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Bioware why the ninja nerf to death from above?

STAR WARS: The Old Republic > English > Classes
Bioware why the ninja nerf to death from above?
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lokivoid's Avatar


lokivoid
04.14.2012 , 06:56 PM | #131
Quote: Originally Posted by Galvatron View Post
No this is a ninja nerf or someone messed up as the damage of death form above was not to be reduced!
Only the damage per tick was reduced, the net damage is the same.

DFA was three ticks of damage, It was changed to six ticks. The initial damage is now instant.
To compensate for doubling the ticks the damage per tick was reduced. It has the same total damage over the course of the full channel.

MishraArtificer's Avatar


MishraArtificer
04.14.2012 , 11:17 PM | #132
Quote: Originally Posted by lokivoid View Post
Only the damage per tick was reduced, the net damage is the same.

DFA was three ticks of damage, It was changed to six ticks. The initial damage is now instant.
To compensate for doubling the ticks the damage per tick was reduced. It has the same total damage over the course of the full channel...
...which, after the first tick, usually hits NOTHING.

Looking back over my character's playtime (LVL 47 Trooper/Vanguard, server Canderous Ordo), I can say the Mortar Volley was most effective on the early planets, where mobs would actually stand close enough together that AoE abilities actually DID something. After ...I want to say Alderaan, the mobs started standing just far enough apart that Mortar Volley was only hitting half the mob. (Of course, the mobs were larger after that, too, so that likely had something to do with it.)

Having played for a few minutes after the 1.2 patch finally downloaded, Belsavis is finally starting to be a problem. I'm back on Hoth to finish some Heroics (and one random AREA-4), but I shudder to think what Voss will be like after this.

All the damage in the world doesn't matter if it never reaches it's target. At this point, with the knockback effect throwing the mob out of the blast radius after the first tick, ticks 2-6 are practically superfluous...not to mention an excellent free root effect on YOU while you're casting the rest of the volley, something players on PvP servers ought to be really worried about.

And to the gentleman who posted about still being able to hit a target with Death From Above for full damage, you just made their argument for them: only A target?
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Dalmorn's Avatar


Dalmorn
04.15.2012 , 12:38 AM | #133
Quote: Originally Posted by CameronWinston View Post
Damage from Death From Above should not be any different in this patch. All that was adjusted was the radius of the effect. Damage is applied faster now (every .5 second instead of every second) but the overall damage is the same.
Awsome, I am glad that the damage is applied faster now. I am not thrilled however with the change to the radius. From a PVE stand point, it kinda stinks.

In PVE, the mobs are spread out more, making it harder to get multiple mobs. In addition, the weak/standard mobs would typically be knocked out of the radius due to the DFA Knockback and not take anymore damage as a result. Obviously, this only applies to the weak/standard mobs and not the Strong and up mobs.

Overall, 1.2 wasn't bad to the Powertech/Vanguard Advanced Class. Well, at least from a Powertech/Shieldspech stand point that is.

Compared to some of the other classes and there ACs, we should really count ourselves lucky.
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Rumblegut's Avatar


Rumblegut
04.15.2012 , 04:27 AM | #134
Quote: Originally Posted by Hizoka View Post
the thing is the damage did not go down, its just more ticks for less damage per tick but same overall...
True, but with the reduced AoE we can hit less targets (unless someone is herding them) and with the knockback if the mobs are anywhere near the outer edge of the area they get knocked out of the damage. Assuming they are suseptable to the knockback. That lowers the damage. But yes, I did state that the total damage was reduced, which it was not.

Mursy's Avatar


Mursy
04.15.2012 , 06:03 AM | #135
Quote: Originally Posted by Galvatron View Post
You reduced the radius of Death form Above which was fine but now you ninja nerfed the damage by 30-40%. PLEASE EXPLAIN YOURSELF.
THey have explained themselves, you just have not looked for the explanation. It was not a ninja nerf. And really it was rather OP as it was. As to mobs getting knocked out of the AOE, that can happen to weak mobs, and is something you have to take into account, but those are weak mobs so it should not really be a problem should it since they are also knocked down? And of course if you have a tank it is probably not a problem at all. If it is a problem then maybe you are in a higher level area than you should be.

greviouz's Avatar


greviouz
04.15.2012 , 08:05 AM | #136
Quote: Originally Posted by Mursy View Post
THey have explained themselves, you just have not looked for the explanation. It was not a ninja nerf. And really it was rather OP as it was. As to mobs getting knocked out of the AOE, that can happen to weak mobs, and is something you have to take into account, but those are weak mobs so it should not really be a problem should it since they are also knocked down? And of course if you have a tank it is probably not a problem at all. If it is a problem then maybe you are in a higher level area than you should be.
who's gym socks have you been smoking
atm DFA is the smallest radius AoE in the game that is channeled....since they nefed range of DFA i Demand Feighter flyby and force storm to be nerfed down to the same radius and lets see the *****torm of cries that come out
BW return DFA to its original radius as it is now in lvl 50 areas with say alot of normal 50 mobs they are too much spread meaning it will now only hit 1-2 mobs of a grp of 3-5

atm i can put my tiiiiiiiiny DFA inside my pal's force storm
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flamezfan's Avatar


flamezfan
04.15.2012 , 09:29 AM | #137
The damage reduction didn't bother me, but the reduction of radius of damage did. Now after the first tic it knocks the enemy out of range to the rest of the attack is usless. I'll admit I almost never use DFA in pvp. People see the target on the ground and run out of range which makes it usless.

WarGodRwN's Avatar


WarGodRwN
04.15.2012 , 09:51 AM | #138
Quote: Originally Posted by flamezfan View Post
The damage reduction didn't bother me, but the reduction of radius of damage did. Now after the first tic it knocks the enemy out of range to the rest of the attack is usless. I'll admit I almost never use DFA in pvp. People see the target on the ground and run out of range which makes it usless.
Thats cause there wasn't a damage reduction it just ticks every 0.5 seconds instead of every 1 second.

SargeShadywalker's Avatar


SargeShadywalker
04.15.2012 , 10:51 AM | #139
I'd rather see range put back and DMg reduced...ESP. For PVE. Let me put a ill hurt into alot of mobs as an opener then use my other aoe abilities and single target DMg to burn them down....just feels more epic/heroic to me....but if they leave it as is I can adapt....I've been soloing most of this game with mako....and now it gets a little more hectic at times but I still get through content...oh and I'm a casual player with no raid gear and no pvp gear. I've got all orange gear with number 22 or 23 mods in them. I'm pyro tech specd and still burn through mobs of trash plus elite boss and get them all down. Now I just use flame sweep carbonise and my shoulder charge more followed up with uppercuts and rail shots when they proc and stuff still drops like its hot!

Alot of times in a group if I pull a strong or elite mob of healer I still burn him down faster then two peeps hitting on another mob. It's just you have to change tactics a bit and can't always do the same thing you did till now. BHs still do mad burst DMg and still get through PVE content and hard mode FPs so I guess I don't see why anyone would just up and quit over One aoe skill being changed for better or worse.
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Gravez-'s Avatar


Gravez-
04.15.2012 , 12:04 PM | #140
Boo boo boo... why fly away... broken wings... boo boo goo goo....
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