Personally, I think KE shouldn't have been the support class, necro could benefit from that power way more. I would have swapped their focus abilities and replaced stasis lock with a different spectral weapon,
what changes would you make to the classes
#1
Posté 06 septembre 2015 - 11:53
#2
Posté 06 septembre 2015 - 01:53
I would go back to the classic schools of magic (primal, creation, spirit, and entropy) and probably cut back on the number of elemental spells that are there for the sake of filling up trees, and fill out the others.
#3
Posté 06 septembre 2015 - 01:59
Reavers, dragon rage i would change it so it uses your weapon to attack instead of the claws.
#4
Posté 06 septembre 2015 - 02:03
I'd reduced the mana cost of Walking Bomb to 50.
#5
Posté 06 septembre 2015 - 02:46
I do agree with the idea of going back to more trees, like the rock armour spell, instead of making it a potion, which are so limited anyway. I thought dragon rage was one of the better looking warrior abilities tbh, that and wrath of heaven are the best to active
#6
Posté 06 septembre 2015 - 03:55
Wow. I'll just have to pick a few, since nobody wants to read the wall of words this topic deserves ... ![]()
Overall, the traditional FRPG balance trade-offs should be more at the forefront, like offense vs. defense and magic vs. physical.
For example, KE should work with a sliding scale: the more skills you take in melee, the weaker you are with magic, and vice versa, on a point-for-point basis compared with other KE or mage builds. You could even allocate the balance on an encounter by encounter basis, like for this boss I want to be 80% melee and 20% magic, but for this rift I want the opposite.
Necro should raise mobs of the dead and summon spirits to fight for the party. Alternatively, Necro only raises undead specifically, while rift mage can summon spirits/demons by opening a rift.
At least one mage class should be able to turn into a spider or a bear.
I guess I'd give it to Necro, so make that an undead spider or undead bear. This is just a special case of what capn233 suggested.
Archer should have the ability to remain in Stealth as long as only Long Shot or auto-attacks are used beyond a certain minimum range from all enemies. Basically, give Archers the ability to be snipers.
Warrior attacks should be chainable: you should be able to queue up 2 or 3 skills in sequence, blowing all your focus + stamina + barrier + guard + potion (i.e., consumables) to power it.
Warrior melee attack skills should all have knockback. It's silly for Whirlwind to slice through an enemy and leave them standing! Everything hit should have reasonable physics applied and either go flying or stop the attack dead.
Champion should be able to dual wield.
That's enough, I could do this forever.
#7
Posté 06 septembre 2015 - 05:24
Warrior attacks would be more powerful- but also slower. A hit from a giant axe on autoattack does maybe 500-700 damage. About the same as that from a small dagger. That doesn't feel right.
Archers need more archery abilities. Maybe one that fires flaming arrows or Ice Arrows or one that pins the target in place or stuns the target, etc. There's some diversity once you get to the specializations- but not much when it comes to straight up Archery Skills. Just my .02- archery is boring as a result.
Ability to pick and choose abilities for my player. The abilities should be leveled- and I should be able to get say 2 abilities and 2 passives from each level. Say I want to play as a pure dual wielding Melee Rogue. I want Twins Fangs, Spike Trap, Mines, and Flask of Frost- etc. Would be cool if I could create the play style I want. Pick and choose from across the specializations- so long as I can't just grab all the focus skills.
Mage staves attacks should be more powerful and spells maybe a bit less so.
Dual wielding warriors. Nuff said.
Focus skills need to be agnostic of weapon choice. For example- Hail of Arrows should simply allow a DW Rogue to hit Shadow Strike in triplicate. Or throw three times as many mines, etc.
I'm, generally speaking, a fan of builds that allow for versatility- so in favor of anything that allows my character to do more- instead of just spamming one skill.
#8
Posté 06 septembre 2015 - 06:10
Warrior attacks would be more powerful- but also slower. A hit from a giant axe on autoattack does maybe 500-700 damage. About the same as that from a small dagger. That doesn't feel right.
What is with people who keep believing that two handed weapons weighed a ton and were slow as hell. Seriously mate a great-sword weighs between 3.5 to 6 pounds max, which not a lot. Another thing to note is how swords are balanced it most of the weight is near your hand meaning they quite easy to swing. Finally Two handed weapons DO NOT weight a ton, a weapon that would be slow as hell would have had no practical use in the battlefields.
Da2 in this regard got two handed weapon speeds right.
#9
Posté 06 septembre 2015 - 06:47
Knight Enchanters barriers need to scale based on party health. The healthier the party, the stronger the barrier regen. I think it should not be buffed, just scale up to it's current values when all party members are alive. Think of it like group synergy. And yes, that's a total complete 100% nerf to Knight Enchanters, and I think they need it. Get rid of the current spirit blade junk and replace it with a barrier regen based on party % health. Someone dies in your party and suddenly your barrier regen goes to pot. That'd force Knight Enchanters to be team leaders as opposed to "oh hey, my party died...I don't care I'll just solo this epic bad guy with spirit blade spam". I guess I'd nerf their abilities all around, and then enhance them when they are in the disruption bubble Maybe make spirit blade and fade cloak 5 mana when used inside disruption bubble.
Reavers, I'd probably just change the animation. I think the dragon arms are cool, but the weapon should be included in the animation somehow. Maybe give them dragon-like arm animations and have them breath fire or something...I dunno. Just not how it is now.
I'd provide more balanced 2H schematics. I don't think axes should be the king of crit and then make 2H so crit synergistic. Either get rid of flow passive in 2H tree, or make sure you can create a crit-heavy maul OR sword along with axe. Earthshaking strike should do a lot more damage too.
I don't like the animation of Livid. It should go back to the unbowed animation. I think it borrows too much (and shows up even) wrath of heaven.
Rogues do too much damage overall. I think damage from rogues should be nerfed all around, but that's just me.
Biggest problem is the crafting, and the golden nug excerbates this now. I'm currently running with a limited craft (tier 1 only until skyhold, tier 2 until adamant and palace done, tier 3 until Coryfish is dead, and then tier 4). Crafting needs to include level requirements. Obviously there is some equation or something to determine level. It should be applied to something you craft. Craft something too awesome and you can't use it until the appropriate level. Whine all you want but it is game-breakingly bad right now.
#10
Posté 06 septembre 2015 - 09:38
What is with people who keep believing that two handed weapons weighed a ton and were slow as hell. Seriously mate a great-sword weighs between 3.5 to 6 pounds max, which not a lot. Another thing to note is how swords are balanced it most of the weight is near your hand meaning they quite easy to swing. Finally Two handed weapons DO NOT weight a ton, a weapon that would be slow as hell would have had no practical use in the battlefields.
Da2 in this regard got two handed weapon speeds right.
Not sure why I am quoted here- as I never made any of the arguments you are countering in your post- but I'll respond in kind.
4 pounds is still a heavy broad sword. Swinging a 4 pound metal sword, hard enough to inflict damage, without losing your balance, in heavy armor, at a moving target- not easy nor super quick. Tis why swords became lighter over time. Katana sword? Pirate Cutlass? Different story. Still, swords will move slower than a 12 ounce dagger. Daggers are faster and lighter- should not inflict as much damage. That's the gist of my argument.
Also- real life aint got nothing to do with DAI. Perhaps unwise for any of us to expect the game to adhere to anything resembling normal physics. Unless I missed the period of history where people smashed bottles of magic potions on themselves and were able to stop time for 7 seconds while they killed as many people as possible.
Never in my post did I argue two hand weapons weigh a ton- at least not in real life. In the DAI world- the Axe of the Dragon Hunter is a boat load more than 4 or 5 pounds. It's easily as long as a female warrior. Perhaps it was made of aluminum? Yet- it does, roughly, the same damage as a butter knife dagger. That should be balanced out. Daggers should inflict less damage, heavy swords and axes more- or their speed should be offset. Or both.
#11
Posté 06 septembre 2015 - 10:46
#12
Posté 07 septembre 2015 - 12:04
I forgot one:
Give mages the same evasion/teleportation trick that Spellbinders get. Make it expensive in skill points if you must, but fair is fair.
#13
Posté 07 septembre 2015 - 02:28
#14
Posté 07 septembre 2015 - 02:48
Entropy and creation tree's back plz.
glyph of repulsion, force field, heroic offence/deffence/aura, the hexes the other glyphs the buffs the debuffs THE SUPPORT MAGE
I hate dealing damage as a mage and I hate that I'm forced to.
Not the glyph of repulsion is possible with static cage because insta kill.
Side note: Make heavy armor not look like a coat with some lil bits of metal.
#15
Posté 07 septembre 2015 - 03:07
I'd take away the barrier regen of KE, buff spirit blade's damage under barrier, and decrease it's mana cost and give the KE increased armor and elemental resistances when under barrier. I'd also buff the mana regen of the class significantly when under barrier.
Give flat more damage to Necromancer in the form of increased weapon damage, Horror now only costs 35 mana and increases damage from all sources by 15% for a set period. I'd take away that crappy increased damage on panicked enemies and give it a flat % chance to cause panic on all attacks.
For the Rift Mage I'd make Veilstrike an Eldrich detonator. I don't think that skill gets enough play.
I like where the Reaver is right now, but I'd replace Ring of Pain with some kind of dash. I want to create a way for the reaver to close distance on all priority targets without investing in the vanguard tree.
I'd replace Blessed Blades with an AoE spirit damage skill that stops stamina regen, but doesn't drain it. Toggle is 2 second CD.
I'd replace Line in the Sand with a skill that slows enemy movement in a field around the champion by a significant amount. Enemies are more likely to choose the champion as a target with the upgrade.
Flask of Frost's upgrade is arguably pointless, I'd make the upgrade cause cold damage in an area around the tempest while the flask is active.
Assassin's focus ability gets changed to a set period of uninterrupted stealth that cannot be perceived. All stealth related bonuses remain active for the duration of the ability.
I don't like fallback plan, I'd change it to a decoy skill that paralyzes and explodes in electric damage when enemies attack it. Artificer drops all aggro upon its use.
Most of these are straight buffs, but ones I personally consider to be conducive to creating a more diverse skillset rather than a set build. You're welcome to disagree.
- PapaCharlie9 aime ceci
#16
Posté 07 septembre 2015 - 03:15
Bioware pls.
#17
Posté 07 septembre 2015 - 06:50
I would allow sword and shield warrior attacks to connect on enemies that are knocked down. Right now, they simply don't. I would also give more control over the attack sequence. The third attack has a long range and wide area of effect, but won't connect at all if you're close enough to hit with the first two. I would make it so left+attack is the backhand (goes through shield but long recovery), right+attack (or simply neutral+attack) is the regular swing (fast but blocked by enemy shield), forward + attack is the piercing lunge (fast and closes in slightly, blocked by shield) and back+attack is the deep wide swing (large AOE, slow attack, won't connect at close range).
Right now the sequence doesn't work, you're stuck with regular into backhand into search, because that's the only way to deal damage.
Axe and shield and Mace and shield attacks are okay for autoattacks, but the damage is far too low on special abilities.
2-Handed, I would improve the aiming on the Maul, since its first attack never connects on moving targets/when you move. It's a deep hit with no area of effect. It deals good sustained damage with search spam, but it's terrible to transition to a new target and leaves you vulnerable. Axe are fine. Two-Handed Sword is too slow; it doesn't feel right. It's not infuriating though, since the weapon actually connects, unlike one-handed swords.
As for Axes being too strong, it's mostly due to Axe of the Dragon Hunter. This schematic is bugged, it has Tier 4 stats and two upgrade slots. It's completely bonkers.
If I were to redesign the class, I would allow all skills to be used with both sword & shield and 2 handed. Likewise I would give Rogues the ability to weapon switch between bow and daggers. Switching weapons is impractical for warriors because, well, those weapons are huge, but for Rogues it makes sense. Just balance the attack bonus coefficients accordingly for the warriors.
#18
Posté 07 septembre 2015 - 02:10
I'd take away the barrier regen of KE, buff spirit blade's damage under barrier, and decrease it's mana cost and give the KE increased armor and elemental resistances when under barrier. I'd also buff the mana regen of the class significantly when under barrier.
Armor isn't applied to Barrier though.
#19
Posté 07 septembre 2015 - 04:19
Armor isn't applied to Barrier though.
Wasn't aware.
I'd make it so it is on the KE.





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