Patch Feedback - 07/12/16 08:50 PM
Armor and damage:
The changes to these values overall feel much better. It takes longer to chew through armor and CC your enemy. The current system will now give rise to a party member role which focuses on armor damage, which I think is a good thing.
However, some spells felt under powered due to the base damage being so low.
Surfaces:
Burning- massive nerf and is now terrible. Anyone can walk through fire with little damage to magic armor. It seems to cause 1-2 damage and barely increases. I'm not a fan of the direction this one is taking as these types of surfaces are essential for control of the battlefield on higher difficulties.
Frozen- the chance to slip and fall seems to have been greatly reduced. This makes hail useless (more on that below).
Poison- love how poison attacks can convert water into poison now.
Early Game:
The leveling experience feels much slower in the early levels now. Apparently this was a glitch fix, but the combination of switching the talent and civil point to level 4 left me unable to access pet pal or thievery until after I left Fort Joy. This especially stunted the growth of the NPC characters where I have no control over the starting talent taken, or the civil abilities selected. I think this area needs more work.
Also, when I start killing well armed and armored magisters, I feel like I should be able to use more of their gear. I was stuck with crap 1-2 armor slots on some characters until after Fort Joy. This shouldn't occur. It would be awesome if there was some sort of armory in the fort that I could raid for magister gear towards the end of the Fort Joy segment.
Hail Attack:
Nerfed into the ground. 3 AP and 3 weak strikes which often barely affect the targets armor. Also, has issues with roofs in some areas. I think it needs to be switched back to 2 AP or increased to 4 strikes in a slightly smaller area. This attack was also negatively impacted because the enemies never seem to trip and fall on the ice surface it creates anymore.
Haste/Adrenaline:
I love the changes. Feels much more balanced and Haste now feels different from Adrenaline. I no longer feel like Adrenaline is a must-have on every character as well.
Ranger:
I like most of the changes. But it still feels like it is missing really interesting and powerful Source skills. Some sort of clone or self-teleport and shoot all enemies in range sort of thing would be really cool.
Leadership:
It feels too weak with the changes. Apparently you guys thought it needed some work, but I really liked the old system.
Under the new system, I think 5m is too small of an area to make it worth the investment. You have to keep your party close together which makes you much more susceptible to AOE attacks from the enemy (those armor-piercing grenades especially). I think this attribute needs more work to balance it.
Pain Reflection:
Excellent new attribute. Can't say enough good things about it. It makes a weapon/shield tank actually playable. Some sort of taunt ability would make this go even further.
The changes to these values overall feel much better. It takes longer to chew through armor and CC your enemy. The current system will now give rise to a party member role which focuses on armor damage, which I think is a good thing.
However, some spells felt under powered due to the base damage being so low.
Surfaces:
Burning- massive nerf and is now terrible. Anyone can walk through fire with little damage to magic armor. It seems to cause 1-2 damage and barely increases. I'm not a fan of the direction this one is taking as these types of surfaces are essential for control of the battlefield on higher difficulties.
Frozen- the chance to slip and fall seems to have been greatly reduced. This makes hail useless (more on that below).
Poison- love how poison attacks can convert water into poison now.
Early Game:
The leveling experience feels much slower in the early levels now. Apparently this was a glitch fix, but the combination of switching the talent and civil point to level 4 left me unable to access pet pal or thievery until after I left Fort Joy. This especially stunted the growth of the NPC characters where I have no control over the starting talent taken, or the civil abilities selected. I think this area needs more work.
Also, when I start killing well armed and armored magisters, I feel like I should be able to use more of their gear. I was stuck with crap 1-2 armor slots on some characters until after Fort Joy. This shouldn't occur. It would be awesome if there was some sort of armory in the fort that I could raid for magister gear towards the end of the Fort Joy segment.
Hail Attack:
Nerfed into the ground. 3 AP and 3 weak strikes which often barely affect the targets armor. Also, has issues with roofs in some areas. I think it needs to be switched back to 2 AP or increased to 4 strikes in a slightly smaller area. This attack was also negatively impacted because the enemies never seem to trip and fall on the ice surface it creates anymore.
Haste/Adrenaline:
I love the changes. Feels much more balanced and Haste now feels different from Adrenaline. I no longer feel like Adrenaline is a must-have on every character as well.
Ranger:
I like most of the changes. But it still feels like it is missing really interesting and powerful Source skills. Some sort of clone or self-teleport and shoot all enemies in range sort of thing would be really cool.
Leadership:
It feels too weak with the changes. Apparently you guys thought it needed some work, but I really liked the old system.
Under the new system, I think 5m is too small of an area to make it worth the investment. You have to keep your party close together which makes you much more susceptible to AOE attacks from the enemy (those armor-piercing grenades especially). I think this attribute needs more work to balance it.
Pain Reflection:
Excellent new attribute. Can't say enough good things about it. It makes a weapon/shield tank actually playable. Some sort of taunt ability would make this go even further.