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#1
Gaesesagai

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A small rant, after patch 10.

 

This is (obviously, but it needs to be stated considering some people who might read this) my personal opinion and gripes with one particular change patch 10 made.

 

When I chose KE as my specialization I chose it based on what it did. It was possible to make a melee mage (basically a lightsaber wannabe, which, while lacking creativity was fun) and go in the thick of things and survive. Now that's all but gone.

If I wanted to be a range mage, who has a "super duper special melee ability" that is "wow so powerful" when used once per hour (such a brilliant concept really... #sarcasm)... I wouldn't have wanted such a thing because it's ridiculous. So I would have probably gone with the not-necro one (can't be bothered to remember the name - normally I would have gone with the necro, I like the concept there, but Dorian is always on my team, so would have been forced to pick the 3rd one).

 

Now, I expect this from a mmo. Skills change and update all the time, to account for a huge ammount of interactions and balance in a game that can create competition between real human players. In a single player game? Not so much. I actually consider the constant nerfing that went on in DAI (I say "went on" because I think this will be the last patch that "fixes" anything) single player to be rather narrow minded. Or maybe it's just lack of creativity. Or laziness. Whatever.

 

Anywho, this could be "fixed" if an option to switch specializations is added to the game. Even limited to a 1 time / character type of thing. Bought from BE. Or quest. Or even a 1$ patch (yeah sure... make it 5$). Of course, as I mentioned already I think they will stop any support for the game post the dlc coming in a few days, so this is more or less pointless. Just wanted to rant.

 

In conclusion, changing a class so drastically (without actually making a redesign to account for the random butchering of its core concept) post game launch in a single player game is frustrating and ridiculous. It's obvious their (BW) prerogative (I'm sure there will be a few "captain obvious" pointing this out), but really? They just had to fk it up for no reason other then the occasional numbnuts whining about SB? Sigh.

 

Cheers...


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#2
PapaCharlie9

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Not a bad idea, if you are too far from the save made just before committing a specialization: an Amulet of I FUBARed My Specialty, lets you drop your current specialization and go get a different one. One time per PT.

 

KE is still quite workable for melee. It ain't no Arcane Warrior, but it wasn't even before Patch 10.


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#3
actionhero112

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It's not actually that drastic of a change. In fact, when consuming your amplification stacks, you should actually see increased damage on your spirit blade.

 

Amplification stacks also scale with multi hit abilities, like chain lightning and energy barrage. In fact, between these two abilities, it should be difficult to bottom out on your amp stacks.

 

Things get even crazier once you get hidden blades masterworks.

 

They wanted to stop one button gameplay, which is actually a good thing. Just like removing infinite healing was a good thing. 



#4
AnUnculturedLittlePotato

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Not a bad idea, if you are too far from the save made just before committing a specialization: an Amulet of I FUBARed My Specialty, lets you drop your current specialization and go get a different one. One time per PT.

 

KE is still quite workable for melee. It ain't no Arcane Warrior, but it wasn't even before Patch 10.

Remember how manuals of focus allowed you to respec? Why was that changed to begin with again?



#5
Dabrikishaw

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Remember how manuals of focus allowed you to respec? Why was that changed to begin with again?

Well, specialization points were removed when you lost the ability to have more than one in Inquisition, it doesn't have anything to to with the Manuel of Focus specifically.



#6
Aulis Vaara

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It seems to me that the only people who are satisfied with the changes to Knight Enchanter are the people who already played the way you are now obligated to play.

Well, maybe also some people who don't play Knight Enchanter but feel justified to gloat.
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#7
Felis Menari

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It seems to me that the only people who are satisfied with the changes to Knight Enchanter are the people who already played the way you are now obligated to play.

Well, maybe also some people who don't play Knight Enchanter but feel justified to gloat.

I'd be mostly ok with the change if we weren't required to use multi-hit abilities (Energy Barrage and Chain Lightning) in order to support Spirit Blade as best we can. Other abilities that aren't likely to hit multiple targets (or can't) should have their charge generation values increased. If this doesn't come to pass, then the devs will have failed in their attempt to properly adjust Spirit Blade (the current system is not the best that could have been done anyways). It will forever be remembered as a botched band-aid attempt, by an experienced developer no less.
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#8
Dabrikishaw

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As for the topic itself, I do support the ability to re-choose your specializations whenever you want somehow.


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#9
Felis Menari

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As for the topic itself, I do support the ability to re-choose your specializations whenever you want somehow.

That would be great. I'm sure there's people out there that are sour over the KE specialization getting a pretty major rework, which may not have been for the best. Though for people like me, I would be stuck with disappointment and resentment, being that the Necromancer and Rift Mage spcializations are of no interest to me.

#10
Gaesesagai

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I'd be mostly ok with the change if we weren't required to use multi-hit abilities (Energy Barrage and Chain Lightning) in order to support Spirit Blade as best we can. Other abilities that aren't likely to hit multiple targets (or can't) should have their charge generation values increased. If this doesn't come to pass, then the devs will have failed in their attempt to properly adjust Spirit Blade (the current system is not the best that could have been done anyways). It will forever be remembered as a botched band-aid attempt, by an experienced developer no less.

 

Thanks for this  :) It was your post that made me go and try to find a different build for my KE, while trying to maintain the initial concept for it (melee lightsaber wannabe mage  :P of doom )

 

Focusing on Energy Barrage, as in have it and using it constantly, does help and makes playing it almost bearable. Of course, I always had issues with mana regeneration, even before patch (somehow, never bothered to see how or why, sometimes I would get to 0-10% mana and not be able to "escape" that and get some mana back unless I would stop doing anything - other times I could getmy rotations nicely and then proceed to spam SB with no mana problems), and now that seems to be both worse and constant. An overall feeling of "meh".

 

I also agree with your last post. Bitter dissapointment is what I get as well. Like I said, Necromancy I won't take because Dorian and Rift Mage... has always seemed underwhelming to me. As a minor rant here, I hate this habit Bioware has, of turning initially cool stuff into unremarkable brown matter. For example, Mass Effect 1, Adept was amazing. I enjoyed playing it a lot. The look, the feel... awesome. Then came ME2... adept turned into a "thrower of mini blue balls of... unidentified matter", with weak visuals and even weaker power. ME3 fixed things a tiny bit, but not much. Eh. Whatever.

 

@Aulis Vaara: This so much...  :lol:


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#11
Aulis Vaara

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I also agree with your last post. Bitter dissapointment is what I get as well. Like I said, Necromancy I won't take because Dorian and Rift Mage... has always seemed underwhelming to me. As a minor rant here, I hate this habit Bioware has, of turning initially cool stuff into unremarkable brown matter. For example, Mass Effect 1, Adept was amazing. I enjoyed playing it a lot. The look, the feel... awesome. Then came ME2... adept turned into a "thrower of mini blue balls of... unidentified matter", with weak visuals and even weaker power. ME3 fixed things a tiny bit, but not much. Eh. Whatever.
 
@Aulis Vaara: This so much...  :lol:


You make a fair point here. Bioware does always seem more willing to steal power from the player, rather than giving more to their enemies to balance things out. In DA:O enemies would throw your own powerful spells back at you, and as a result you planned for it and took them down ASAP.

I did like the Adept in Mass Effect 2, were it not that his abilities simply didn't work when it came to higher difficulties. Throwing people around was fantastic and being able to aim your shot actually made it more fun, in my humble opinion.

Also, you might be interested in this as well.

#12
Merengues 1945

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I still like the KE spec... Yes, you can't cut through everyone with spirit blade, but that kinda got boring after a while (combat with only 8 abilities get's dull real quick, even more for long-range fighters) so I appreciate the change.

 

Commiting to the fire route, with some spirit and Energy barrage you can keep your barrier going endlessly and fully charge the spirit blade in less than five seconds. combine it with fade step to move quickly on the battlefield and the nasty fire passive that allows you to fire two spells without cooldown and you can cut through anything.

 

In Descent I swiped the floor on every long fight using the fade step to relocate, back-to-back fire mines, energy barrage to charge, then fade step to get close and two heavy sweeps with the spirit blade, and repeat.... The toughest guys get butchered if you mix Cole's Mark of Death with this. I dealt 42000+ against a guy using this.

 

It gave more entertainment to a combat system that was getting really, really boring. I don't remember ever getting bored in Origins thanks to the brutal ammount of possible ways to tackle a fight instead of just smashing 4 buttons.



#13
Garry Leonard

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I must say i like the KE changes. I did always one button all day, but it's actually pretty fun now. It is a bit limiting as some skills don't work so well, but others work amazingly. 

 

Basicly you use the blade as a melee auto attack and use Flash point/Clean burn to proc free energy barrages or double energy barrages. You end up doing tons of damages and with the stuff coming in trespasser i think the alternate upgrades will work very nicely. 

 

Also you can use your auto attack which basicly does the same damage as a base Blade attack. Your auto builds charges very fast, and once you've got a few charges swing with your blade. You can't really do the gallons of damage constantly we used too, but your still very unkillable.



#14
Keroko

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Rather than a spec reset, I'd love it if we could just learn all specs and then play whichever suited us at any given time.

 

More options shouldn't be labelled as a bad thing.


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#15
The_Prophet_of_Donk

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Rather than a spec reset, I'd love it if we could just learn all specs and then play whichever suited us at any given time.

 

More options shouldn't be labelled as a bad thing.

The only problem with that is it's supposed to be part of the story.... so having all of them would confuse your ppl...



#16
Keroko

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The only problem with that is it's supposed to be part of the story.... so having all of them would confuse your ppl...

 

If that actually were the case, then I'd understand. But it isn't. Your specialization means squat outside of a few extremely rare and minor extra conversation options, which function much like the inquisition lore perks. And you can get all four of those no problem.