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Game balancing provisional notes for game update 1.2.55 beta
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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 repliedIt'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.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)?
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I wonder what the reception for PvP would be in the vast majority of countries that don't have high-speed internet...Originally posted by Qeltar View PostI'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.
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)?
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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.
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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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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.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.
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!
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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 circlesOriginally posted by Qeltar View Postthe company's attitude and the nice community are keeping me here.
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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.Originally posted by Humus View PostNo, and not everyone likes blade flurry as it stops your normal attacks and abilities
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Arent't you supposedly immune to damage during DfA now? I could swear that was mentioned in one of the more recent patch notes...Originally posted by Humus View PostIt'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
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It's supposed to be that however many are floating around you that's how many get released from the sky+3 iircOriginally 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.
Question is will you still die from reflectors when you use it
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No, and not everyone likes blade flurry as it stops your normal attacks and abilitiesOriginally posted by Qeltar View PostI 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.
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Aha, I did! (just now). But I couldn't see a relation between those and the animation (number of fireballs released from the sky).Originally posted by Humus View PostDid you not see the fire balls floating around your character when you have death from above equipped?
Anyway, 24x 550% is quite tempting to try out...on a full Immolate + Frost Nova stack it could be something to behold.
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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.
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Did you not see the fire balls floating around your character when you have death from above equipped?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"?
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