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May 2 Multiplayer Balance Changes


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#276
Atheosis

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Shampoohorn wrote...

Regarding grenades. Maybe the devs felt that the rank 5 evolution should do more for the player than the rank 2 evolution. Prior to the buff you spent two points for your second grenade and 5 points to get your third.

I like the greater incentive to use ammo packs, especially on higher difficulties.


Which still begs the question as to why they didn't apply the same buff to all the grenade powers.

#277
Killahead

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Ben Gadura wrote...
There is nothing broken here, believe me. I used to play a lot of fighting games, and i know how important balance is. If you ever played MvC 3 (just using a recent example), you surely know what is something really broken.


So, I should simply take your word for it, even though I am of a different opinion and in good company? The thing is, right now many of us feel that the difficulty needs a boost, and buffing all classes to match the infiltrator isn't the solution. Giving the enemies more health would just make the weapons feel like water guns, and more enemies are probably not possible on the consoles.  The point is that you can't just buff endlessly. And why are people asking for buffs? I think many are because they compare everything to the infiltrator class.

Soldiers are fine, they are great with weapons. Human soldier has adrenaline rush, Turian has marksman, both great abilities. The krogan is the tank and perfectly viable gold, while the batarian is a massive CQC damage dealer. They are more than capable of doing gold and topping the scoreboard in the hands of a decent player.

We are not asking for the infiltrators damage boost to be severely nerfed. We simply think that they like other classes should have to make a choice, and some sacrifices: Either they are heavy hitters with a bigger cooldown and therefore not as effective medics or at dealing with objectives (and as a result can't utilize their cloak damage bonus every three seconds), or they use weaker weapons, still deal a lot of damage but can use their cloak effectively for other purposes. Me and many others would like to be given this choice, it would make the infiltrator role more interesting.

The first step in a gradual nerfing of infiltrators would be to have the cloak cooldown actually be what it says in the power screen, regardless of the duration of the cloak.

 This is a collective effort. People are screaming "don't buff", "don't nerf", but there are too many personal sentiments, not enough arguments 

Modifié par Killahead, 03 mai 2012 - 10:04 .


#278
Killahead

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Sorry, double post.

Modifié par Killahead, 03 mai 2012 - 10:04 .


#279
Core_Commander

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Ben Gadura wrote...

Damn, you are angry aren't you? Relax dude...

I am talking about SSF4 (not AE) when i said Capcom nerfed stuff too much. I mentioned AE 2012 because Capcom did a very good job there.Nothing in ME 3 is broken like the twins ( even then, people were adapting - who won EVO 2011 again?), and nothing here needs to be nerfed. It's just a fair warning. Please take your time reading before replying.

I've had a great day, perfectly relaxed here, thank you "dude". Just pointing out you're wrong and "little nerfs, many buffs" is precisely what Bioware has been doing, and if that's what you appreciate about Capcom's treatment of SF4 then I don't see how that supports your stance of "no nerfs". In AE 2012, Yun was nerfed, Yang was nerfed,  C.Viper's BK and ultra damage was nerfed (from values unchanged since SF4, things don't need to be broken for Capcom to nerf)... if you try to achieve balance with just buffs, you risk power creep.

Falcon, decoy farming and the geth civil wars were ridiculous and trivialized the challenge (one person being able to completely lock down a Gold wave can be considered "broken" imho, which is just as valuable as yours of "nothing is broken"), most other things are untouched by BW or changed very slightly (mostly weight tweaks, only range changed on explosions, power still the same). Yet people are complaining like BW is super-nerf-happy, while they aren't, as proved by the list.

Ah well, internet.

Modifié par Core_Commander, 03 mai 2012 - 11:09 .


#280
Guest_PDesign_*

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Wraith still sucks Image IPB

#281
Killahead

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PDesign wrote...

Wraith still sucks Image IPB




Elaborate. Played several gold matches with it today and was very satisfied. Others have reported the same.

#282
Guest_PDesign_*

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Killahead wrote...

PDesign wrote...

Wraith still sucks Image IPB




Elaborate. Played several gold matches with it today and was very satisfied. Others have reported the same.


Wraith II + Shotgun Smart Choke V, Shotgun High Caliber Barrel V, Shotgun Rail Amp III, Armor-Piercing Rounds III, Human Soldier - 27,50 Damage Buff + 20% Headshot Damage.

Still impossible to kill targets with single shot. Only in Adrenaline Mode (+70% Weapon Damage)
Thats terrible for N7 Rarity Shotgun. With the Claymore I can kill targets with one shot without additional buffs. So what's the point of Wraith?

#283
Killahead

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PDesign wrote..

Wraith II + Shotgun Smart Choke V, Shotgun High Caliber Barrel V, Shotgun Rail Amp III, Armor-Piercing Rounds III, Human Soldier - 27,50 Damage Buff + 20% Headshot Damage.

Still impossible to kill targets with single shot. Only in Adrenaline Mode (+70% Weapon Damage)
Thats terrible for N7 Rarity Shotgun. With the Claymore I can kill targets with one shot without additional buffs. So what's the point of Wraith?


Strange. My setup: Smart choke V, high caliber barrel V. Batarian soldier with no points put into weapon damage in the 4th, 5th and 6th evolutions. Could reliably one shot troopers on gold.

I take for granted that every shot fired from a shotgun lands on the enemy's face though.

It has a very nice cooldown while putting out a lot more damage than shotguns marginally lighter than it. It might actually be my favorite shotgun now, save for the Claymore, but that's in a division of its own and not for power reliant classes.

#284
Guest_PDesign_*

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With medigel trick I can reload Claymore faster than Wraith Image IPB
****ty useless gun

#285
Killahead

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PDesign wrote...

With medigel trick I can reload Claymore faster than Wraith Image IPB
****ty useless gun


But you can't use your powers as often. When comparing guns you can't just look at damage, you need to take weight, accuracy, spare ammo, fire rate, dps and mag/ clip size into consideration. Otherwise everything will be inferior to the mighty Claymore.

#286
DaoFerret

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IronRush wrote...

DaoFerret wrote...

Want to start fixing Grenades, make some of them regen, the same way thermal clips do.


They cant do this.
If nade regen like thermal clips do, we will see many soldiers near ammo boxes like human turret, spamming nades all the mission.

Buff frag granades means buff soldier class in general. Good change.
Cos that they arent buffing others granades too.


I agree, I've done something similar on some classes w/grenades during extraction on Reactor, but I wasn't suggesting a Full Regen.  Clips don't regen fully either.  Maybe 1 grenade regen per wave.  That would let you use SOME, and take some of the presure off the ammo-boxes to refil people (especially if more people start carrying them).  It lets you use them sometimes, and "save them up" for later.


Alternatively, let them regen completely between waves, and remove them completely from ammo boxes (or increase the respawn time drastically).  

Then they become a precious, but semi-renewable commodity.  You know you'll start a wave with a full load, so you don't feel bad about using them, but finding replacements means scowering around (which eliminates the "stand by the box and keep spamming them).

#287
Eric Fagnan

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Zjarcal wrote...

So, I don't think anyone has mentioned this... anyone else got way more than just 1 phantom on wave 11 on silver? I did a Cerberus/Condor silver game earlier today and I got at least 4 or 5 phantoms on wave 11.

Mind you, I'm not complaining, I like it, makes the final wave more tense, just wondering if that's how it's supposed to actually work.

EDIT: Perhaps I'm not interpreting the data posted correctly...

"Extraction wave: reduced number of Guardians from 4 to 3 and added a single Phantom"

Is that meant to be a single Phantom for the whole wave, or a single phantom per every 3 Guardians that spawn?


There will only be one Phantom at a time with the change. If you kill the Phantom, the system will spawn another so there is always one active.

#288
InfamousResult

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Eric Fagnan wrote...

There will only be one Phantom at a time with the change. If you kill the Phantom, the system will spawn another so there is always one active.


Oh huh. So that's how enemies in the Extraction Wave work.

Neat.

#289
Guest_PDesign_*

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Eric, buff Eagle Image IPB Image IPB

#290
Ben Gadura

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Killahead wrote...

Ben Gadura wrote...
There is nothing broken here, believe me. I used to play a lot of fighting games, and i know how important balance is. If you ever played MvC 3 (just using a recent example), you surely know what is something really broken.


So, I should simply take your word for it, even though I am of a different opinion and in good company? The thing is, right now many of us feel that the difficulty needs a boost, and buffing all classes to match the infiltrator isn't the solution. Giving the enemies more health would just make the weapons feel like water guns, and more enemies are probably not possible on the consoles.  The point is that you can't just buff endlessly. And why are people asking for buffs? I think many are because they compare everything to the infiltrator class.

Soldiers are fine, they are great with weapons. Human soldier has adrenaline rush, Turian has marksman, both great abilities. The krogan is the tank and perfectly viable gold, while the batarian is a massive CQC damage dealer. They are more than capable of doing gold and topping the scoreboard in the hands of a decent player.

We are not asking for the infiltrators damage boost to be severely nerfed. We simply think that they like other classes should have to make a choice, and some sacrifices: Either they are heavy hitters with a bigger cooldown and therefore not as effective medics or at dealing with objectives (and as a result can't utilize their cloak damage bonus every three seconds), or they use weaker weapons, still deal a lot of damage but can use their cloak effectively for other purposes. Me and many others would like to be given this choice, it would make the infiltrator role more interesting.

The first step in a gradual nerfing of infiltrators would be to have the cloak cooldown actually be what it says in the power screen, regardless of the duration of the cloak.

 This is a collective effort. People are screaming "don't buff", "don't nerf", but there are too many personal sentiments, not enough arguments 


I aggre that Bioware has to add another difficulty, otherwise people will just stop playing.

But you can't seriously tell me that krogan soldiers ( and sentinels), batarian sentinels, human adepts and quarian engineers are on par with the other classes, because they clearly aren't. Of course a good player can use these, but please remember that on any game player skill is what ultimately matters.