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McLove.
20th February 2014, 00:28
Daredevil

Daredevil is one of the classic hero’s of Marvel storytelling. He fights for justice with his incredible skill and integrity. He is the originator of no fear before it was a T-shirt.

He is the master of martial arts, armed and unarmed combat and an expert tactician. He’s had decades of rich story content that includes many classic weapons, fighting moves and some very iconic allies and enemies.

We kept that spirit in mind when performing Daredevil’s design review. Our top goal was making sure he is engaging to play, has powerful options versus a variety of enemies, and looks good doing it.

Combo System

Daredevil was an early hero design when a lot of newer tech wasn’t available. In addition to buffing Daredevil’s overall power, we’ve added a combo system to give Daredevil players a more interactive gameplay style.

Daredevil now has the "Combo Points" secondary resource, which increase when striking with certain attacks. Finisher moves spend these combo points for advantages, including a single-target attack, an area attack and a self-heal. Daredevil players can use each one based on their tactical situation.

In addition to everything you would expect from a combo point system, Daredevil has two additional interesting notes:

Daredevil has a power than can be used, for free, only within 3 seconds of using a Finisher. Some Daredevil players may opt to use this power.

Daredevil’s new signature power will have it’s cooldown sped up every time Daredevil uses a Finisher power. This is a build option for players who want to focus on Finisher’s and the new Signature power.

On to the specifics:

Club Strike / Taser Club

Design Note: We wanted to add more weapon variety for Daredevil, including more billy club attacks and staff and nunchuk attacks. He now enjoys more clearly defined build options with different choices in basic attacks, each of which showcases Daredevil using his clubs in a different way.

Club Strike - Now provides spirit on hit instead of slowing enemies. It has also been renamed Assault and Battery.

NEW Basic Attack - Nunchuck Beatdown - A rapid attack using both connected billy clubs as nunchucks. This power increases its base attack speed with additional power points, making it lightning-fast at high ranks.

NEW Basic Attack - Staff Strike - A slower, harder hitting attack using Daredevil’s telescoping billy clubs as a staff. This power enjoys increased critical rating and critical damage and has a wider damage radius (the same distance as the lightning effect from Taser Club and effectively replaces Taser Club).

Taser Club - The Taser Club has always been a bit out of step from Daredevil lore, but it was important as an AOE basic attack so we managed to keep it in the game until it could be replaced. It’s AOE functionality has now been replaced by Staff Strike, which is directly from Daredevil lore.

Apprehend

NEW Power - Apprehend - Daredevil throws his connected club, letting it wrap around enemies in front of him before pulling them towards him to deliver swift, brutal justice.
Club Throw / Rebounding Club

Design Note: Rebounding Club has been widely received as the more enjoyable power compared to Club Throw, so we are focusing strictly on Rebounding Club as the go-to ranged power in his kit. To replace Club Throw, we've added a new power to assist in dealing with ranged or retreating foes that reinforces his playstyle as a melee hero, is more fun to use, and is very iconic to the character.

Rebounding Club - Now hits up to 7 targets before returning to Daredevil. The missile speed has been increased. The power now has a brief cooldown, and no longer requires the club to return before activating. The visuals have been upgraded.

Note that since the club is no longer tracked separately as a missile, it will completely remove any weirdness with the club getting stuck or not returning to Daredevil.

Club Throw - Has been removed from Daredevil to focus on Rebounding Club.

Club Sweep / Whirling Club

Design Note: The synergy between Whirling Club and Club Sweep is entertaining and effective, and many players have been enjoying their interaction. We are focusing on the Combo system as the source for Daredevil’s damage bonuses instead of building him around debuffs, but this particular combo will remain as a one-two room-clearing punch. In addition, we're adding a new AoE finisher power to Daredevil's kit that will help him clear rooms more easily.

Whirling Club - Now weakens enemies in addition to slowing them.

Club Sweep - Now deals bonus damage to weakened enemies instead of slowed ones.

NEW Power - Street Sweeper - Daredevil strikes an enemy with a lunging punch. Afterwards, Daredevil will rapidly bounce from enemy to enemy, attacking each one in a blur of rapid hits. This power consumes all combo points to deal extra damage. This is one of Daredevil’s new selection of area attack options.

Spinning Hook Kick / Jumping Strike

Design Note: These two powers are very flavorful and thematic to Daredevil and have a high-impact animation, and thus were perfect candidates to become integrated into the Combo system. Now, these two powers will be highlights of that system, giving them a solid place in Daredevil power rotations.

Jumping Strike - Now consumes all combo points to deal extra damage.

Spinning Hook Kick - Damage has been increased significantly. The power can now only be used after executing a maximum combo finisher. This will bring the power into a unique spot in Daredevil’s rotation, bringing in an extra heavy hit when you fully execute a combo in addition to the finisher.

Radar Ping / Passive Powers / Man Without Fear

Design Note: Daredevil's passives have been re-analyzed to give them direct purpose in certain player builds. Radar Ping, a very iconic power to Daredevil, has been changed and merged into Radar Sense, allowing the effect to periodically activate automatically.

Radar Sense - Now provides minimap visibility, dodge rating, and projectile evasion. When reaching maximum combo points or entering combat, Daredevil gains a chance to completely evade attacks for a short duration, and pings nearby enemies, causing them to become vulnerable. This also serves as a visual indicator for when your combo points are full.

Relentless Justice - Now provides defense, tenacity, attack and movement speed. In addition, Daredevil gains damage reduction for 10 seconds whenever he uses a movement power.

Devil of Hell's Kitchen - Now provides critical rating, critical damage rating, and damage rating to melee powers.

Radar Ping - Has been removed from Daredevil, as its functionality now resides in Radar Sense.

Man Without Fear (now named ‘Born Again’) - Now consumes combo points to restore some health instantly, then grants health over time. No longer restores spirit.

Opening Lunge

Design Note: Opening Lunge has evolved in its gameplay purpose over recent patches, so we’ve upgraded its animation and visuals to match, creating an exciting and unique method of opening into a fight.

Opening Lunge - Now named Sliding Strike, this causes Daredevil to perform a power slide, slipping beneath enemies to reach his target destination. At the end of the slide, Daredevil flourishes his club around him, dealing damage to nearby enemies.
Signature

Test Center Design Note: We’re using some new tech for Daredevil’s Signature, which will allow its cooldown to be reduced through gameplay means. This is something that we’re looking for testing on - signatures are balanced to their cooldown, and this mechanic could prove to be too powerful at the moment.

NEW Power - Devil’s Due - Daredevil uses his billy club’s grappling cable, attaching it to an object and launching himself skywards. After a brief delay, he will drop down at the targeted location, dealing damage to anything in the area.

Ultimate

Design Note: We wanted to give Daredevil a powerful, visually impactful attack as part of his Ultimate, and have improved his team-play by extending the buff he receives to the rest of his allies.

In the end, we also wanted to retain Elektra as part of a large, enemy-clearing segment of this ultimate, as a nod to his classic encounters and relationships with her over the years, across many epic storylines, but we didn’t want her to be the sole focus of the ultimate.

Daredevil’s Ultimate is now called: Man Without Fear

When the Ultimate power is used, Daredevil leverages his the incredible martial arts prowess, inspiring himself and his nearby allies to enjoy a large bonus in their ability to deliver critical hits, greatly increasing the total damage output of the group.

Once this group buff is applied, Elektra appears to perform a devastating synchronized combo with Daredevil, obliterating nearby enemies with martial arts attacks.

Daredevil’s Synergy

Daredevil’s Synergy has been buffed.

Previously, his synergy provided a 2% damage bonus to normal and elite enemies at both level 25 and level 50.

The synergy speeds up a player’s time to clear content and will be extremely useful in raid situations, but is less attractive for players who are tackling normal-difficulty content.

The new synergy now provides a 3% bonus to normal and elite mobs at level 25 and a new 2% damage to melee attacks at level 50. This will also serve as another synergy option for melee heroes.


Other Revisions

Heroic Leap - This power is unchanged.

Action Roll - Has received an updated animation and gives a movement speed bonus on use.

Triple Strike - Now provides a combo point when used, and has new, updated animation.

Swinging Assault - The movement of the power has been altered to make more physics sense, given the new swing animation. The bleed component has been removed, in order to make his gameplay rotations in combat the most fun possible.

Enter the Void - Now has a cooldown instead of a spirit cost, similar to changes to other recently revised heroes, which will eventually be extended to all crowd control breaks.

Unique Items

We did a full tuning pass on Daredevil’s Unique items to ensure they are solid. Here are the changes that results from that tuning pass:

Added more health to his Sweater (slot 2) Changed the +2 to all skills to +1 and +Bonus to his Fighting Focus tree

Added a health roll to his Blades of the Beast (slot 3)

Changed the +skills on his Deathstalker Treads (slot 4) to a +4-6 bonus to his focus tree

McLove.
20th February 2014, 00:44
su due piedi gia lo adoro e poi cazzo grande citazione per frank miller con una skill chiamata Born again

Randolk
20th February 2014, 02:00
DaGlh98klPI

ma io volevo expare e mainare moon knight :cry:

Abby
20th February 2014, 08:51
DaGlh98klPI

ma io volevo expare e mainare moon knight :cry:

Io DD 1-0 per me tiè :)

Razj
20th February 2014, 10:19
ma l'ultimate non è uguale a quella di nightcrawler?

McLove.
20th February 2014, 11:01
E simile a quella di spiderman ma Summona anche Elektra

- Xperia - Tapatalk Pro -

CrescentMoon
20th February 2014, 12:04
cmq sul test server compare moonknight nel roster dei pg, quindi non dovrebbe mancare moltissimo.

McLove.
20th February 2014, 12:36
cmq sul test server compare moonknight nel roster dei pg, quindi non dovrebbe mancare moltissimo.

venerdi o al massimo sabato e nel test server come ha detto doomsaw.

Randolk
20th February 2014, 12:52
ah pz ma anche HT reworkato. dubito diventi totalmente diverso dalla cosa boring che è ora, ma aspetto di dargli un giro.
per dd invece mi sa che sia arrivato il suo momento. vediamo se ce la faccio a sessantarlo prima che esca mk.

McLove.
21st February 2014, 03:12
doppio

McLove.
21st February 2014, 03:15
l'ho provato sul server test ed e veramente fantastico
la scelta del basic e' interessante piu' lento 3.0) ma mana gain cosa che libera la slot del pym shrink) o piu veloce 3.3 (moar combopoints 5 in poco pi di un sec) l'altro il terzo non e' nient di che come feature se non gran danno. tnete conto che i dati di volevita sono relativi all attack speed che si puo anche boostare con una delle passive.

interessante il finisher suppletivo (spinning kick) che si attiva per 2 sec i dopo avere usato una finisher ( 80k maxata piu 40% a boss no costp) chedo che si massimizzi l'uso non usando le fnisher a full combopoint ma colpo finisher e finisher suppletiva

ed anche interessante il sistema della signature che ha cd di 20 sec ma e' ridotto ogni combo point speso di un secondo, con il basic piu veloce e nn appena si hanno 5 combopoint usando la finisher si riduce il cd della signature fino a riuscire ad usarla ogni 6/7 secondi

le finisher sono varie da aoe a danno singolo ed e' anche intereessante la finisher che maxata 350 hp per combo point speso :quindi a max combo point da 1750 hp piu l'1% di vita ogni secondo per 3 secondi per combo point speso (ergo 5% di vita al secondo per 3 sec dopo una full combo) isandola si ha una survivabilty della madonna (credo vada nerfata sinceramente il basic piu veloce ha un attack speed di 3.3 con mio gear vuol dire che ogni secondo e mezzo si hanno 5 combopoint per avre 1750 hp ed il 5% di vita in 3 sec)

il gameplay e' veramente divertente ed anti droide nel senso che sono dell idea che per maxargli il danno gameplaywise sara necessario tempismo attenzione e varie routine di danno cosa che non sara alla portata di chi smasha button senza senso o e abituato a spammare 1 basic ed 1 abilita

sto revamp fara ancora sucare un po randolk per il suo amato cap, alla luce di quanto hanno fatto con DD quello di cap diventa ancora piu di merda.

l'ho 60 full unici e con il leg maxato evviva me, sto rebuild lo trovo fantastico veramente.

edit per cuiriosita sul test center ho comprato DD noir e devo dire che rende abbastanza non mi dispiace

ah dal crafter e poppata la recipe per convertire un legendario in 300 mark, osi chi vuole lo cambia prezzo 100 gold ed un retcon.

CrescentMoon
21st February 2014, 07:29
piu' che altro si presta a vari stili di gioco.
Puoi usare la rotation basic alto danno (il colpo di bo se non erro)+finisher+ spinning kick
Oppure puoi usare colpo veloce+finisher a 5 punti+signature a raffica
Insomma c'e' piu' di una build viable e in base al basic che prendi ti conviene o meno prendere altre skill.
Hanno fatto un bel lavoro sicuramente.
Qualche bug c'e' ancora cmq, una finisher (non mi ricordo quale) non consuma i combo point, ma roba che sul live sistemeranno sicuramente

Abby
21st February 2014, 09:04
Senza parlare che una volta si e l'altra pure diventa invisibile e mena senza apparire... non so se è un bug con BP al primo colpo riappaio.

Randolk
21st February 2014, 10:53
lo prendo in mano dopo moonie.
cmq con la build che sto giocando cap non mi dispiace.

McLove.
21st February 2014, 15:30
Senza parlare che una volta si e l'altra pure diventa invisibile e mena senza apparire... non so se è un bug con BP al primo colpo riappaio.

non ha skill per l'invisibilita sono gli unici che possono proccare l'invisibilita il corpetto al 3%/4% di 3 secondi e la maschera 5 sec di hide se scendi sotto il 35% di hp

in caso di skill come ha BP e NC appena meni ti dehiddi se invece e a proc dura quei secondi definiti

se la cosa ha un vantaggio sulla survivability e' cmq una rottura di coglioni perche quando ei invisibile i mob smettono di menarti e tornano a posto questo fa si che praticamente se ne vanno e ti kitano cosa che con un melee e' una rottura di cazzo enorme

McLove.
21st February 2014, 17:52
lo prendo in mano dopo moonie.
cmq con la build che sto giocando cap non mi dispiace.

la patch va live stasera o domani al massimo mentre l' ETA per moonknight e' il 28 o il 1 marzo , credi di resistere una settimana con dd rebuildato da expare?


We're creating two builds a day to test and retest as many things as possible.

When it's very solid, we'll put it live, whatever day that happens to be.

Nothing will ever be perfect, but we want it to do as much good as possible.

There are some big performance fixes in this patch, so we would like to get it out before the weekend and keep tuning after that (along with enabling Moon Knight to start testing him for release next week).

CrescentMoon
21st February 2014, 18:14
emacheppalle ma sempre di venerdi' sera-.-
maledetti greeder!

Randolk
21st February 2014, 18:21
la patch va live stasera o domani al massimo mentre l'eta per moonknight e il 28 o il 1 marzo , credi di resistere una settimana con dd rebuildato da expare?

avoja, è lì che mi guarda (pun intended) dal roster da mò. ma un giorno sarà il suo momento.

ora devo farmare questo

http://i.imgur.com/ywEcL9x.png
http://i.imgur.com/DKeSCC6.png

McLove.
21st February 2014, 18:36
avoja, è lì che mi guarda (pun intended) dal roster da mò. ma un giorno sarà il suo momento.

ora devo farmare questo

http://i.imgur.com/ywEcL9x.png
http://i.imgur.com/DKeSCC6.png

chi mi tiene la testa che devo vomitare?

Razj
21st February 2014, 18:38
ne ho donati due di quei cosi..

CrescentMoon
21st February 2014, 20:20
ma ho provato sul test server squirting girl e gli scoiattolini non fanno piu' "squi-qui-qui-qui-qui-iiiiiii" o sbaglio?In caso non la prendo :\

Randolk
21st February 2014, 22:23
non hanno mai fatto squisquisquiiiii. è lei che fa kyukyukyukykyuuuuuuuuu

McLove.
21st February 2014, 23:02
cmq dopo un altra oretta sul serer testa provare build ne ho trovata una non solo divertente ma efficacissiam daredevil si cadida a pg piu divertente di sempre

McLove.
22nd February 2014, 18:54
confermo che devil e un pg veramente ben fatto ma che non e per tutti e i motivi li vedete nella board ufficiale. la gente e cosi abituata a spammare 1 tasto che se deve ragionare si perde.

usare un builder selezionare una finisher e poi fare la bonus skill gli si intercciano le dita.
mi fa ridere che ogni modifica arrivano i piagnoni e quindi gambit era una emrda e squishy, ed invece e un pg che fa i buchi, Nc era scadentissimo ora e diventato metro di paragone , daredevil non e differente lol.


DD fa i buchi per terra chiaramente si deve giocare con le combo e visto che le finisher aumentano il danno in base a quanti CP si sono fatti il trick e usare le finisher a full combopoint come e normale che sia. come ogni rogue di ogni gioco o assassino prima si buildano i p e poi si scaricano.

il trick e' usare un basic veloce (assault and battery 3.3 attack speed o nunckchuck 3.5) in modo da fare 5 combo point in meno di 2 secondi e poi usare una delle finisher ed immediatamente dopo la skill bonus che si attiva solo dopo la finisher (spinning hook kick)

la gente invece si ostina ad usare ancora triple strike che ha attack speed di 0.6 quindi per fare 5 combopoint ci sta una vita.

anche born again da una survivabilty della madonna considerando che una full combo si fa in 2 secondi circa ergo ogni 2 secondi si puo usare un abilita che cura il 15% degli hp nei successivi 3 secondi.

tra l'altro fare combo diminuisce il cd della signature ogni full combo abbassa il cd di 2 sec e la signature fa i buchi

atm questa e la build che uso

-20 Assault & Battery (nunckchuck e piu veloce questo da mana cosa che mi ha fatto rimuovere il pym per mettere un adv kungfu peril danno ed altri 900 defense.)

-20 Jumping strike (finisher melee fa i buchi in full unici arrivi a fare brutal da 300k se usata a fulll cp in soldoni sono 100k di danno ogni combo full)

-20 Sliding Strike (ottima opener l'alternativa e prendere al suo posto street sweeper la finisher aoe)

-20 Rebounding Club (senza l'aoe damage ne risente)

-20 Devil of Hell's Kitchen (flat damage and crit)

-10 Relentless Justice ( la defense persa la ripiglio con il kungfu l'attack speed e buona cosa ma non si puo avere tutto)

-10 Radar Sense (con l'attuale dodge ed il diminish spenderci piu punti non ha tanto senso)

-10 Devil's Due (signature)

-1 Spinning hook (50k di danno free dopo una combo, in condizioni ottimali si ha ogni 2 secondi)

-1 Action Roll (preferito a leap per il boost di velocita di movimento)

-1 Born Again (il valore di cura fisso scala a merda a livello 26 cura 250 hp per combopoint il valore a percentuale quello del 15% resta uguale sia ad 1 punto che a 20)

-1 Enter the Void (cc break)

ci sono cmq tante build ancora si deve trovare l'ottimale delle 5 che ho rpovato io questa e quella che da piu soddisfaczione.

Razj
22nd February 2014, 19:10
piu che altro la gente fa ridere quando parla di pg squishy o che fa poco danno visto che il TTK e TTL dei pg è stato normalizzato ad una base comune ed ogni pg di media, a parità di equip, ha più o meno lo stesso TTK e TTL

McLove.
22nd February 2014, 20:24
cmq se volete un pg tecnico unico, perche cage nonostante abbia combo point e' una pallida imitazione di un combopoint system, molto challengin sull massimizzare il danno e la manualita' fateci un giro