Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 01/25/16 in all areas

  1. Like the Act III scaling option for high level parties. Like the Faith and Conviction changes for NPCs. Like the Recovery changes. Like the Chanter upgrades. Don't Like the Ciphers downgrades....why? No really.....why?
    2 points
  2. Truly, what was the rationale behind the Cipher nerfs? Although they have some spells that were very effective, they still had to juggle between physical attacks and spellcasting. Beyond specific combos, Ciphers already have some issues with keeping up with spellcasting in boss fights as focus generation have to be dependent on weapon attacks on bosses with good defences especially on higher difficulties. And facing that, it is now even harder to cast spells during boss fights?
    2 points
  3. "Chanter skeleton summons set to 2nd level" -- did the skeletons also receive a buff? Asking because they're rather totally useless compared to Reny Daret's Ghost as it is. I wouldn't take it at 1st level in its current state, never mind 2nd.
    2 points
  4. Yikes, I'm glad I haven't had time yet to try the beta yet. I play a cipher as my character and the coming rebalance doesn't sound good for her. Now I need to doubly make sure I finish WM Part 1 before the final patch & WM Part 2 drops.
    1 point
  5. Actually the drugs balance pass includes another Cipher nerf. Prior to 3.0, Ciphers could get +2 PER and +20% Focus gain from Blacsonn, or +4 Focus gain from Carow Golan. Now they can only get +20% Focus gain from Carow Golan if they also suck up a -4 INT penalty that massively shrinks their powers' AoE and shortens their duration. Ciphers really got the hate in this patch, for some reason...
    1 point
  6. Some toughts about 3.0: Positive : - Stunning shots finally works also melee! hurray! - Dilemmas are a great idea - Good resting bonus for the survival ability and for athletics, maybe the healing can be over time insted that 1 shot but is cool anyway - Thanks for rewrite the drug's effects, now i will try to use them - new action bar feels confortable, is ok - new spell mastery system is ok, caster's deserve a bit of nerf Negtive: - Seals and traps don't work, but is already known issue - I condivide Boeroer point about excessive nerfing of chipers. High lvl powers cost way too much for the effect Requests: - I like a lot to play solo, can you please change amplified wave and soul shock power of cheaper for target also self instead of only allies? so i don't need to use figurines or charme mobs for use them... if you play with a normal party is not difficult to have a friendly target anyway and the AOE of amplified wave is so huge that you hit everything in the sceen anyway, so i don't think that this change will give chipers too much power . - Can you rebalance the bash ability of shield? (i.e. more dmg, or fasted speed, or stunning effect , or interruption?) At the moment it is just a very weak attack between 2 normal attacks, so slows down dmg output whitout any real benefit
    1 point
  7. Seriously - that's way too much. Nobody complained that ciphers are too strong or something like that. I mean nobody whom we should take serious. brindle88 with his "Amplified Wave is god mode lol" is gone - so we can all agree that this WAS a balanced class. If you listen to brindle88 you also have to nerf rogues. Lets nerf Sneak Attack so that is does -50% damage instead of +50% and you have to cause an affliction in order to avoid that... Sounds stupid? Well so does 10 focus * cipher power level... And I'm not even a big cipher fan and normally don't rant - but this time I could make an exception. Really I just can't stop... 70 focus? I think I'll get a stroke. No wait - that will cost me too much focus...
    1 point
  8. You can't be serious about the cipher nerf. I mean it - you just can't.
    1 point
  9. Constant and Veteran's Recovery reduced from base 90s to base 45s duration Constant recovery was close to irrelevant at high levels already due to the lack of scaling. With the level cap increase this seems like a further, unwarranted nerf. As it is, it's already straight up worse than active healing abilities because you can't really control when it's used, so some of the ticks are often wasted; furthermore, a 45s base duration means that the total amount of the heal is now 45 endurance, tops, while Veteran Recovery now heals for 30. That's quite unimpressive compared to most healing abilities. I get that with the change to athletics they might prove redundant, but why don't you guys just remove them already and give fighters something worthwhile instead of just crippling it into uselessness? Also, is there a reason an ability with a set duration (and one that gets shorter ad shorter, it seems ) is still called Constant Recovery? The rest of the changes look good. Aside from that, I've been wanting to play a pig fighter watcher for awhile, so I'm glad that they're getting a melee attack :D
    1 point
  10. Still no counters for stun locking?
    1 point
  11. Quite the list! I'm quite looking forward to the melee attacking Pigs Does 3.00 fix the disappearing Accept/Cancel buttons from the save dialogs?
    1 point
×
×
  • Create New...