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5. October 2012, 16:44
Major Koenig ist offline Major Koenig
 
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Dabei seit: Aug 2011
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Hatte schonmal irgendwo hier meine Eindrücke gepostet. Jedenfalls wars für mich rundum positiv.

Nur noch makellos quadratische Steine,
Identifizieren geht wirklich wirklich schnell,
keine low-Level Drops mehr,
Akt I macht wieder Spass weil schwerer,
MP1 war für mich ca. der derzeitige Akt II dadurch für mich bessere Dropraten,
einfaches Vergleichen im AH durch die neue Funktion "nach vergleichbaren Items suchen",
Begleiter gehen nicht mehr so dumm gleich auf den Goblin,
NV Stack bekommt man schneller zusammen


BTW: Ein blauer hat sich nochmal zu der Mönch-Klasse geäußert. Thread-Titel ist "State of the Monks"

Zitat:
We feel that monks are in a decent place at the moment, and are a solid class in terms of power, but there are some things that we would like to address with the class. Namely: we would like to delve deeper into fulfilling the fantasy of what it means to be a monk.

Currently, monks spend a lot of their time applying an assortment of DPS buffs through the use of utility and survivability buttons. The bulk of monk damage comes from very passive gameplay, like healing yourself to get a damage buff, or applying Sweeping Winds and not looking at it again. We want to give players who enjoy the fantasy of being a blur of fists and feet a more active playstyle, and we’d love to play up some other fun mechanics as well.

For example, one possibility we’re considering is changing one of Dashing Strike’s runes to allow players to travel further with the skill so that it can serve as a mobility tool, but at the cost of imposing a cooldown. Another possibility we’re exploring is making Lashing Tail Kick feel more compelling by moving the knockback component to a rune, or changing a rune to remove the knockback and instead increase the damage more meaningfully. These types of changes are not minor tweaks, however. We want to make sure we take some time to make meaningful changes that improve the overall play experience for these sacred warriors.
Da waren die Leute nicht sehr glücklich mit, weil viele der Meinung sind die Mönche sind derzeit ziemlich schwach. (Ehrlich gesagt wurden sie ja auch von Patch zu Patch immer schwächer gemacht und er Barbar ungleich verbessert) Hier kam dann danach noch eine Richtigstellung

Zitat:
While there are currently solid build options for monks both in 1.0.4 and 1.0.5, and while top-tiered monks using very specific builds can achieve respectable damage, the class isn’t yet where we want it to be. We’re definitely aware of your concerns, and we agree that additional improvements should be made, especially with regards to play style options, build diversity, and the performance and budget of monk resources. We feel that the monk has the most potential for improvement, and we have plans to make more changes to the monk after 1.0.5. The sort of changes we’d like to make are not simple number tweaks, though.

Ultimately, we want to make monks more engaging to play and really immerse players in what it would feel like to be a fast-punching martial arts master. We have a number of ideas on how to accomplish that for the future, and we want to provide improved passives, particularly passives that can be used for a more offensively-minded monk. I also mentioned two other possible changes we’re considering in my previous post, but those certainly aren’t the only changes we’re looking into. They address another area we feel could use improvement, and that’s giving players some additional, more active play style options.

We have more improvements planned and they’re still only in the discussion phase, so we’re not really in a place right now to talk about them in much detail, but we’re actively working towards solutions to address many key concerns.
Scheinbar wollen sie sich doch noch etwas einfallen lassen
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Maj0r_Koenig

Geändert von Major Koenig (5. October 2012 um 16:49 Uhr).
 
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