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Game balancing provisional notes for game update 1.2.55 beta

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  • Qeltar
    replied
    Internet connection quality is always an issue but you can't just not have PvP because of it. They will do what they can to even the playing field but that's just life.

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  • Guest
    Guest replied
    Originally posted by Prakash Bebington View Post

    I wonder what the reception for PvP would be in the vast majority of countries that don't have high-speed internet...

    In a scenario where Player A has a high-speed line & Player B has low-speed connection, will Player A win by default because Player B's hero is "frozen" (buffering)?
    It's normal, in PvP always the most important thing was latency (ping) and on mobile is always higher than on WIFI or cable (PC). But don't worry PvP will be playable with mobile just when you will have low amount of life and both will be one shoted, the player who has lower latency will win.

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  • PGB
    replied
    Originally posted by Qeltar View Post
    I'll be very surprised of all classes aren't changed a lot before multiplayer.

    This has been done many times, and the developers already likely know what will be OP for PvP.

    As someone said in a feedback thread, it would be wise to make some abilities behave differently in PvE and PvP. It is not possible to balance for both otherwise and there will always be a tug-of-war between players of one and the other style.
    I wonder what the reception for PvP would be in the vast majority of countries that don't have high-speed internet...

    In a scenario where Player A has a high-speed line & Player B has low-speed connection, will Player A win by default because Player B's hero is "frozen" (buffering)?

    Leave a comment:


  • Qeltar
    replied
    I'll be very surprised of all classes aren't changed a lot before multiplayer.

    This has been done many times, and the developers already likely know what will be OP for PvP.

    As someone said in a feedback thread, it would be wise to make some abilities behave differently in PvE and PvP. It is not possible to balance for both otherwise and there will always be a tug-of-war between players of one and the other style.

    Leave a comment:


  • Led
    replied
    Really....i think bh will be op in pvp.....how do you plan to counter stealth rapid fire combo. thats going to anniliate people.

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  • IPNEIP
    replied
    Originally posted by Red (Developer) View Post

    Yes, each of them is separate. Besides, Rending Slash DOT stacks itself up to EIGHT times. Previous cleave dot was 1 stack for 500% weapon damage, Rending Slash dot is 8 stacks for 400% weapon damage each. Do the math.
    So you gave BHs extra damage but at the same time took away the 2 most useful defenses: stun and stealth. And gave the warrior massive burst damage increase and more passive defense (armour/vitality), so that by the time PvP rolls around, BH players will become the ultimate "Trial bosses" for your old-boys' clique? The hunter becomes the hunted etc etc the sadism is poorly disguised.

    No need for math, just common sense at this stage. And spare us the "beta changes are not final" stock response cos you've revealed your hand with this post!

    Leave a comment:


  • Led
    replied
    Originally posted by Qeltar View Post
    the company's attitude and the nice community are keeping me here.
    That's why I'm here as well, I lack the multiplayer in game but have this great community to be part off. You guys even accept sheep shaggers which is kinda taboo in most circles

    Leave a comment:


  • Qeltar
    replied
    Originally posted by Humus View Post
    No, and not everyone likes blade flurry as it stops your normal attacks and abilities
    Which as you just pointed out to me in Discord is a bug. Maybe they can fix both of these at once.. the ability is much less appealing when it means constant extra tapping.

    Leave a comment:


  • Jose Sarmento
    replied
    Originally posted by Humus View Post
    It's supposed to be that however many are floating around you that's how many get released from the sky+3 iirc
    Question is will you still die from reflectors when you use it
    Arent't you supposedly immune to damage during DfA now? I could swear that was mentioned in one of the more recent patch notes...

    Leave a comment:


  • Humus
    replied
    Originally posted by Jose Sarmento View Post

    Aha, I did! (just now). But I couldn't see a relation between those and the animation (number of fireballs released from the sky).

    Anyway, 24x 550% is quite tempting to try out...on a full Immolate + Frost Nova stack it could be something to behold.
    It's supposed to be that however many are floating around you that's how many get released from the sky+3 iirc
    Question is will you still die from reflectors when you use it

    Leave a comment:


  • Humus
    replied
    Originally posted by Qeltar View Post
    I see a note about Shield Slam no longer needing you to press the icon to activate, is this also true of Blade Flurry? Not having to press that icon would be a nice quality of life change.
    No, and not everyone likes blade flurry as it stops your normal attacks and abilities

    Leave a comment:


  • Jose Sarmento
    replied
    Originally posted by Humus View Post
    Did you not see the fire balls floating around your character when you have death from above equipped?
    Aha, I did! (just now). But I couldn't see a relation between those and the animation (number of fireballs released from the sky).

    Anyway, 24x 550% is quite tempting to try out...on a full Immolate + Frost Nova stack it could be something to behold.

    Leave a comment:


  • Qeltar
    replied
    I see a note about Shield Slam no longer needing you to press the icon to activate, is this also true of Blade Flurry? Not having to press that icon would be a nice quality of life change.

    Leave a comment:


  • Humus
    replied
    Originally posted by Jose Sarmento View Post
    • Death from Above now deals 550% weapon damage per missile. In addition, it can now stack up to 24 times. Basic attacks have a 10% chance to generate a charge, and special attacks have a 100% chance to generate 1-3 charges.

    How does this skill work? I tried it yesterday but couldn't figure it out. Mage "leaps" and ? throws some Fireballs ?

    How does it stack, how does one "generate charges"?
    Did you not see the fire balls floating around your character when you have death from above equipped?

    Leave a comment:


  • Humus
    replied
    Originally posted by Finegamer View Post
    So is there an exact date, when we can play the beta?
    This week on Android

    Leave a comment:

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