Berkilak wrote...
darkblade wrote...
I cant meaningfully contribute to this thread/take it seriously because you want us to help make each class "competitive" yet denounce the idea that some powers may need to be nerfed to let other classes have a niche because this game is "cooperative".
So which is it? Do you want use to make the classes interdependent so that none are obviously very good with some kind of support? which would require nerfs and buffs accordingly then the game can be truly coop.
Do you want use to just buff everything until its in line with the what people consider the OP broken abilities then everyone can breeze gold?
Or do you want use to make the classes playable solo but still need help with powerful enemies? Which again would need nerfing and buffing.
I support bring the classes closer together in viability is a good idea, but anyone who has played any class based RPG online will tell you that you cant just buff everything.
It's not that I disagree with nerfs. It's that I disagree with player-driven nerfs. Developers recognize when something is overpowered. They don't need people crying about it 24/7 to take note. Likewise, people all-too-often take nerfs personally, devolving into virtual screaming matches that overpower any constructive comments sprinkled therein.
As such, I like to stay away from such discussion.
On the other hand, just because a class fills a niche doesn't mean that it needs to be taken down a notch to "make room" for other classes. It is perfectly viable to have multiple classes filling certain niches in different ways.
This is very on topic because it gets to WHY you made this thread and adresses the balance issues in this game which is very much the topic at hand.
I see you disagree with player driven nerfs but agree with dev driven nerfs and claim that they know what is over powered. They dont know if you werent aware, and they would never know without player feedback. On paper it all looks good, but when a large crowd complains about it they have to look at it again and more closesly examine how something works...then if they feel that it could perform in way thats a bit more fair they do something. Nerfs and buffs are dev/community co operation. Yes, yes you do need crying about it 24/7 the more people are vocal about a problem the more it becomes known until the point where the devs become aware. At which point the devs say that they are looking at it, or those players get no feedback and quit playing. So people will take it personally people take any trivial thing personally thats just life, shouldnt stop progress. Regardless how much flaming happens in a Nerf "X" thread the fact that it is a recurring discussion will warrent attention.
Obviously player driven buff threads are exactly the same as nerf threads. The devs didnt know what you want buffed is underperforming. On paper it looked fine, and without input they wouldnt be aware of an issue. And of course when you buff things and make class X so much better while class Y barely got anything new people will be terribly pissed, then they will cry for more and more buffs. Until the game is a cake walk and people stop playing.
Also you read my statement incorrectly about niches, things need to be rebalance because some character/class combos have no real niche while others perform well even far outside thier niche.
on the side of balance
Soldier
Infiltrator
Vangaurd
Should get the highest weapon damage bonus, least weight penalties. highest carry capacity, and biggest overall advantages for weapons. Making more weapons viable for these classes. Its sicking to see infiltrators and Vanguards with only a pistol (carnifex which is way over powered, performs the vipers niche...thus the carnifex needs and accuracy nerf and a range damage dropoff, or accuracy nerf and no scope available).
All weapons should have 50% less impact on these classes cooldowns, because they arent casters but the abilities are fundamental and thier hybrid (not soldier) nature. The way things are now the weight systems pretty much causes all the viable builds for these classes to funnel into a few presets.
Sentinal
Adept
Engineer
Should get the best cooldown, power, and crowd control abilities (sentinal should also get some massive shield buffs)
If you ask me Id go ME1 on these classes. Id only give them weapon damage bonus for pistols or SMGs(theyd have to chose) but theyd never be as high DPS with weapons as soldier and the hybrid weapon classes. Thier powers need to work better on shielded enemies. Like what was suggested everything goes through at least 25% or they could make it where how much defense they have left determines resistance to powers ie 100% shield = 100% resistance and resistance would go down as defense went down and vice versa.
Id make any weapon thats not a pistol or SMG hurt their cooldowns more. And theyd get minimal weapon damage increases in thier skill trees. (sentinal would get better defense buffs)
As for the weapons id:
- Nerf the Carnifex, nerf pistol hipfire accuracy.
- Buff the shurikens in cover accuracy, buff SMG hip fire accuracy
- Buff the revenant damage and incover accuracy. give it an escalating increase in accuracy for sustained ADS fire. (like LMGs in battlefield), Give it a grip attachment.
- Buff shotgun damage, nerf fire rate slightly, tweak weight.
- Buff the Vipers damage, Nerf the widows damage and buff its reload times and lessen weight (unless they change the way shield works in gold)
- The rest we'll see on the 6th.
As for class specifics i dont have all of them but Ill talk about the ones i know.
- Human soldier: Buff adrenaline rush (more shield increase when activated, more damage resistance, an evolution to allow the use concussion shot while in AR), more grenades, better damage bonus's, better weaight reduction bonus, allow them to use 3 weapons.
- Human infiltrators: - should be allowed to chose between cryoblast and incenerate, i dont really agree with grenades on this class unless they were prox mine like the salarian otherwise i feel they missed a chance to bring back some good skills sabotage(force enemies to reload (which is in SP)), and dampaneng(shut down biotics and increase tech power damage on affected enemies + stun and damage) come to mind as good alt to sticky grenades.
- Human vanguard: cant recommend much thing its a hit or miss class played competantly you go ape across the map, played badly you are a burden. if you buff the class you make it brain dead. But Pull would be a good alt to Shockwave but in pretty sure drell has pull which means that Humans should have barrier or shield boost(probably wont make the class brain dead). hell id take carnage over shockwave on a vangaurd for real.
Powers:
- Shockwave needs a buff.
- Cryoblast doesnt seem to weaken armor like it says it does.
- Need more grenades(first 2 upgrades should add 1 grenade each in addition to what they already do), remove that limit on grenades from the ammo boxes.
Modifié par darkblade, 26 février 2012 - 10:17 .