Upgrades/Abilities that are not working/imbalanced and other stuff
4 posters
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Upgrades/Abilities that are not working/imbalanced and other stuff
Not working:
Upgrade lvl 9 Reactors (chance 4 armor 10sec)
Hunter lvl 8 Ability Frenzy (300% pet dmg)
Imbalanced:
Upgrade lvl 7 Scythe (15% dmg heal)
Scaling with weapon damage and attack speed is out of control, godlike
Hunter lvl 4 Ability Additional Spawns (4 pets)
I managed to pull 120 dps, while other classes are 40-70dps at best
Stetman lvl 8 Ability War Medicine (Heal)
It's just so much worse than lvl 1 Mend, almost useless
Many other Abilities are just a little weak to be viable. eg Kerrigan's Seeker Missile simply can't compete with Missile Calldown. Or The first two Hunter Pets in terms of max DPS. Would be great if they fulfilled at least a different Niche like AoE or tanking.
I'm not sure, but I think more Pets give you more loot. I once had 4 items drop from one boss kill when playing alone.
Other stuff:
Please include a Cooldown in the Ability Window for better power comparison.
Please add DPS to weapon stats, so I don't have to calculate Damage / Speed.
Please make medikits buyable in stacks and add more high quality items for each slot to the shop.
Questions:
Are Medikits Trinkets supposed to cancel each other out and not stack?
Any chance of getting more Inventory Space or a Sell option when loot drops?
Can equip sets be remembered for each Hero like the weapons they were using the last time?
Will the 99999 xp requirement for later levels be brought down to more reasonable amounts?
Upgrade lvl 9 Reactors (chance 4 armor 10sec)
Hunter lvl 8 Ability Frenzy (300% pet dmg)
Imbalanced:
Upgrade lvl 7 Scythe (15% dmg heal)
Scaling with weapon damage and attack speed is out of control, godlike
Hunter lvl 4 Ability Additional Spawns (4 pets)
I managed to pull 120 dps, while other classes are 40-70dps at best
Stetman lvl 8 Ability War Medicine (Heal)
It's just so much worse than lvl 1 Mend, almost useless
Many other Abilities are just a little weak to be viable. eg Kerrigan's Seeker Missile simply can't compete with Missile Calldown. Or The first two Hunter Pets in terms of max DPS. Would be great if they fulfilled at least a different Niche like AoE or tanking.
I'm not sure, but I think more Pets give you more loot. I once had 4 items drop from one boss kill when playing alone.
Other stuff:
Please include a Cooldown in the Ability Window for better power comparison.
Please add DPS to weapon stats, so I don't have to calculate Damage / Speed.
Please make medikits buyable in stacks and add more high quality items for each slot to the shop.
Questions:
Are Medikits Trinkets supposed to cancel each other out and not stack?
Any chance of getting more Inventory Space or a Sell option when loot drops?
Can equip sets be remembered for each Hero like the weapons they were using the last time?
Will the 99999 xp requirement for later levels be brought down to more reasonable amounts?
tokon- Posts : 2
Join date : 2014-09-18
Re: Upgrades/Abilities that are not working/imbalanced and other stuff
nah, scythe is worthless, the better one is bloodlust, bloodlust works for abilities.
freenzy seemed to work last time i tried it.
freenzy seemed to work last time i tried it.
comfromal- Posts : 34
Join date : 2014-04-29
Re: Upgrades/Abilities that are not working/imbalanced and other stuff
I agree with tokon on most of these, although I don't really know if the abilities listed as not working, really doesn't work. Frenzy ability seems to work or at the very least it modifies the pet color to red.
unusual- Posts : 17
Join date : 2014-09-09
Location : Canada
Re: Upgrades/Abilities that are not working/imbalanced and other stuff
Bloodlust only works on kills though. Scythe certainly isn't worthless if you build for maximum auto-attack.
I do 69 damage every 1.5s which heals for a lot. It must be bugged, because it heals for 12+15 health every shot, while it should only heal 9 hp theoretically. No idea where the second number comes from (no talent points in regen)
If you want to reproduce it: Kerrigan lvl 14 with Warmagaunt Weapon, full Cortical gear, 9points in damage, Wrath, Reaper, Scythe, Assassination and Stim Pack. Damaging abilities are worthless at this point. I was basically AFK farming Leviathan on Extreme with it.
BTW Light of Auir and Bio Regernerative both have ingame typos. And the 30% healing increase doesn't work for the numbers above, either. And Stettman's Nano Heal drains way too muc energy.
Frenzy only changes the color of your pet, the damage is not increased. (On latest EU build)
I do 69 damage every 1.5s which heals for a lot. It must be bugged, because it heals for 12+15 health every shot, while it should only heal 9 hp theoretically. No idea where the second number comes from (no talent points in regen)
If you want to reproduce it: Kerrigan lvl 14 with Warmagaunt Weapon, full Cortical gear, 9points in damage, Wrath, Reaper, Scythe, Assassination and Stim Pack. Damaging abilities are worthless at this point. I was basically AFK farming Leviathan on Extreme with it.
BTW Light of Auir and Bio Regernerative both have ingame typos. And the 30% healing increase doesn't work for the numbers above, either. And Stettman's Nano Heal drains way too muc energy.
Frenzy only changes the color of your pet, the damage is not increased. (On latest EU build)
tokon- Posts : 2
Join date : 2014-09-18
Re: Upgrades/Abilities that are not working/imbalanced and other stuff
Reactors indeed do not seem to work; I tanked several zerglings for at least a minute without any bonus armor showing up. Frenzy doesn't seem to work either.
As for Scythe, and Tokon's aditional heal, I use the battle text indicator and found that I have seem to heal for ~10% of the (weapon) damage I deal even without scythe; I think Scythe is fine.
I agree that all of the hunter's pets except for creep are completely worthless, especially since everything preferentially targets heroes, even if ground spawns are already targetable.
The zergling needs be a lot faster (maybe give it the raptor wings?), as it can never keep up with any boss, and probably needs to do more damage/be more numerous (they're zerglings after all). The Roaches seem okay, but should do more damage, especially since they can only target ground. Locusts are outclassed by creeps in nearly every way.
I notice that some of the abilities are not doing the damage they should, such as the Hunter's tier 4 abilities, void lash, overcharge, and timed bomb (They're doing a LOT less damage than the tooltip indicated; perhaps they aren't scaling with skill damage properly).
Hunters are balanced; I can pull ~170 dps on hunter, and ~130 dps on an attacking class, but hunters have low base armor, low movement speed, no movement abilities, and overall waay less survivable than any weapon based class.
And yeah, a lot of the abilities are bad in comparison with the other abilities, or do nearly the same thing as the other abilities, just with different range/cast time/cooldown. More unique abilities would be appreciated
As for Scythe, and Tokon's aditional heal, I use the battle text indicator and found that I have seem to heal for ~10% of the (weapon) damage I deal even without scythe; I think Scythe is fine.
I agree that all of the hunter's pets except for creep are completely worthless, especially since everything preferentially targets heroes, even if ground spawns are already targetable.
The zergling needs be a lot faster (maybe give it the raptor wings?), as it can never keep up with any boss, and probably needs to do more damage/be more numerous (they're zerglings after all). The Roaches seem okay, but should do more damage, especially since they can only target ground. Locusts are outclassed by creeps in nearly every way.
I notice that some of the abilities are not doing the damage they should, such as the Hunter's tier 4 abilities, void lash, overcharge, and timed bomb (They're doing a LOT less damage than the tooltip indicated; perhaps they aren't scaling with skill damage properly).
Hunters are balanced; I can pull ~170 dps on hunter, and ~130 dps on an attacking class, but hunters have low base armor, low movement speed, no movement abilities, and overall waay less survivable than any weapon based class.
And yeah, a lot of the abilities are bad in comparison with the other abilities, or do nearly the same thing as the other abilities, just with different range/cast time/cooldown. More unique abilities would be appreciated
Pray- Posts : 12
Join date : 2015-01-05
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