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St. BLuke's Balance Changes To Date


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#1
Luke Barrett

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Player Ability Buffs

 

Rogue

Gangway! (Duelist)

  • Damage increased from 150% to 200%

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

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

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%

Explosive Shot (Archer, Hunter)

  • Damage increased from 100% to 150%

Fallback Plan (Hunter, Assassin, Duelist)

  • Cooldown reduced from 32 seconds to 24 seconds.

Full Draw (Hunter, Archer)

  • Cost reduced from 65 to 50
  • Cooldown from 24 seconds to 8 seconds

Warrior

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

Lunge and Slash (Legionnaire)

  • Damage increased from 175% to 300%

Warcry (Legionnaire)

  • Cooldown decreased from 24 seconds to 16 seconds

Counterstrike (Legionnaire)

  • Cooldown decreased from 60 seconds to 45 seconds

Shield Bash (Templar, Legionnaire)

  • Damage increased from 300% to 400%

Unbowed (Templar, Legionnaire)

  • Cooldown time reduced from 32 seconds to 12 seconds

Challenge (Templar)

  • Cooldown time reduced from 12 seconds to 4 seconds

 

Earthshaking Strike (Reaver, Katari, Avvar)

  • Damage increased from 150% to 200%

Shattered Ground (Earthshaking Strike upgrade)

  • Burning damage increased from 20% to 35%

Korth's Might (Avvar)

  • Stamina cost reduced from 30 to 15

Elemental Affinity (Korth's Might upgrade) (Avvar)

  • Duration increased from 10 seconds to 24 seconds
  • Fire: Damage multiplier increased from 25% to 50%
  • Cold: Damage taken reduction increased from 10% to 35%
  • Elec: Damage multiplier increased from 50% to 75%

Rage of the Avvar (Avvar)

  • Stamina cost reduced from 65 to 35

Mage

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%

Horror (Necromancer)

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

Flashfire (Necromancer, Elementalist)

  • Mana cost reduced from 65 to 50
  • Damage increased from 300% to 400%

Walking Bomb (Necromancer)

  • Mana cost reduced from 65 to 50

Winter's Grasp (Necromancer, Elementalist)

  • Mana cost reduced from 65 to 50

Energy Barrage (Keeper, Elementalist, Necromancer)

  • Damage increased from 66% to 85%
  • Resistance debuff increased from 2% to 3%

Lightning Bolt (Keeper, Elementalist)

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

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#2
Luke Barrett

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Player Ability Nerfs

 

Rogue

Broadsides (Duelist)

  • Damage reduced from 400% to 300%

Bolt (Duelist)

  • Damage reduced from 200% to 150%

Long Shot (Archer)

  • Damage decreased from 200% to 125%

Warrior

Walking Fortress (Legionnaire)

  • Duration reduced from 8 seconds to 6 seconds

Mage

Spirit Blade (Arcane Warrior)

  • Cost reduced from 20 to 5
  • Damage reduced from 300% to 200%

Firestorm (Elementalist)

  • Damage reduced from 100% to 85%

Fire Mine (Elementalist)

  • Damage reduced from 1600% to 1200%

Barrier (Keeper, Elementalist)

  • XP sponge amount reduced from 10% to 7%

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

  • Damage reduced from 1000% to 800%

Walking Bomb (Necromancer)

  • Duration increased from 10 seconds to 12 seconds
  • Damage reduced from 200% to 150%

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#3
Luke Barrett

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Creatures

 

Venatori Faction

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%

Red Templar Faction

Behemoth

  • Closing attack cooldown time reduced from 15 seconds to 4 seconds
  • Left and right attack cooldown times reduced from 10 seconds to 4 seconds

Red Templar Shadow

  • Stealth Attack damage reduced from 150% to 75%

 

Demon Faction

Despair Demon

  • Barrier health multiplier decreased from 2x to 1.5x

Pride Demon

  • Health increased from 2x to 3x
  • Guard increased from 40% of health to 100% of health
  • Whip cooldown time decreased from 6 seconds to 4 seconds
  • Double whip cooldown time decreased from 25 seconds to 12 seconds
  • Ranged attack cooldown time decreased from 10 seconds to 4 seconds

Demon Commander

  • Teleport attack damage increased from 200% to 300%

Wilderness Faction

Ice Dragon

  • Cold breath damage increased from 70% to 100%
  • Cold breath chilled duration increased from 1 second to 8 seconds
  • Cold spit damage increased from 125% to 150%
  • Cold spit chilled duration increased from 3 seconds to 8 seconds

Black Wolf

  • Health reduced from 1.5x to 1x

Hyena

  • Health reduced from 2x to 1x

General

Escort NPC Level

  • Threatening: Increased by 5
  • Perilous: Increased by 10

Creature Archer

  • Basic attack damage decreased from 100% to 90%

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#4
Luke Barrett

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Items

Berserker (Item Attribute)

  • Damage boost (all tiers) is now 50%
  • Damage taken (all tiers) increase is now 50%

Healing Potion

  • Healing from 385 to FULL!

Healing Mist Potion

  • Healing from 289 to 500

Rock Armor

  • Armor rating from 23 to 200

Fire Resist Potion

  • Resistance from 50% to 60%

Cold Resist Potion

  • Resistance from 50% to 60%

Tears of the Dead

  • Damage from 81 to 163

Antivan Fire

  • Damage from 46 to 92

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#5
Luke Barrett

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This will (hopefully) be a general discussion area for balance changes. The weekly changes will still have their own threads for discussion on those specific changes.


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#6
abc1921034518

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sure you nerf'ed spirit blade enough? It still feels really OP, doing way to much damage. thanks.


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#7
FRZN

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Full Draw (Hunter, Archer)

Cost reduced from 65 to 50
Cooldown from 32 seconds to 24 seconds

24 and 8 respectively

Parry (Alchemist, Duelist)

    Damage increased from 100% to 200%

This one is more of a bug: on my alchemist it's 325% (maybe because of the upgrade). It's 200% on Isabella though (no upgrade).


I'm your favorite. I just know it.

#8
Thadrial

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Is walking bomb explosion damage bugged? It's doing the same damage the DoT tick does. 



#9
FRZN

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Is walking bomb explosion damage bugged? It's doing the same damage the DoT tick does.

I'm seeing this too.

#10
Luke Barrett

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24 and 8 respectively
This one is more of a bug: on my alchemist it's 325% (maybe because of the upgrade). It's 200% on Isabella though (no upgrade).


I'm your favorite. I just know it.

 

Fixed. Thanks :)

 

It should be 200% - I'll have to dig in to what may be increasing it by 125%



#11
Drasca

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Wintersbreath unique shield still retains original berserk +10% damage done / +100% damage taken values.



#12
konfeta

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General thought on AW balance - Fade Shield needs a rework to generate x% of max barrier rather than be based off damage dealt. As it stands, it is effectively 30% life steal, an attribute that pretty much no ARPG ever successfully balanced. The more damage you do, the better your defense becomes, which is double dipping.

 

Hell, in an ideal world where all original 12 classes were reworked to be cool and shiny and Duelist/Virtuoso/Avaar like and not frankensteins monsters thrown together from single player abilities... I think it would look like this:

 

Arcane Warrior generates % maximum barrier per cast of his ability. Every ability generates a different amount of said barrier per cast. This solves the offense = defense scaling problem, and adds a tuning knob to balance his different abilities better. And then, for maximum flavor/interesting gameplay, Arcane Warrior should get a bunch of passives that interact with his barrier value. Some random examples:

 

1. A passive that boosts his damage when he is at 75% or higher Barrier.

2. A passive where all his damage staggers enemies when he is at max barrier.

3. A dual mode passive where he gets a speed boost and no collision while below 50% barrier, and automatically weakens enemies on hit when above 50% barrier.

4. A passive that empowers his staff attacks while making them consume a portion of his own barrier per shot.

 

Basically, make his barrier generation better balanced, and give him incentive to avoid damage while generating barrier, and create some interesting gameplay with right barrier passives.


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#13
Westrum

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Have reported this elsewere, but writing it here too hoping someone will see it :)
 

Found a bug with the "Ice Armor" talent for Necromancer. If you stand in your own blizzard/ice mine, you get the buff, as intended. And if you leave the proximity, you lose it. All fine and dandy.

But you also lose it if a party member walks in your blizzard, and then walks out. Have tested it many times, and its consistent. 



#14
T_elic

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Wintersbreath unique shield still retains original berserk +10% damage done / +100% damage taken values.

I believe Bluke said that thats because the text has to be edited through a patch.



#15
Drasca

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I believe Bluke said that thats because the text has to be edited through a patch.

 

Incorrect. While all text descriptions remain the same, I have tested the increased damage values in-game. Feel free to try it out yourself.



#16
Angelus_de_Mortiel

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This will (hopefully) be a general discussion area for balance changes. The weekly changes will still have their own threads for discussion on those specific changes.

 

I do not know if you plan this or not, but if this is to be the discussion thread, make sure to lock new weekly balance change postings to help funnel the discussion here... Otherwise you end up with multiple threads with multiple discussions that are quite difficult to track down if you need to locate something.

 

 

Also, I'm reiterating my idea to make the Duelist's Bolt ability balanced to 100% weapon damage and cost 5-ish stamina.



#17
Drasca

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Also, I'm reiterating my idea to make the Duelist's Bolt ability balanced to 100% weapon damage and cost 5 stamina.

 

Eww no. That both nerfs the bolt and completely obliterates the need for more stamina. (*&# that.


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#18
abc1921034518

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Also, I'm reiterating my idea to make the Duelist's Bolt ability balanced to 100% weapon damage and cost 5 stamina.

 

no


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#19
Laforgus

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NICE!

 

Now we have a Monument to our Suffering.... Brb i go get a Rope...


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#20
Innarra

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I'd love to see a buff to guard. Hope you're working on that. Maybe instead of 25% hp, it could be 50% of hp for max guard? Or perhaps buff guard to have a higher defense score, maybe an extra 25% of your defense? Or if you can't do that, buff guard generation a tad bit. 

 

Compared to Barrier, Guard just isn't as strong. Mages tank better than Warriors in terms of damage soaking and keeping themselves and the party alive. Bioware, It should be the other way 'round, dontchya think?


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#21
Luke Barrett

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I'd love to see a buff to guard. Hope you're working on that. Maybe instead of 25% hp, it could be 50%? Or perhaps give guard a buff to have a higher defense score, maybe an extra 25% of your defense? Or if you can't do that, buff guard generation a tad bit.


I've got a two-pronged solution for fixing guard. Soon™
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#22
HeroicMass

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It is good to see that we have about a 3:1 ratio on buffs vs. nerfs to characters and 1:1 on enemies.  This seems very consistent with what we saw in ME balance changes.  I am loving the work you all are doing now.  


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#23
Cheviot

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What's the problem with guard?  I find it pretty balanced on Threatening.

 

If this is also a wishlist thread, I'd like to request swapping out one of the Hunter's passives with I Was Never There, please.


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#24
TormDK

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What's the problem with guard?  I find it pretty balanced on Threatening.

 

The "problem" is that it isn't on Perilous.


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#25
Cheviot

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The "problem" is that it isn't on Perilous.

Really?  According to a thread from last week, soloing Perilous takes zero skill.  If that turns out not to be true, then I hope any buffs are made to Perilous only, or that the two-pronged solution Luke's talking about makes up for the buff.


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