May 9 Multiplayer Balance Changes Posted
#51
Posté 09 mai 2012 - 11:33
#52
Posté 09 mai 2012 - 11:43
Poekel wrote...
Might have something to do with AI. Distance they start looking for cover and shoot and maybe distance they usually stop coming closer if there is coverMaria Caliban wrote...
Can someone explain this?Merkit91 wrote...
"Cerberus Centurion
- Reduced ideal range from target from 12 meters to 8 meters
- Reduced ideal max range from target from 40 meters to 35 meters"
What does that mean?
Any maybe give us an example of what one meter is in the game?
It means you won't get headshot with a mattock X without being able to see your attacker when moving in cover, as centurions tended to do on gold.
#53
Posté 09 mai 2012 - 11:45
sirus1988 wrote...
I'm happy about the lift gernades getting a buff. Now my Krogan Sentinel can kill more things!!!
Krogan Sentinel actually got quite a buff. Since Incinerate and Lift Grenade were both buffed, just go full tech armor for power, and full krogan berserker for power.
My Krogan Sentinel ignores rage and maxes everything else. With the reduced shotgun weight penalty, I can carry a Claymore and a Geth SMG and Incinerate is still somewhere between 3-4 seconds cooldown.
#54
Posté 09 mai 2012 - 11:50
In any case, the Incinerate buff is very conservative. It's still a bad power.
The Shockwave upgrade is fairly considerable, but it seems like something that will mostly just serve to make Human Adepts better in situations where they're already awesome (against Reapers on cramped maps), and doesn't really do much to help the poor, badly underpowered Batarian Sentinel.
Modifié par GodlessPaladin, 10 mai 2012 - 12:02 .
#55
Posté 09 mai 2012 - 11:51
mostly meh power changes.
No buffs to weapons like the eagle.
Still no bugfix patch.
Failure.
Modifié par Trakarg, 09 mai 2012 - 11:51 .
#56
Posté 09 mai 2012 - 11:57
Sacrificial Bias wrote...
I see they still haven't acknowledged how badly the last "buff" to Singularity made the Rank 6 Detonate evolution utterly worthless. Someone over there hates the Human Adept.
you know, I've heard about this before, but never really having palyed a human adept, I have to ask, how was it made useless? was it the duration increase?
#57
Posté 09 mai 2012 - 11:58
#58
Posté 09 mai 2012 - 11:59
Blissey1 wrote...
Sacrificial Bias wrote...
I see they still haven't acknowledged how badly the last "buff" to Singularity made the Rank 6 Detonate evolution utterly worthless. Someone over there hates the Human Adept.
you know, I've heard about this before, but never really having palyed a human adept, I have to ask, how was it made useless? was it the duration increase?
Yes.
#59
Posté 10 mai 2012 - 12:01
Blissey1 wrote...
Sacrificial Bias wrote...
I see they still haven't acknowledged how badly the last "buff" to Singularity made the Rank 6 Detonate evolution utterly worthless. Someone over there hates the Human Adept.
you know, I've heard about this before, but never really having palyed a human adept, I have to ask, how was it made useless? was it the duration increase?
Yep. That rank 6 detonate power only works when the duration of Singularity expires
#60
Posté 10 mai 2012 - 12:02
aznricepuff wrote...
HellishFiend wrote...
You dont fine tune the balance of a game by making drastic changes. You gently tweak until it gets to where you need it to be.
That's actually the exact opposite of what is considered good development practice. Generally you either double or halve (depending on the situation) the 'effectiveness' of something, do some testing, and then fine tune based on results. If you just take baby steps, oftentimes you will find that the change had no (or little) effect. And now the problem is that you don't know whether it's because the change you made was too small, or that what you changed wasn't the fundamental problem with whatever you were trying to fix. And the only way to know is to make the change bigger, so you might as well have started with a big change in the first place.
Granted, some of this is supposed to happen strictly in-house (i.e. you shouldn't release drastic balance changes and let the public act as your QA), but a certain amount of feedback can only be gathered from public release, hence you still shouldn't take the incremental approach with public balance changes.
yes, because everyone reacted so well when they "halved" sabotage way back. and now that they've "doubled" it, people are claiming OP again.
large, sweeping changes, the number one way ot ****** off your fanbase!
Modifié par Blissey1, 10 mai 2012 - 12:04 .
#61
Posté 10 mai 2012 - 12:02
Incinerate is still weak.
Sentry Turret is still weak.
Oh look, all 3 Quarian Engineer powers!
#62
Posté 10 mai 2012 - 12:02
Garbage changes are garbage.
Shockwave still affects limited targets. Worthless as a short range ability.
Singularity still un "fixed."
Can't imagine how it took a whole week for this to go live.
#63
Posté 10 mai 2012 - 12:03
Axialbloom wrote...
Cryo is still horrible.
Incinerate is still weak.
Sentry Turret is still weak.
Oh look, all 3 Quarian Engineer powers!
All builds including Incinerate could really use a buff.
Everything the Quarian Engineer has could use a buff.
Modifié par GodlessPaladin, 10 mai 2012 - 12:03 .
#64
Posté 10 mai 2012 - 12:03
Bedlam74 wrote...
I'm so sad about Shockwave. It was a fantastic power in ME2. My adept and Jack would devastate bad guys. Now, Shockwave is a shadow of it's former glory, despite the buffs they give it. It's just as useless in SP. Singularity isn't any better, and weakening biotic explosions and singularities almost make Human Adepts pointless.
I wouldn't be surprised if they set their eyes on Wreave next.
You clearly didn't play ME2 on Hardcore or Insanity if you think Shockwave was better in the previous game.
On topic: Increasing Shockwave Range would not "fix" this power. It would have to come with a huge Radius and "projectile" speed increase to hit anything reliably outside of the basic 10m radius.
Singularity still needs a basic radius increase to the value in SP.
#65
Posté 10 mai 2012 - 12:05
Diablerist666 wrote...
Bedlam74 wrote...
I'm so sad about Shockwave. It was a fantastic power in ME2. My adept and Jack would devastate bad guys. Now, Shockwave is a shadow of it's former glory, despite the buffs they give it. It's just as useless in SP. Singularity isn't any better, and weakening biotic explosions and singularities almost make Human Adepts pointless.
I wouldn't be surprised if they set their eyes on Wreave next.
You clearly didn't play ME2 on Hardcore or Insanity if you think Shockwave was better in the previous game.
On topic: Increasing Shockwave Range would not "fix" this power. It would have to come with a huge Radius and "projectile" speed increase to hit anything reliably outside of the basic 10m radius.
Singularity still needs a basic radius increase to the value in SP.
Agreed.
Like I said before, the Shockwave upgrade is fairly considerable, but it seems like something that will mostly just serve to make Human Adepts better in situations where they're already awesome (against Reapers on cramped maps), and doesn't really do much to help the poor, badly underpowered Batarian Sentinel nor does it help to really expand the number of places where I'd want to field a Human Adept.
Modifié par GodlessPaladin, 10 mai 2012 - 12:07 .
#66
Posté 10 mai 2012 - 12:08
#67
Posté 10 mai 2012 - 12:13
Marksman needed a reload function (the way AR currently does) and some sort of survival element (such as bonus shields, reduced damage, ect)
AR should grant temporary invincibility (even if its just for 3 seconds) which would give soldiers a meaningful role on the team (rezzing, collecting objectives)
Shockwave needed a buff to its range (like double it) as well as its radius.
lift grenade buff is good, but they should have also increased the quantity
#68
Posté 10 mai 2012 - 12:21
AWS complaining, even less surprised.A Wild Snorlax wrote...
More buffs that are too minor to make a difference, not suprised.
Good job on the BB fix.
#69
Posté 10 mai 2012 - 12:22
#70
Posté 10 mai 2012 - 12:26
#71
Posté 10 mai 2012 - 12:31
Diablerist666 wrote...
You clearly didn't play ME2 on Hardcore or Insanity if you think Shockwave was better in the previous game.
On topic: Increasing Shockwave Range would not "fix" this power. It would have to come with a huge Radius and "projectile" speed increase to hit anything reliably outside of the basic 10m radius.
Singularity still needs a basic radius increase to the value in SP.
Actually, I did clear ME2 on Insanity twice with an Adept and a Soldier. And Shockwave was essential for me getting through Horizon and Reaper IFF. So, I wouldn't go throwing around statements like "you clearly didn't play ME2 on Hardcore or Insanity" without asking first. But you are right about one thing, I didn't bother with Hardcore. 2 Insanity runs was plenty.
#72
Posté 10 mai 2012 - 12:32
#73
Posté 10 mai 2012 - 12:34
GGW KillerTiger wrote...
Oh yes the already high powered centurian needed to become stronger ....... I don't like enemies getting buffed .... Kind of null and voids the point of buffing the players .....
The point of buffing underpowered characters is to balance player choices to promote a greater variety of playstyles... not to make the game easier overall.
The point of buffing enemies is to make the game more appropriately challenging (and can also indirectly buff/nerf certain builds, due to changing thresholds and such).
They don't cancel each other out.
Modifié par GodlessPaladin, 10 mai 2012 - 12:36 .
#74
Posté 10 mai 2012 - 12:37
#75
Posté 10 mai 2012 - 12:48
Axialbloom wrote...
Blissey1 wrote...
Sacrificial Bias wrote...
I see they still haven't acknowledged how badly the last "buff" to Singularity made the Rank 6 Detonate evolution utterly worthless. Someone over there hates the Human Adept.
you know, I've heard about this before, but never really having palyed a human adept, I have to ask, how was it made useless? was it the duration increase?
Yep. That rank 6 detonate power only works when the duration of Singularity expires
I don't even bother with the rank 6 evolution of Singularity, as ideally you should be sending it out to an unprotected enemy or two and then immediately detonating with Warp to kill them and damage protected enemies in the vicinity. I can't think of any situation in which you would need to have a Singy up for 10 seconds (expansion evolution), let alone until it expires on its own (explosion evolution).





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