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Beyond the Veil - What were they thinking?


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22 réponses à ce sujet

#1
Gunslinger01101

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I'm kind of annoyed right now. Why are the developers of the game so obsessed with having sustained abilities drain stamina or mana? You are ALREADY giving something up, a large chunk of stamina that you cannot use otherwise. Why make it drain stamina? Especially at the insane rate that Beyond the Veil and two-handed impact do? Its just annoying, I get maybe two swings in before it shuts off, along with a few other sustainables. As soon as there is a mod out removing this annoying and purposeless 'feature,' I'll be getting it. 

My Advice: Focus less on penalties, and more on awesome. This isn't a bloody MMO.

Modifié par Gunslinger01101, 24 mars 2010 - 03:48 .


#2
wwwwowwww

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worry about min/maxing much?




#3
Gunslinger01101

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Um, no? I worry about playing an enjoyable game...

#4
Null Mime

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I agree... It seems like every new skill in awakening has the drawback of taking large amounts of stamina and mana. Its pretty stupid...

#5
rabbitchannel

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Perhaps the developers thought it was better for balance. The penalties force you to choose one draining ability at a time but the option to use more is there for emergencies. A tactical thing that retains balance and versatility.



Off topic, I thought you posted in the wrong forum. Perseus Veil!? Whut!? lol.

#6
wwwwowwww

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Gunslinger01101 wrote...

Um, no? I worry about playing an enjoyable game...


So losing stamina/mana makes the game not enjoyable?

#7
Petsura

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Not if you can't possibly keep the skill up for more than 5 seconds.

Modifié par Petsura, 24 mars 2010 - 04:48 .


#8
Khoran

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Perhaps one should consider regenerating equipment to at least partially offset this terrible injustice.

#9
yasuraka.hakkyou

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the problem with that, Khoran, is that some abilities tack on such a huge mana regen penalty that we would need a modded item to offset it.



I do agree that the draining should be lessened. My mage can have Draining Aura and usually Arcane Field going the entire fight, but Elemental Chaos drains me dry faster than DA and AF combined. and it doesn't seem to do as much either.

#10
0mar

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I didn't even notice because all the enemies drop so fast.

#11
Tirigon

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The penalties for sustainable spells suck anyways.

#12
Thomas9321

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I'm going to agree on what has been said about it being for balance. Some of the new skills are so powerful that if they didn't have drawbacks all your other skills would be totally obsolete.

#13
Tirigon

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The balance argument is surely valid, but it must be balanced in both directions. Take AW´s 3rd spell for example, with the huge resistances. Before the patch it was way OP. But now, draining 10 mana a sec it´s totally useless.



For balance, it should be changed in an active spell with like 30 sec duration and 120 sec CD. That would make it impossible to stay invulnerable all the time, but make it much more useful then it is at the moment.



Similar things can be said for many other spells.

#14
Kurt M.

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Gunslinger01101 wrote...

I'm kind of annoyed right now. Why are the developers of the game so obsessed with having sustained abilities drain stamina or mana? You are ALREADY giving something up, a large chunk of stamina that you cannot use otherwise. Why make it drain stamina? Especially at the insane rate that Beyond the Veil and two-handed impact do? Its just annoying, I get maybe two swings in before it shuts off, along with a few other sustainables. As soon as there is a mod out removing this annoying and purposeless 'feature,' I'll be getting it. 

My Advice: Focus less on penalties, and more on awesome. This isn't a bloody MMO.


Uhm...I usually have my char running Beyond the Veil + Momentum + Precise Striking + Berserker, and I still have room to do a lot of Talents in combat before my Stamina goes out. And that's what Stamina potions and Death Blow/Second Wind are for. And all of that with high, but not marvelous Willpower points (50 (30 + 20)).

Maybe you need to wear some Stamina regen. while in combat items, and to somehow increase your char's Willpower rather than whining?

Modifié par Gladiador2, 17 avril 2010 - 10:25 .


#15
Loc'n'lol

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I was thinking about that the other day It makes no sense to have both penalties... sustains typically reserve a part of your stamina and increase the stamina cost of all talents, why add drain on top of that ?

If duration is a problem, then it could easily have been balanced by making them like perfect striking for example : an activated ability that gives a large bonus for a limited amount of time, and with the right cooldown that wouldn't be a problem.

#16
Kurt M.

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The problem is when you lack of basic strategy with your own char, and you use activated Talents indistintely of the enemy you're currently fighting. With those four sustainted Talents I've mentioned, my char has drained/reserved aprox. 40% of his Stamina by default, but in exchange I never use activated combat Talents with normal enemies (only Elites and up).



In long fights, (like the one in Vigil's Keep), I recover myself killing normal enemies (+ Death Blow = Stamina regen with every kill), and I keep activated Talents for Disciples or Adult Childrens. Doing it that way I've even rarely have to use Stamina potions/Second Wind, which I can reserve when I have to fight a single, Boss-level foe (aka, the Armored Ogre Alpha and The Herald).

#17
Mycrus Ironfist

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go with the willpower runes

#18
countersubject

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In my party all the sustainables except for elemental chaos lasted long enough for any fight except the long boss fights. I never deactivated them. It works, but get every piece of equipment that gives some bonus to stamina and stamina regeneration and invest a couple of points in willpower.
I think the stamina consumption is good because willpower becomes more relevant. Before i got by just fine with 10 - 15 points, it wasn't worth investing in. Now it is, because at least in awakening the abilities are mostly worth it.

Modifié par countersubject, 17 avril 2010 - 02:31 .


#19
Loc'n'lol

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Actually no, stamina consumption doesn't make willpower relevant, it makes stamina regeneration relevant (something which can only be acquired with gear, no talent or skill improves stamina or mana regeneration...)

Stamina reservation, however, makes willpower relevant, since its the size of your gauge that matters and not how quickly you can replenish it.

#20
yasuraka.hakkyou

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well, some of the skills say that they add bonuses to stamana regen, but take that with some salt. I can see what both sides mean with willpower being relevant or not, but I think I side with _Loc_n_lol_.

#21
Onix Sunstone

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They seem ok to me Iv never assumed your ment to have 3-4 running at a time tho that seems like to much to me. I use meduim armor tho & have -25% fatige there is an item I got recent that give -25% but it didnt get the -25% lower so that maybe max but it work fine on heavy armors.

Sound to me tho your just expecting to much from your char.


well, some of the skills say that they add bonuses to stamana regen

Yea thats another good point, noraly maxing that line will give the best bonues to the sustainble so have ya got them to ?

Modifié par Onix Sunstone, 17 avril 2010 - 06:58 .


#22
traversc

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Thomas9321 wrote...

I'm going to agree on what has been said about it being for balance. Some of the new skills are so powerful that if they didn't have drawbacks all your other skills would be totally obsolete.


Then they need to figure out how to make new and interesting skills.  Not ZOMG BIGGER NUMBERS.  Fail.  

#23
GreatSword127

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I always had Beyond the Veil activated. And it only drained all my stamina like....once or twice. But then again I had a good willpower stat.