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Ouch! Spirit blade just got butchered.


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#76
fizzypop

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Spirit Blade did not get butchered. Bioware just changed the mechanic behind the move so you can't spam it endlessly. 

 

It actually works as an incredible burst-damage move now if you properly mix it with your other abilities.

lol you can still spam it. It did nothing to deter you from spamming. All it did was nerf the damage you can do with it. The nerf to guard/barriers. It is MUCH weaker than before the term "butchered" is definitely applicable. It was never a great burst heavy move even when it was OP. All they did was make me take it off my bar. I don't need it anymore.


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#77
Jaison1986

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Ok, finally had the time to play it after the patch, what I can tell is that this patch is as much of an hindrance as I thought. Rather then just do normal damage, we need to build this lame stack to do higher damage. My spirit blade usually dealt around 450 damage per hit, now it's only 250 or so. The best I could come up with to compensate is to to equip an superb cooldown amulet, combined with gathering storm, Flashpoint and clean burn pretty much negate cooldowns, allowing me to spam fade cloak and quickly build spirit blade stack. The only thing hurting now is my mana regeneration, as I need to cast a lot more spells in order to use spirit blade with efficiency.


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#78
Elhanan

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Ok, finally had the time to play it after the patch, what I can tell is that this patch is as much of an hindrance as I thought. Rather then just do normal damage, we need to build this lame stack to do higher damage. My spirit blade usually dealt around 450 damage per hit, now it's only 250 or so. The best I could come up with to compensate is to to equip an superb cooldown amulet, combined with gathering storm, Flashpoint and clean burn pretty much negate cooldowns, allowing me to spam fade cloak and quickly build spirit blade stack. The only thing hurting now is my mana regeneration, as I need to cast a lot more spells in order to use spirit blade with efficiency.


And I quote:

Yeah, testing it further, pre-patch spirit blade did about 300-400 dmg per swing. Post-patch, one Chain Lightning charges it up to 80ish charges, from which I can take 3 swings that deal 800+ damage and more than 1k for crits. So long as you don't solely spam SB, this is a buff if anything. You also passively keep 50 charges between fights so you're not empty handed if battle comes up.



#79
Jaison1986

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And I quote:
 

 

That work with mobs, but lone bosses is a whole new story.



#80
Elhanan

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That work with mobs, but lone bosses is a whole new story.


Use Energy Barrage or other like spell.

#81
Bayonet Hipshot

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Pre patch: Spirit Blade spammer.

 

Post patch: Someone who actually uses spells and Spirit Blade.

 

To use Star Wars as an analogy...

 

Pre patch: A bumbling Jedi / Sith who relies on lightsaber strikes and nothing else.

 

Post patch: A Jedi / Sith who use the Force and their lightsaber.

 

I think removing Spirit Blade from the bar is a bad idea. Why ? Knight Enchanters only get their mana regeneration when they are somewhat close to combat. A 5 meter radius in DAI is not that big. Sure you could grab Rejuvenating Barrier but if you stand way back but that's just wasting potential for extra mana regeneration. What's more, Spirit Blade is the only mage spell in the game that can deal with both Guard and Barrier effectively. Dispel only deals with Barriers. Additionally, if you drop Spirit Blade, what are you going to replace it with ? Most Knight Enchanters already make liberal use of Inferno spells and Storm spells so you will replace Spirit Blade with Winter spells which are terrible ? Or replace it with Revival when you have a Focus ability that does what Revival does and then some ? Or Mind Blast which is crap to begin with ? Or Lightning Bolt which costs far too much mana ?



#82
Elhanan

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KE also has access to Mana Regen with Spirit and Winter schools, if I recall correctly.

#83
Dabrikishaw

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Pre patch: Spirit Blade spammer.

 

Post patch: Someone who actually uses spells and Spirit Blade.

 

To use Star Wars as an analogy...

 

Pre patch: A bumbling Jedi / Sith who relies on lightsaber strikes and nothing else.

 

Post patch: A Jedi / Sith who use the Force and their lightsaber.

 

I think removing Spirit Blade from the bar is a bad idea. Why ? Knight Enchanters only get their mana regeneration when they are somewhat close to combat. A 5 meter radius in DAI is not that big. Sure you could grab Rejuvenating Barrier but if you stand way back but that's just wasting potential for extra mana regeneration. What's more, Spirit Blade is the only mage spell in the game that can deal with both Guard and Barrier effectively. Dispel only deals with Barriers. Additionally, if you drop Spirit Blade, what are you going to replace it with ? Most Knight Enchanters already make liberal use of Inferno spells and Storm spells so you will replace Spirit Blade with Winter spells which are terrible ? Or replace it with Revival when you have a Focus ability that does what Revival does and then some ? Or Mind Blast which is crap to begin with ? Or Lightning Bolt which costs far too much mana ?

Wow, I never though you'd be this much of an ass about this adjustment. 
 
First, drop the "True Knight-Enchanter" crap. It's elitist and it doesn't make you look good to keep acting like that.
 
Second, Not using Spirit Blade isn't the end of the Knight-Enchanter fighting in close quarters. Combat Clarity still works fine for mana regen and there's still Guard on Hit and Fade Cloak.
 
Third, Spirit Blade doesn't have to be replaced. You don't need to fill all 8 bars with abilities.
 
Fourth, what other players do replace Spirit Blade with is it up to their personal preference. Again, please drop this elitism crap.

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#84
adorkable-panda

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Am I the only one who likes the change in Spirit blade? I like the charging fix becuase I spam spells then when I go in and spam blade it deals >1000 damage easy to like everyone. They also fixed the bug where if you load an earlier save the animation would glitch out. I don't know why everyone's complaining honestly. Still a great ability and allows my Mage to be more mage-y. 


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#85
RazorrX

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I tried this out earlier today and it is not that bad.  I always threw spells around as I fight anyway, so I get some really big hits where I did not see them that often before.  I am going to make a human mage to test this out (My KE is a Dalish Mage).  So it is not that bad a thing to me.

 

Now as far as nerfing, etc.  Hell I Want a real Arcane Warrior again.  I want to use a real sword (or two) wear armor and go into battle throwing fireballs and lightning bolts as I hack things to small chunks.  I want a battle mage that actually melee fights with his staff like in the DA2 trailer.  Give me a badass pudao like the staff of Parthalan and let me chop some heads with it, cut some horses out from under the cavalry, while throwing fireballs and lightning bolts and I would be a happy camper.

 

Do I care about class balance in a single player game?  Nope.  Not at all.  I will still make a rogue and a warrior, as they are fun.  I will still pick the magic spells that I like vs what would max my dps in the most uber way.  Blood Magic often times makes one very powerful in game mechanics and I never take  it, so it is not about being the most powerful, just the one I want to play anyway.


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#86
Bayonet Hipshot

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Am I the only one who likes the change in Spirit blade? I like the charging fix becuase I spam spells then when I go in and spam blade it deals >1000 damage easy to like everyone. They also fixed the bug where if you load an earlier save the animation would glitch out. I don't know why everyone's complaining honestly. Still a great ability and allows my Mage to be more mage-y. 

 

I love it. Like you said, it allows the mage to be more like a mage now.

 

 

Wow, I never though you'd be this much of an ass about this adjustment. 
 
First, drop the "True Knight-Enchanter" crap. It's elitist and it doesn't make you look good to keep acting like that.
 
Second, Not using Spirit Blade isn't the end of the Knight-Enchanter fighting in close quarters. Combat Clarity still works fine for mana regen and there's still Guard on Hit and Fade Cloak.
 
Third, Spirit Blade doesn't have to be replaced. You don't need to fill all 8 bars with abilities.
 
Fourth, what other players do replace Spirit Blade with is it up to their personal preference. Again, please drop this elitism crap.

 

Because those who are against this change are not offering any valid reasons for being so. Its just "hurr durr, Spirit Blade sucks naow." They are complaining but there is no real meaning behind the complains. Spirit Blade still deals damage and can deal high burst damage. Spirit Blade still affects guard and barrier although its damage in that regard is now consistent with its low mana cost. Previously, it did too much while having such a low mana cost which makes little sense. On top of that, it only costs 10 mana and it has faster animation now.

 

From a logical viewpoint, Spirit Blade has been changed, not butchered or nerfed. It just works differently now instead of being weaker. In fact people who complain about this remind me of the Mass Effect 3 days where we had people pointless complaining how the Tech Armor for the Sentinel sucks because its not like the way it was in Mass Effect 2.
 

Hence the percieved "elitism".



#87
Dabrikishaw

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Fine, if you want to insult everyone who isn't a fan of the change, be my guest. I still think you're being really elitist about it, but clearly this won't go anywhere productive so let's just drop it.


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#88
R4v3n_-

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Hm, I'm somewhat sad about the change of SB. I liked the way to play my KE pre-patch. I don't want to run to and fro to charge and utilize my SB. There are two other mages that can attack from distance. I loved to be "at the front".

And yes, I loved to spam SB. Not least because there is a annoying timeframe you can't attack with your staff after crafting SB. That is my opinion and statement.


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#89
Killroy

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I love it. Like you said, it allows the mage to be more like a mage now.

 
So it's more like the other specs now. That's a good thing?
 

Because those who are against this change are not offering any valid reasons for being so. Its just "hurr durr, Spirit Blade sucks naow." They are complaining but there is no real meaning behind the complains.


You mean aside from this patch nerfing the power of the ability and changing the entire playstyle many people enjoyed?

Spirit Blade still deals damage and can deal high burst damage. Spirit Blade still affects guard and barrier although its damage in that regard is now consistent with its low mana cost.


What was inconsistent before? In the pantheon of "overpowered" abilities in Inquisition Spirit Blade barely made the cut. I can still spam Thousand Cuts to wreck anything in 3 seconds. Spirit Blade was better than that?

Previously, it did too much while having such a low mana cost which makes little sense. On top of that, it only costs 10 mana and it has faster animation now.


Who cares if an ability in SP does "too much" damage? You're not competing with anyone and you have to choose to use the ability. The only reason to nerf abilities in a game is because they're so good they force every player to use them to keep up. That doesn't apply to SP. You wanna talk about having no meaning behind complaints?
 

From a logical viewpoint, Spirit Blade has been changed, not butchered or nerfed. It just works differently now instead of being weaker. In fact people who complain about this remind me of the Mass Effect 3 days where we had people pointless complaining how the Tech Armor for the Sentinel sucks because its not like the way it was in Mass Effect 2.
Hence the percieved "elitism".


You just disqualified yourself from this discussion. The Tech Armor in ME3 is objectively worse than it was in ME2. That is an inescapable fact. In ME3 it offers less protection, less utility, and actively makes a caster class less effective in casting.
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#90
fizzypop

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Pre patch: Spirit Blade spammer.

 

Post patch: Someone who actually uses spells and Spirit Blade.

 

To use Star Wars as an analogy...

 

Pre patch: A bumbling Jedi / Sith who relies on lightsaber strikes and nothing else.

 

Post patch: A Jedi / Sith who use the Force and their lightsaber.

 

I think removing Spirit Blade from the bar is a bad idea. Why ? Knight Enchanters only get their mana regeneration when they are somewhat close to combat. A 5 meter radius in DAI is not that big. Sure you could grab Rejuvenating Barrier but if you stand way back but that's just wasting potential for extra mana regeneration. What's more, Spirit Blade is the only mage spell in the game that can deal with both Guard and Barrier effectively. Dispel only deals with Barriers. Additionally, if you drop Spirit Blade, what are you going to replace it with ? Most Knight Enchanters already make liberal use of Inferno spells and Storm spells so you will replace Spirit Blade with Winter spells which are terrible ? Or replace it with Revival when you have a Focus ability that does what Revival does and then some ? Or Mind Blast which is crap to begin with ? Or Lightning Bolt which costs far too much mana ?

This just shows you have no idea about what you are talking about. It is very obvious. I barely used spirit blade before this. Now there is no need at all. I can do far more damage NOT using it. Stacking doesn't make it useful it depends on the math. If I can spend less time, less mana, and do more or equal damage then there is really NO reason at all to use it. Dots/stacking abilities are almost always worthless.



#91
fizzypop

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I tried this out earlier today and it is not that bad.  I always threw spells around as I fight anyway, so I get some really big hits where I did not see them that often before.  I am going to make a human mage to test this out (My KE is a Dalish Mage).  So it is not that bad a thing to me.

 

Now as far as nerfing, etc.  Hell I Want a real Arcane Warrior again.  I want to use a real sword (or two) wear armor and go into battle throwing fireballs and lightning bolts as I hack things to small chunks.  I want a battle mage that actually melee fights with his staff like in the DA2 trailer.  Give me a badass pudao like the staff of Parthalan and let me chop some heads with it, cut some horses out from under the cavalry, while throwing fireballs and lightning bolts and I would be a happy camper.

 

Do I care about class balance in a single player game?  Nope.  Not at all.  I will still make a rogue and a warrior, as they are fun.  I will still pick the magic spells that I like vs what would max my dps in the most uber way.  Blood Magic often times makes one very powerful in game mechanics and I never take  it, so it is not about being the most powerful, just the one I want to play anyway.

I really miss arcane warriors. I love battlemage classes in nearly every day I have ever played. I can't help myself.


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#92
Milan92

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I love it. Like you said, it allows the mage to be more like a mage.


Then you should have chosen necromancer or Rift Mage.

Knight Enchanter is based around the spirit blade. Its the melee mage class.
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#93
Elhanan

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Then you should have chosen necromancer or Rift Mage.

Knight Enchanter is based around the spirit blade. Its the melee mage class.


It can be, but as with many things, adaptability can be a key element. KE is also the class that does not have to cast Barrier as often as other specs, which allows for casting of other spells instead. And as for RP, seems to be a wonderful role in a leadership position, which can manage things well from the front, or the back for a better view.
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#94
Drago_28

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I like this change i don't know why peope are whining about,Now this class is a little more balanced you can't solo dragons on nightmare now you NEED to use some tactics.


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#95
actionhero112

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Honestly the Class didn't really change.

 

Using the KE before revolved around using spirit blade in concert with the passive "clean burn" in order to create unprecedented short cooldowns on large nukes, such as fire mine. 

 

The core functionality of that hasn't changed. You still use spirit blade in between abilities to shorten the cooldown of your nukes. In fact, when amplified, your spirit blade does more damage than previously, just the rune damage was nerfed. 

 

All this does is punish people who wanted this to be a one button class.


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#96
Bayonet Hipshot

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Honestly the Class didn't really change.

 

Using the KE before revolved around using spirit blade in concert with the passive "clean burn" in order to create unprecedented short cooldowns on large nukes, such as fire mine. 

 

The core functionality of that hasn't changed. You still use spirit blade in between abilities to shorten the cooldown of your nukes. In fact, when amplified, your spirit blade does more damage than previously, just the rune damage was nerfed. 

 

All this does is punish people who wanted this to be a one button class.

 

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#97
Navasha

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Having this change in the middle of my KE playthrough I have to say I like the change.   Was just about to hate this playthrough because the KE was sort of boring to play.   Now you are just forced to throw some spells into the mix as well and its actually a lot more enjoyable.    As for the damage, well, if you are still trying to just spam spirit blade, then yes it was reduced.    If you throw and energy barrage or fire mine repeatedly then your spirit blade damage has increased significantly.  



#98
TeffexPope

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What makes this even more silly is, you can craft high level weapons now at your leisure with the golden nug. I have a level 4 2H warrior, I made a Masterwork Engraved Greatsword (you can find it in the Fallow Mire on a dead body, it's one of the best tier 2 schematics) and I can literally kill wisps in 2 hits, 3 if they bring their barriers up. It's ridiculously OP. Yet the KE was very strong, but THAT got nerfed. Doesn't make much sense, really.


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#99
Zatche

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It seems a bit strange to make this change so late in the game, but I don't mind it at all. I added Energy Barrage back into the mix, which recharges Spirit Blade really quickly, allowing me to do even more damage than before.

#100
Jaison1986

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It seems a bit strange to make this change so late in the game, but I don't mind it at all. I added Energy Barrage back into the mix, which recharges Spirit Blade really quickly, allowing me to do even more damage than before.

 

I discovered that's pretty much the way to go now. Energy barrage for tougher enemies and chain lightining for mobs. It just bothers me how that kills the pacing, since I need to stop at every 3 strikes to use a spell in order to charge spirit blade.