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I'm livid!


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#26
Luke Barrett

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1: Luke doesn't talk about 9/10th of changes

 

2: Nerfes don't need to be explained unless a class ends up broken (not the case here)

 

3: I hear there was an unholy combination with Bolters and cooldown reduction so there's a good reason to take that away

 

1. Some of the changes I didn't mention may make sense tomorrow when Trespasser goes live :bandit:

2. While they don't need to be explained I try to when I can - some of the time they just slip my mind, other times it's something from an SP change that I wasn't privy to.

3. Definitely not because of this. And on that note, bolters will be back on wave 4 perilous/nightmare hopefully by this Friday.



#27
coffbear7

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 I still prefere unbowed over livid. Being forced to change playstyle this late in the game is kinda chessy. Luckily I have my 250+ runs with the Templar.

 

 Changing CD's on the Lego the first go round was as far as it needed to go. It is not a DPS wreaking machine but can do damage. CS & WF made being an aggro sponge a useful addition to the party. Just because "some" people have the mighty Hakkon sword is no reason to crap on the Legos one true gift to the group. Tresspassers, Bolters or what ever. Survivabilty for the Lego does/did not = OP.

 

These changes this late in DAMPs life cycle seem very odd and over the top.Not balancing. Should have crapped on the Sister at week one also. Not now. I suspect the Saarebus will suffer the same fate. More of the same AW baloney.

 

No offense, really.


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#28
nanotm

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the aw change is sort of interesting but the fact so many abilities bug out is bad, actually it seems that the majority of problems with the current state of the game are bugs with things not working a lot of the time, when you cast cl and see it do zero damage but has a cooldown or when you use the crit upgrades and flow of battle and every swing is doing a crit but your not generating the cooldown reductions ...

 

I took my lego out for a couple of rounds last night livid only worked fully a few times, the ability countdown timer is way to fast and instead of having the archer's leaping shot trigger the knockdown 90% of the time it now misses or hits for 1 dmg and doesn't perform the knockdown .....

 

hopefully this is just a problem with the game servers and not indicative of a bigger problem with the latest patch breaking the game in a bad way



#29
Silversmurf

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 And on that note, bolters will be back on wave 4 perilous/nightmare hopefully by this Friday.

 

I did think it was strange that Walking Fortress was changed AND Bolters were removed at the same time.

 

That didn't make sense to me.



#30
Silversmurf

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or when you use the crit upgrades and flow of battle and every swing is doing a crit but your not generating the cooldown reductions ...

 

so much this



#31
Sulaco_7

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1. Some of the changes I didn't mention may make sense tomorrow when Trespasser goes live :bandit:

2. While they don't need to be explained I try to when I can - some of the time they just slip my mind, other times it's something from an SP change that I wasn't privy to.

 

So, basically, an SP balance issue nerfed the crap out of MP walking fortress and we just have to deal with it.  

 

Is this the bottom line?  How about increasing the duration of walking fortress for the MP version.  That would be nice.


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#32
nanotm

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its worse on the katari, you know you just hit that mook with a crit because it does the vampire flameout (dragon sword with flame rune) animation and turns to dust yet after getting the same animation 3 times your charge is still on cooldown and the nearest thing to hit is half  the map away and the boss is chucking spells at you while you have nowhere to get into cover (caught in the open when the person who had agro dies)

 

some weird randomness with all the skills/ passives not working, perhaps rather than reworking current skill trees they should have deleted them entirely and then imported a completely new one /



#33
Caldyrvan

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Thanks for giving some answers. Hope this "some changes not mention make sense later" ist true :)

 

If not you know this bunch will keep posting :D 



#34
Domiel Angelus

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So, basically, an SP balance issue nerfed the crap out of MP walking fortress and we just have to deal with it.  

 

Is this the bottom line?  How about increasing the duration of walking fortress for the MP version.  That would be nice.

 

Its difficult to tweak one without the other, considering what happened with ME3MP and how crazy the changes were to SP because of MP tweaking, I'm wonder what else will be different when I go back to play Trespasser over the weekend. 

 

Most of the changes to the Arcane Warrior carried over to the KE in SP from what I've noticed, so Vivienne got a massive tweaking because of MP. We just have to suck it up and deal with the changes as they come.

 

The other thing they could do is change Walking Fortress to a new skill entirely like they did with the Livid flip. I haven't looked to see if it replaces Unbowed in SP yet, so that may be an option. 



#35
Kilgrow

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1. Some of the changes I didn't mention may make sense tomorrow when Trespasser goes live :bandit:

2. While they don't need to be explained I try to when I can - some of the time they just slip my mind, other times it's something from an SP change that I wasn't privy to.

3. Definitely not because of this. And on that note, bolters will be back on wave 4 perilous/nightmare hopefully by this Friday.

 

So I don't play single player anymore, what changed with Trespasser that caused the need for the Lego nerfs?

 

Trespasser also impact the silent sister nerfs? 



#36
coldsteelblue

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So I don't play single player anymore, what changed with Trespasser that caused the need for the Lego nerfs?

 

Trespasser also impact the silent sister nerfs? 

 

Most notably Unbowed was changed to livid, makes sense really in SP as it still had the 32 second cooldown & wasn't really that useful, also, they changed the function of WF+ once again, not really needed in SP as groups of enemies were often small, still last for 8 seconds though.



#37
Domiel Angelus

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Most notably Unbowed was changed to livid, makes sense really in SP as it still had the 32 second cooldown & wasn't really that useful, also, they changed the function of WF+ once again, not really needed in SP as groups of enemies were often small, still last for 8 seconds though.

 

So the only way to get Unbowed now is via gear (MP) and Masterworking (SP) or not playing with the new patches on? That's a level of lame that needs to be commended. 



#38
coldsteelblue

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So the only way to get Unbowed now is via gear (MP) and Masterworking (SP) or not playing with the new patches on? That's a level of lame that needs to be commended. 

 

 

Looks like, yeah, shame really as Unbowed had great uses in MP...



#39
Angelus_de_Mortiel

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Edgewise (level 24 Greatsword)
291 AoE damage
49 Armor Rating
14 Constitution
Chance on hit to taunt all enemies within 8 meters for 4 seconds.
Rune


 
This is what made my livid. The Reaver is a better tank now than the Legionnaire due to the armour buff with this sword, the occasional taunt, and the high DPS to draw threat.
 
Seriously Luke, I messaged you months ago about buffing the duration of all taunts. You asked me to be patient as you were reducing the cool downs of all taunts and to see how that felt. Months later, taunting still sucks, and when paired with the now higher cool downs from the Walking Fortress nerf, the Legionnaire useless as a tank. This can be alleviated either by buffing taunt durations or by generously increasing the Legionnaire's threat generation (maybe swap Biggest Threat with a much better version unique to the Legionnaire). Not everyone can have the purple Amulet of Aggression to compensate the bad taunts.

 

This was my original proposal from June:

 


 
Note: To The Death is left out as the taunt for that has no duration.
 
So, my suggestion would be as follows:
 
War Cry
Taunt Duration: 4 seconds -> 8 seconds (100% buff)
Cool Down: 24 seconds -> 12 seconds (50% reduction)
Taunt Range: 8 metres? -> 12 metres
 
Counterstrike
Taunt/Counter Duration: 8 seconds -> 12 seconds (50% buff)
Cool Down: 60 seconds -> 30 seconds (50% reduction)
(Counterstrike obviously does much more than the other skills, but since it relies on enemies to attack within melee range for the auto-counter to work and it taunts any enemies that have line-of-sight, the cooldown reduction will not be unbalanced. Thirty seconds is plenty long enough cool down.)
 
Challenge
Taunt Duration: 8 seconds -> 12 seconds (50% buff)
Cool Down: 18 seconds -> 12 seconds (30% reduction)
(Yes, Challenge would thus be able to immediately recast once the taunt expires, or potentially recast even before then with cool down reductions, which is fair since it's a single target taunt, potentially allowing strategic multi-target taunting and make tanking with the Templar actually possible.)
 
Side Note: Now those are easier to implement with simple balance changes, but would it be at all possible to have iframes during the animation of these as well?

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#40
Gya

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As per title.