability to be wrong and as such engaging in you any further is pointless. You come not to debate or learn but to enforce your one view point. If your task here is to tell people what they are and are not allowed to think then consider your task done.
INB4 "I'm stating fact so it can't be wrong" >.>


1. Glyph of Paralysis exists, it's just called Ice Mine now.

2. I would trade auto-barrier generation for a glyph of repulsion any day of the week.

3. None of that has anything to do with Spirit Blade, which is still underpowered unless you spec your mage into DPS like every other other mage. Seriously, you complain about being forced to deal damage, but you don't see this change as being forced to deal damage... how does that work?

4. I would've loved an Entropy specialization.

5. I come to complain because playing is no longer fun for me. I complain because I now feel forced to play the Knight Enchanter like every other mage specialization. Why are you here? To complain about me complaining? If you're still having fun with the game, if you think this is a good change, why aren't you playing right now?

6. You're = You are ; Your = possessive.

7. YOU are the one attacking me personally. I'm here discussing why I think this change breaks the Knight Enchanter, which surely must be heresy on a discussion forum, right? You're the one here just screaming that I'm wrong without even so much as giving a reason. All you've been saying is that I'm whining that my playstyle no longer works while my whole point is that indeed, many playstyles no longer work, which is a reduction of variety instead of increasing it as intended.

Any other questions?

#338
AnUnculturedLittlePotato

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1. Glyph of Paralysis exists, it's just called Ice Mine now.

2. I would trade auto-barrier generation for a glyph of repulsion any day of the week.

3. None of that has anything to do with Spirit Blade, which is still underpowered unless you spec your mage into DPS like every other other mage. Seriously, you complain about being forced to deal damage, but you don't see this change as being forced to deal damage... how does that work?

4. I would've loved an Entropy specialization.

5. I come to complain because playing is no longer fun for me. I complain because I now feel forced to play the Knight Enchanter like every other mage specialization. Why are you here? To complain about me complaining? If you're still having fun with the game, if you think this is a good change, why aren't you playing right now?

6. You're = You are ; Your = possessive.

7. YOU are the one attacking me personally. I'm here discussing why I think this change breaks the Knight Enchanter, which surely must be heresy on a discussion forum, right? You're the one here just screaming that I'm wrong without even so much as giving a reason. All you've been saying is that I'm whining that my playstyle no longer works while my whole point is that indeed, many playstyles no longer work, which is a reduction of variety instead of increasing it as intended.

Any other questions?

Aside from the unnecessary grammatical correction and the shock that people miss the non healing aspects of creation and entropy?
Your play style requires it to feel right, as such any change will upset like minded people. Your play style, as I understand it, is to be an arcane warrior. To be in the fray clad in plate sword in hand (Still upset about heavy armor not being bulky but that's for another day I suppose) cutting swaths through the enemy, no? Your problem is you lack enough barrier generation to remove the squish, correct? And your problem is that adding spells ruined said feeling?
Do I have your stance correct? Because you also are upset about it's damage output but I'm not sure if both are the problem or if it's one or the other.

@Hence does it look like this? http://imgur.com/927SE3d
The small blue thing in front of quizzy and the icon looking different. Because otherwise an unlisted 125% buff is...insane. I agree. Ludicriusly so. OP one might even say.



#339
Aulis Vaara

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Let me put in an analogue here.

During lunch at work, we always play a card game. The game has multiple rounds and you have to say how many tricks you're going to take. If you take as many tricks as you said, you get ten points plus however many tricks you take. If you fail, you get a minus five but still a plus one for every trick you take. You can also gain some bonus points, which means that if you lose, you might still get bonus points.

But, here's the kicker, getting positive points isn't actually "winning"... the default gain is 10 points and any points less than that means you're falling behind. The person who doesn't go for any tricks might end up winning, because it's relatively hard for him to fail, but he gets ten points every time.

It's the same with Spirit Blade now. Simply by using it, you're falling behind, because you're not doing as much damage as your allies even when they only do middling damage, and you could do more damage yourself by simply using your basic staff attack (which has less chance to miss to boot). So by choose to use Spirit Blade, you're putting yourself behind both your allies and yourself. And since you can only choose one specialization, you've invested into a class that runs behind if you want to use its main mechanic.

In order to compensate for that, you now have to jump through hoops and build your class a certain way, which results in the class feeling less like the sword-wielding mage that it's supposed to be.

To clarify: I have no problem with squishiness, because you can just use a masterwork to add guard on hit (which, in hindsight, might've been better if it had been barrier on hit). If anything, to balance the Knight Enchanter I would probably remove the automatic barrier generation. Does anyone even use the Timebubble thing? Because I've personally never seen the use, but if you were a bit squishier, maybe that would be worth using for defensive purposes.

But that would need testing first, because I'm not sure how that would work.

#340
Elhanan

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Or if one was already not spamming the Spirit Blade, they now get a possible bonus. No hoops; no having to play a one hotkey offensive style.
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#341
AnUnculturedLittlePotato

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Let me put in an analogue here.

During lunch at work, we always play a card game. The game has multiple rounds and you have to say how many tricks you're going to take. If you take as many tricks as you said, you get ten points plus however many tricks you take. If you fail, you get a minus five but still a plus one for every trick you take. You can also gain some bonus points, which means that if you lose, you might still get bonus points.

But, here's the kicker, getting positive points isn't actually "winning"... the default gain is 10 points and any points less than that means you're falling behind. The person who doesn't go for any tricks might end up winning, because it's relatively hard for him to fail, but he gets ten points every time.

It's the same with Spirit Blade now. Simply by using it, you're falling behind, because you're not doing as much damage as your allies even when they only do middling damage, and you could do more damage yourself by simply using your basic staff attack (which has less chance to miss to boot). So by choose to use Spirit Blade, you're putting yourself behind both your allies and yourself. And since you can only choose one specialization, you've invested into a class that runs behind if you want to use its main mechanic.

In order to compensate for that, you now have to jump through hoops and build your class a certain way, which results in the class feeling less like the sword-wielding mage that it's supposed to be.

To clarify: I have no problem with squishiness, because you can just use a masterwork to add guard on hit (which, in hindsight, might've been better if it had been barrier on hit). If anything, to balance the Knight Enchanter I would probably remove the automatic barrier generation. Does anyone even use the Timebubble thing? Because I've personally never seen the use, but if you were a bit squishier, maybe that would be worth using for defensive purposes.

But that would need testing first, because I'm not sure how that would work.

I'm gonna go to bed so I probably won't respond for a while.
I totally know what game that is too but the name is slipping my mind right now. I guess my main confusion is why it feels like it's not a sword wielding mage if you cast spells. Also have you considered adding things like blizzard+ & ice armor or mind blast+?



#342
Wulfram

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Mana Surge seems OP now

#343
mredders91

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Mana Surge seems OP now

Cause it is  ;)



#344
draken-heart

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When I can play a Knight Enchanter again as if it's a bloody Knight Enchanter.
 

Can you still play as a situational Knight Enchanter? No, because you need damage to do damage.

Can you still play tactically, covering yourself with mines/walls to guard your back? No, because you need to do damage.

Can you still zip around the battlefield to where you're most needed? Not unless you've got your stacks built up!

These are just three ways that Knight Enchanter can no longer be played. You have the audacity to say that removing all playstyles for the Knight Enchanter but one (gotta spam that Energy Barrage!) is just me being upset that *my* playstyle was cut.

I AM upset that my playstyle was cut, but the problems with the changes obviously go much, much deeper than that. Can you even see that?

------

Also: My reason for being here is to point out why it's broken, not to please my own ego, nor to annoy you.

 

You realize that damage was the only EFFECTIVE way to play a KE, right? For support, just going spirit, storm and winter is better than adding any points for KE. For CC and AoE, Rift Mage and Necro were ten times better than a distortion. And Rift mage was better for party play and tactical combat. KE had nothing left but spirit blade spam till fade cloak was off Cooldown for the 1000% weapon damage dealt as spirit.



#345
Dabrikishaw

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I agree we shouldn't take up anymore of the thread with Spirit Blade talk.

 

I've also added the Elemental Mines information to the front page.


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#346
AnUnculturedLittlePotato

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I agree we shouldn't take up anymore of the thread with Spirit Blade talk.

 

I've also added the Elemental Mines information to the front page.

Mind adding in the large mine proc as well? Not sure what it is specifically but it's either time based hit based or trap use based.



#347
TheInvoker

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5. I come to complain because playing is no longer fun for me. I complain because I now feel forced to play the Knight Enchanter like every other mage specialization. Why are you here? To complain about me complaining? If you're still having fun with the game, if you think this is a good change, why aren't you playing right now?

Any other questions?

 

You are right,now it's more like a ranged mage but on the other hand if you play it melee only it just seems a warrior. They tried to find a solution to force players to use it both ranged and melee.

The charge system is good,maybe not balanced but good

And they could keep base damage 200%

you can find staves with 84 base damage and keeping 300% would be too high. 84*3=252,like a good 2H weapon,but spirit blade ignores armor so it would be even stronger.200% (168) would be nice.

Using chain of lightinin and energy barrage you can load your blade very fast. You can stay melee all the time if you want,just charge your blade and then you have a big burst ready



#348
Aulis Vaara

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For those interested, I made a fix.
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#349
PapaCharlie9

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I can confirm all of that after having played around with the new patch update all day yesterday and today with my assassin rogue - you generally can achieve.more damage without the Lasting Mark upgrade and just manually detonating the Mark yourself.

 

However, there's another issue with the new Lasting Mark upgrade..... it doesn't freaking work at all  <_< with Lasting Mark upgraded, Mark of Death still detonates itself after only 8 seconds, not the 12 seconds that it's suppose to be.

It's supposed to be 16 seconds with the upgrade, 12 without. So that's even worse.



#350
PapaCharlie9

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For those interested, I made a fix.

Well that's deserving of respect, at the very least. You've shown the courage of your convictions by rising above the whine-fest and taking action.


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