Nobody's crying for nerfs, they're looking to better understand the (very poorly explained) mechanics of the game. This has to happen every time content is added because we don't get **** for documentation.
Qunari faction: one hit kill attack with no animation?
#51
Posté 23 septembre 2015 - 12:17
- zambingo et Hang3d Man aiment ceci
#52
Posté 23 septembre 2015 - 12:54
I find it interesting that we haven't received an official response from Bioware. In a nutshell, I believe many of us have asked a simple question regarding game mechanics, yet we've received no response. I believe that before we talk about nerf this/buff that, we should have a full understanding of the mechanic involved, and then we go from there.
- zambingo et Hang3d Man aiment ceci
#53
Posté 23 septembre 2015 - 01:01
Well, the internal name for the ability is called shieldsplosion. Same name is given to the "Enhanced Shield Wall: every fifth block with Shield Wall deals massive damage to enemies in the area" proc, although they don't share the same data file
- Ispan, zambingo, Hang3d Man et 1 autre aiment ceci
#54
Posté 23 septembre 2015 - 01:02
The damage received is spirit damage, isn't it?
Today one of their footsoldiers did 5-6x dmg with her fire grenade. Took me out instantly.
#55
Posté 23 septembre 2015 - 01:34
Well, the internal name for the ability is called shieldsplosion. Same name is given to the "Enhanced Shield Wall: every fifth block with Shield Wall deals massive damage to enemies in the area" proc, although they don't share the same data file
Now why can't they just give us those names for the actual release? Shieldsplosion sounds so much cooler than "Enhanced Shield Wall".
Have you found any other interesting internal names for abilities?
- zambingo et Silversmurf aiment ceci
#56
Posté 23 septembre 2015 - 01:40
Now why can't they just give us those names for the actual release? Shieldsplosion sounds so much cooler than "Enhanced Shield Wall".
Have you found any other interesting internal names for abilities?
Yeah, there's a proc on a greataxe that makes you leap to the enemy if it's 6m to 12m away
the internal name for it is yololeap
- lJustAlexl, zambingo, LearnedHand et 7 autres aiment ceci
#57
Posté 23 septembre 2015 - 01:47
Yeah, there's a proc on a greataxe that makes you leap to the enemy if it's 6m to 12m away
the internal name for it is yololeap
While I love the name, the proc seems useless unless it has a 100% chance. Why would you be swinging at something 10m away?
#58
Posté 23 septembre 2015 - 01:51
While I love the name, the proc seems useless unless it has a 100% chance. Why would you be swinging at something 10m away?
DA3//Party//General//Passive//unique_item_passive_yololeap_abilitydata
StringId : [0004ACF7] Enhanced basic attack: your first attack now leaps toward your target if you are between 6 and 12 meters away
#59
Posté 23 septembre 2015 - 01:52
DA3//Party//General//Passive//unique_item_passive_yololeap_abilitydata
StringId : [0004ACF7] Enhanced basic attack: your first attack now leaps toward your target if you are between 6 and 12 meters away
Ok that makes more sense.
#60
Posté 23 septembre 2015 - 02:17
Well, the internal name for the ability is called shieldsplosion. Same name is given to the "Enhanced Shield Wall: every fifth block with Shield Wall deals massive damage to enemies in the area" proc, although they don't share the same data file
While helpful, this doesn't explain why this ability happens 1. after the fact all enemies are dead, 2. why you can be hit when you're not around any enemy, alive or dead, 3. the delay on activation if there is one.
Of course, there are more questions, but these are the precursors that need to be answered first by Bioware. It's my opinion...ah hell, who comes up with this crap anyway? Challenging gameplay can be had without being annoying.
#61
Posté 23 septembre 2015 - 02:33
While helpful, this doesn't explain why this ability happens 1. after the fact all enemies are dead, 2. why you can be hit when you're not around any enemy, alive or dead, 3. the delay on activation if there is one.
Here's something I'd like to try: Make the shieldsplosion proc from a distance, kill the Defender, then walk to the spot where he died to see if you take any damage. Maybe 1. the damage "cone" isn't removed after the defender's death or 2. it keeps proccing after death
- Hang3d Man et CremeDelight aiment ceci
#62
Posté 23 septembre 2015 - 04:46
And I've typed your name enough times that my Kindle tablet thingy now accepts it as a word.
When we get back I'm going to talk to that little man Talbot about getting us some real Avaar mead to celebrate...
- Jay P aime ceci
#63
Posté 23 septembre 2015 - 07:44
3 pages and still no response from BW.Weird
#64
Posté 23 septembre 2015 - 01:46
I find it interesting that we haven't received an official response from Bioware. In a nutshell, I believe many of us have asked a simple question regarding game mechanics, yet we've received no response. I believe that before we talk about nerf this/buff that, we should have a full understanding of the mechanic involved, and then we go from there.
I think part of the fun is supposed to be figuring it out.
Edit: don't mean to imply that the Wavebend data mining is bad. I think it's great.
I don't think the community appreciates how much effort he is putting in, whereas many games have multiple people doing this, we are all relying on one person.
#65
Posté 23 septembre 2015 - 03:00
Side Note: If intended both mechanics and lorewise, the Templar being able to throttle Qunari attacks this way is superbly ironic. Tevinter took all their Templars' powers away and yet they are in a constant war with the Qun. That said, it is also ironic that the combo is significantly less effective against Saarebas... it barely annoys them.
#66
Posté 23 septembre 2015 - 04:07
Been P-Soloing this morning. Fought masses of Qunari. Playing as Belinda. Using the Wombo-Combo as much as possible, herding enemies together and boom. This combo seems to avoid the Shieldplosion effect, I assume because the combo ends with Dispel. Also discovered if you quickly pop Livid surrounded by dead but not faded away enemies you get a free use (no recharge) and the bodies still boost your guard, this has been consistent. The Livid Over Death thing happens similarly as a Duelist, you can harvest elusive off of dead enemies if done quickly.
Side Note: If intended both mechanics and lorewise, the Templar being able to throttle Qunari attacks this way is superbly ironic. Tevinter took all their Templars' powers away and yet they are in a constant war with the Qun. That said, it is also ironic that the combo is significantly less effective against Saarebas... it barely annoys them.
There is a mage and magical creature option on Templar tree did you try with them?
#67
Posté 23 septembre 2015 - 05:11
I also got 1 shot twice in like 30 sec? in a NM run, I'm pretty sure it was physical dmg, and I was about 3m away from an enemy.
Very annoying. ![]()
Gonna keep my distance against those Qunari guys.
#68
Posté 23 septembre 2015 - 05:46
There is a mage and magical creature option on Templar tree did you try with them?
Yep. :-) That perk is great, it allows Belinda to damage most enemies because it seems the game counts a lot of things as magical. The wombo combo does work on Saarebas, it's just nowhere near as effective as it is on just about everything else, ime. Another thing I have noticed the wombo combo doesn't effectively work on or not at all (which seems weird) is Arcane Horrors.
#69
Posté 23 septembre 2015 - 05:53
Yep. :-) That perk is great, it allows Belinda to damage most enemies because it seems the game counts a lot of things as magical. The wombo combo does work on Saarebas, it's just nowhere near as effective as it is on just about everything else, ime. Another thing I have noticed the wombo combo doesn't effectively work on or not at all (which seems weird) is Arcane Horrors.
Saarebas have spirit resistance, meaning they will take 1/2 damage (unless on nightmare+, then its 1)
Arcane Horror is immune to stun, and thus cant be wombo combo'd
- zambingo aime ceci
#70
Posté 24 septembre 2015 - 12:39
Arcane Horror is immune to stun, and thus cant be wombo combo'd
Yeah, and that's why I always feel stupid when I automatically go after the Venatori/Qunari commanders when I'm playing a Templar because hey, powerful mage, who better to fight it? Oh wait, I can't do squat to it. Though the Arcane Horror seems especially odd. What kind of anti-magic holy warrior is ineffective against an undead demon-possesed mage?!
- zambingo, CremeDelight et Snakebite aiment ceci
#71
Posté 24 septembre 2015 - 02:47
Edit: nvrmnd they aren't weak to poison. Weird. I could have sworn they were. Oh well. Brain fart. Guess I've been wasting those flasks. lol
#72
Posté 24 septembre 2015 - 10:35
Today one of their footsoldiers did 5-6x dmg with her fire grenade. Took me out instantly.
That happened to me too,but I was somewhat low level,so I thought that was a reason.
#73
Posté 24 septembre 2015 - 02:04
DA3//Party//General//Passive//unique_item_passive_yololeap_abilitydata
StringId : [0004ACF7] Enhanced basic attack: your first attack now leaps toward your target if you are between 6 and 12 meters away
Had to check date on PC to see if it was April 1st.
#74
Posté 24 septembre 2015 - 03:13
Didn't I read something somewhere about an invisible spirit mine that the enemy saarebas can lay down? Or was that just a joke? When I got insta-killed recently, I took multiple rapid-fire spirit damage ticks (yellow numbers).
#75
Posté 24 septembre 2015 - 03:47





Retour en haut







