Why don't you let Siege have a chance, too, to eliminate the effects of passives? Like 50% to counter the passive shields/immunity etc and 100% to work as usual on beneficial effects of the enemys buff effects...
Why don't you let Siege have a chance, too, to eliminate the effects of passives? Like 50% to counter the passive shields/immunity etc and 100% to work as usual on beneficial effects of the enemys buff effects...
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Athanasios-8667
Yea, I don't understand the second nerf of the AoF either. Especially when it will lead to him having more def instead of MR ─ which would be far more helpful considering his weakness to magus toons. Given the option, I would never trade some of AoF's attack for an increase in merely def.
Tritium-3455
Current Champion: Lvl 100 maxed Cyborg Eddie
Well that's too bad about AoP and all the skill shards I apparently wasted on it.
Looks like I'll be working on my Death Dog now and I guess I shouldn't have sacrificed the Harpy Warrior as that passive looks useful.
Would have been great to have seen these characters updates before Sacrifice.
a way to realocate skill shards...
So far 3 toons I have nerfed with skill shards on them.
"When I'm walking a dark road
I am a man who walks alone"
Account: Frost-6115. Feel free to check me. Actually trooper list is full, sorry
Start of combat Immunity will prevent the Block Passive status effect.
Hah, I love the Cultist Cleric myself. He's been one of the guys I've been wanting to pump some skill shards into him and see how he rolls; he has a surprisingly potent team heal that doesn't cost 5 or more.
The reason for the name change (or lack thereof for the Corrupt guy) will be made more clear in a subsequent update.
Ascensions will be renamed Warp, and Warps will be renamed Ascension.
The newly renamed Warp (the green ones) will function like they did before the name change. The newly renamed Ascension (the yellow ones) will change to something more potent at some point in the future, and will become available in the Brave New World when that feature arrives.
The reason we didn't mention anything about the yellow talismans is we thought those were not available when we compiled the preliminary tuning notes, but those were available at some point if some of you have them (maybe even I have some in some corner of my inventory...).
He will, but you'll not be able to hit everyone, and he can be stopped by the Prisoner.
That change was not intended; we're still investigating a fix for that bug.
To clarify, shield status effects are beneficial status effects, so the Death Dog will rip those out too (although again, not everyone's, unless you've already worn the team down to 1 character).
We're open to discussion, although we're not necessarily going to change a whole lot based on one or two players' feedback if it's not something we also agree with. Nonetheless, part of why we want to post preliminary notes for such substantial changes is indeed to have a bit of a discussion about possible changes, and possibly change course if part of the plan has a flaw we didn't anticipate and we have the resources to make that change.
While I understand the suspicion of no changes being made to a character I pretty clearly like, the fact of the matter is is that we don't see a need to change him at this time. As Tritium noted earlier in the thread, taunt-based strategies are going to take a huge hit in this update, which we believe will change Sentinel Soulless Demon from a cog in a CC machine to being someone that will either work fine in his own right or be better served by a different character (depending on the teams you are facing).
We normally don't look at arena viability of 1 and 2 star characters as a factor when doing balancing changes, but we do carve out an exception for the low-rarity units players would more likely see when they first start playing the game (especially considering them as opponents), which is part of the reason why some early-game, low-rarity characters have gotten adjustments. For the most part, low-rarity characters are built to be PVE opponents and the collectability/usability when the player has them is just a side benefit.
Oh shit, I definitely see how that could be a problem for some people, especially if you're not aware or are fighting two at the same time.
All I can tell you right now is it seems the glow on the Assassin one is brighter/more saturated, but the body colour is nearly black. Pumping your device brightness might help in the meantime as well.
We found that his single target and AoE damage capabilities were both still head and shoulders above most other damaging characters, on top of having one of the most potent passives in the game (when you can make it trigger), which means he's too often the obvious choice instead of any other single target attacker (or even many AoE attackers, because he can do both).
Siege's ongoing effect is useful in it's own right, and we'd rather make what the Angel of Pain does more distinct from what the Death Dog does. The Angel of Pain mocks Void Shield users if his passive isn't blocked whereas the Death Dog will still only get rid of 1 or 2 of them, for example.
Goddamn it. Why nerf the Prisoner from doing his job? It's not his fault other passives are really dickish.
Well, I don't have the luck to try find a better team, so I'm probably gonna spend the next couple of months trying to get a Rainmaker and then I'm done.
Kinda bummed that AoP and Prisoner are getting nerfed but I'm really looking forward to the changes to my Death Dog. That is my dawg! Glad I maxed him up..
Also good to see an attempt to have more of these great chars we all have but are quite useless PvP-wise at the moment be more viable in the arena.
How long (roughly) before we see these changes and will there be fixes for all the specific bugs that were introduced with the last update?
If you're gonna die, die with your boots on
mjmxiii-1619