Jump to content

Photo

St. BLuke's Weekly Balance Changelog (May 8th)


224 replies to this topic

#1
Luke Barrett

Luke Barrett
  • BioWare Employees
  • 1,638 posts

Flasks and Poisons and Snares, Oh, My!

Luka is seeing a few changes to her offensive capabilities in the Alchemy Tree. The cooldown times on Flask of Fire and Flask of Frost— both pivotal to her combat role—are reduced from 32 seconds to 24 seconds, letting them be up more frequently. Their durations are also slightly increased.
Flask of Fire (Alchemist)

  • Duration increased from 5 seconds to 6 seconds
  • Cooldown time reduced from 32 seconds to 24 seconds

Flask of Frost (Alchemist)

  • Duration increased from 5 seconds to 8 seconds
  • Cooldown time reduced from 32 seconds to 24 seconds

Additionally, all traps and poisons are getting a needed damage boost, so both Luka and Thornton should have more viable options. Keep in mind that while it's better to have burst damage for dealing with weaker creatures, you'll probably want to rely more on total DPS with some of the DoTs (more on that below).
Caltrops (Archer)

  • Damage increased from 10% to 50%

Elemental Mines (Alchemist, Hunter)

  • Damage increased from 50% to 100%
  • Burning damage increased from 50% to 100%

Poisoned Weapons (Alchemist, Assassin)

  • Poison damage increased from 15% to 50%

Spike Trap (Archer, Hunter)

  • Damage increased from 300% to 500%

Toxic Cloud (Alchemist, Hunter)

  • Damage increased from 15% to 50%
  • Cooldown time reduced from 32 seconds to 24 seconds

"Red" in French

Hall is getting a bit of a nerf to the almighty Long Shot ability. Previously, it did 200% damage up close and 500% at range; now it does 100% and 400% (I also fixed an error in the tooltip that said it did 600% at range). Don't worry, Explosive Shot and the most OP ability ever, Caltrops (above), each got close to 50% damage boosts each.
Explosive Shot (Archer, Hunter)

  • Damage increased from 100% to 150%

Long Shot (Archer)

  • Damage decreased from 200% to 100%

For the other rogues, we've hiked the damage on some of the lesser used abilities (similar to what we've done for the mage classes, below). Of special note is the Parry change that sneaked in with the Dragonslayer patch. That ability is the business now.
Parry (Alchemist, Duelist)

  • Damage increased from 100% to 200%

Spinning Blades (Assassin)

  • Damage increased from 75% to 100%

Throwing Blades (Hunter)

  • Damage increased from 100% to 150%

Leave It to Reaver
Tamar had been feeling the hit to her survivability from the previous fix to the Rampage/Dragon's Rage combo, so we've decided to heavily increase the strength and usability of the Devour ability as well as make Ring of Pain a little less painful (ha, ha, ha) by reducing the starting cost.
Devour (Reaver)

  • Health return increased from .2% per 1% to .4% per 1%
  • Stamina cost reduced from 65 to 35
  • Cooldown time reduced from 12 seconds to 8 seconds

Ring of Pain (Reaver)

  • Starting stamina cost reduced from 10 to 5

Rolling in the Deeps
Many warrior abilities, especially one-handed ones, are getting a moderate damage hike. This will help make Belinda less reliant on the Spell Purge/Wrath of Heaven wombo-combo and give Korbin more of a damaging presence. Also, Walking Fortress doesn't last quite as long, but Unbowed has a much shorter cooldown time.
Lunge and Slash (Legionnaire)

  • Damage increased from 175% to 300%

Shield Bash (Templar, Legionnaire)

  • Damage increased from 300% to 400%

Unbowed (Templar, Legionnaire)

  • Cooldown time reduced from 32 seconds to 12 seconds

Walking Fortress (Legionnaire)

  • Duration reduced from 8 seconds to 6 seconds

And just for kicks, Earthshaking Strike is stronger, too!
Earthshaking Strike (Reaver, Katari, Avvar)

  • Damage increased from 150% to 200%

Shattered Ground (Earthshaking Strike upgrade)

  • Burning damage increased from 20% to 35%

Dragon Mage: Inquisition
We've made a lot of minor tweaks to mage abilities, focusing on increasing the strength of the lesser used abilities and slightly reducing the damage on the overused ones. We also slightly tuned down the amount of support XP that Barrier provides so that mages aren't dominating the leaderboards (as badly). Don't worry, the warrior XP buff is coming soon!
Barrier (Keeper, Elementalist)

  • XP sponge amount reduced from 10% to 7%

Decloaking Blast (Keeper, Elementalist, Necromancer, Arcane Warrior)

  • Damage reduced from 1000% to 800%

Energy Barrage (Keeper, Elementalist, Necromancer)

  • Damage increased from 66% to 85%

Firestorm (Elementalist)

  • Damage reduced from 100% to 85%

Lightning Bolt (Keeper, Elementalist)

  • Mana cost reduced from 65 to 50
  • Cooldown time reduced from 24 to 12

Ellipsis
(DoT, DoT, DoT—get it?)
We shifted Rion's burst damage down for his fire abilities while drastically increasing the burning damage they deal. That ice dragon has no chance.
Fire Mine (Elementalist)

  • Damage reduced from 1600% to 1200%

Searing Glyph (Fire Mine upgrade)

  • Burning damage increased from 200% to 600%

Immolate (Elementalist)

  • Burning damage increased from 75% to 200%

Wildfire (Immolate Upgrade)

  • Burning damage increased from 75% to 200%

Sidony also got in on the DoT love with a much-needed change to the duration of those spells. Walking Bomb took a hit to its damage, but now it has an extra DoT tick and costs slightly less mana. The best part? All three DoTs now last the same length (12 seconds)! This higher value also strengthens some of her passives even more.
Horror (Necromancer)

  • Duration increased from 6 seconds to 12 seconds
  • Damage increased from 50% to 150%

Walking Bomb (Necromancer)

  • Mana cost reduced from 65 to 50
  • Duration increased from 10 seconds to 12 seconds
  • Damage reduced from 200% to 150%

The Lady in Red (and Blue)
The commander of the Venatori forces has received a huge boost to her damage output and a decent boost to her survivability as well in the form of her barrier. The despair demon, on the other hand, will now be a little easier to catch for melee characters because her jump-away tricks have a longer cooldown time.
Venatori Commander

  • Barrier amount increased from .08% to .8% of maximum health
  • Fireswarm damage increased from 30% to 50%
  • Firewall damage increased from 100% to 300%
  • Firewall burning damage increased from 50% to 200%
  • Inferno damage increased from 100% to 200%

Despair Demon

  • Evade cooldown time increased from 2 seconds to 10 seconds

  • FRZN, Innarra, Ispan and 32 others like this

#2
HeroicMass

HeroicMass
  • Members
  • 3,579 posts
Despair demon nerf! GLORIOUS
  • ALTBOULI, Grim68, Owlfruit Potion and 1 other like this

#3
FRZN

FRZN
  • Members
  • 322 posts

I knew there was a reason I had so many caltrops rings.



#4
Angelus_de_Mortiel

Angelus_de_Mortiel
  • Members
  • 696 posts

I am loving all of these so far!

 

Oh, and can we buff Draffalo more? Graham said we could have Druffalo that use stealth... (named: "Ninja Druffalo")


  • Innarra, T_elic, Ispan and 2 others like this

#5
kaileena_sands

kaileena_sands
  • Members
  • 1,488 posts

Wait a second... when that topic appeared I thought it was a joke topic! :lol: Mainly because it started with this:

 

 

 

Caltrops (Archer, Hunter)

  • Damage increased from 10% to 50%

 

 

giphy.gif

 

Some good changes otherwise, don't get me wrong. I especially enjoy the buff to the Alchemist's flask and the Toxic Cloud. Oh, and those pesky despair demons! :D

 

However, some I don't really understand?

 

Walking bomb's cost reduced? It's not like the Necro suffers from a lack of mana and I understand that you wanted to compensate for the nerf in damage. But...

 

Lightning bolt? Ring of pain? *CALTROPS*? I think you may be fighting for a lost cause there.

 

Walking fortress? Poor little lego. :(

 

I cannot stress this far enough though. CALTROPS???  :ph34r:



#6
FRZN

FRZN
  • Members
  • 322 posts

I cannot stress this far enough though. CALTROPS???  :ph34r:

They've been upgraded to legos.


  • kaileena_sands and Hedless like this

#7
Black Mambo

Black Mambo
  • Members
  • 199 posts

>inb4 R.I.P. Elementalist threads! :D  :lol:



#8
Catastrophy

Catastrophy
  • Members
  • 8,448 posts

Arrggh, how will I be ever able to try all this in a week!!



#9
FRZN

FRZN
  • Members
  • 322 posts

Spike Trap (Alchemist, Hunter)

*Archer, Hunter

 

 

>inb4 R.I.P. Elementalist threads! :D  :lol:

"These buffs have made my character totally nonviable."



#10
Kungsarme

Kungsarme
  • Members
  • 135 posts

>inb4 R.I.P. Elementalist threads! :D  :lol:


Heh, as a watch the world burn elly, I love this change. Firestorm is just for knocking things down and critting for free wildfires anyway.
  • Ispan, Grim68, SolarSpaghetti and 1 other like this

#11
Apl_Juice

Apl_Juice
  • Members
  • 1,300 posts
Great, agreeable changes!

Luke, what exactly is tweak able in this fashion without requiring a patch? I'm assuming simple value changes, like Mass Effect did? Or is it possible to perhaps add effects to abilities and things like that?

#12
BansheeOwnage

BansheeOwnage
  • Members
  • 11,187 posts

Venatori Commander

  • Barrier amount increased from .08% to .8% of maximum health

 

Her Barrier is 10x better than before?  :blink:  I wouldn't call that a slight buff to survivability :P



#13
Xevren11

Xevren11
  • Members
  • 109 posts
Alchemist buffs woooooooooooo!

#14
Angelus_de_Mortiel

Angelus_de_Mortiel
  • Members
  • 696 posts

 

Poisoned Weapons (Alchemist, Assassin)

  • Poison damage increased from 15% to 50%

Toxic Cloud (Alchemist, Hunter)

  • Damage increased from 15% to 50%

Shattered Ground (Earthshaking Strike upgrade)

  • Burning damage increased from 20% to 35%

Horror (Necromancer)

  • Damage increased from 50% to 150%

 

 

I do have some questions here:

This above listed abilities had inaccurate tooltips. Pretty much all of these were actually dealing 100% weapon damage in game. Based upon that, are all of these just getting "fixed" and Horror is the only one actually getting buffed?



#15
Black Mambo

Black Mambo
  • Members
  • 199 posts

BTW, this means a new patch or the changes have been already applied server-side?



#16
Pee Jae

Pee Jae
  • Members
  • 4,085 posts

tl;dr CALTROPS!



#17
nibyl

nibyl
  • Members
  • 351 posts

Noooooooo my walking fortress. Why, why must you do this?


  • Jebbadiah Jenkins likes this

#18
nobodyspecial

nobodyspecial
  • Members
  • 29 posts
1000 likes is not enough! All these changes are wonderful, thank you for the hard work.
  • Billy Buskell and Freedheart like this

#19
BansheeOwnage

BansheeOwnage
  • Members
  • 11,187 posts

 

Explosive Shot (Archer)

  • Damage increased from 100% to 150%

Long Shot (Archer)

  • Damage increased from 200% to 100%

Parry (Alchemist, Duelist)

  • Damage increased from 100% to 200%

A couple of questions:

 

1. Does the Explosive Shot upgrade really only apply to the Archer, not the Hunter? That would suck, because I use it on the Hunter, but not the Archer :whistle:

 

2. In that mega-thread that detailed all of the incorrect tooltips, Parry already dealt 200% damage. Has the tooltip simply been changed or did that bug only apply to SP?

 

Also, Longshot nerf... :crying:



#20
FRZN

FRZN
  • Members
  • 322 posts

BTW, this means a new patch or the changes have been already applied server-side?

I just killed something with caltrops, so yes.



#21
Luke Barrett

Luke Barrett
  • BioWare Employees
  • 1,638 posts
Going to go over everything in tomorrow's Dragons 'n' Donuts stream. Also, editted a couple class mistakes that were pointed out.
  • Billy Buskell likes this

#22
Black Mambo

Black Mambo
  • Members
  • 199 posts

Going to go over everything in tomorrow's Dragons 'n' Donuts stream. Also, editted a couple class mistakes that were pointed out.

So changes are not in effect then?


  • HeroicMass likes this

#23
kaileena_sands

kaileena_sands
  • Members
  • 1,488 posts

I do have some questions here:

This above listed abilities had inaccurate tooltips. Pretty much all of these were actually dealing 100% weapon damage in game. Based upon that, are all of these just getting "fixed" and Horror is the only one actually getting buffed?

 

So, you're saying that Toxic cloud was actually nerfed instead of being buffed? :lol: I was wondering why they are buffing it, it was quite good.

 

 

I just killed something with caltrops, so yes.

 
Pics or didn't happen.

  • Kungsarme likes this

#24
ParkMan609

ParkMan609
  • Members
  • 108 posts
Any chance of getting keeper dispel ability to remove fear?

#25
FRZN

FRZN
  • Members
  • 322 posts
Pics or didn't happen.


  • SoulWeaver, Sirmalek, akots1 and 11 others like this