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How to Buff the QFE (Confirmed, buffs incoming!)


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69 réponses à ce sujet

#1
1337haxwtg

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Regarding the title change, Eric Fagnan said the QFE was being looked at for upcoming balance changes. This doesn't mean it will be anything I've suggested here, but I hope it is a step in the right direction.

The QFE has always needed a buff, but it was made more obvious with the introduction of the GE. I'm posting this because I've recently been trying the QFE again, and because I'm sick of being labled as a "nerf all the things" kind of guy. Here are a few suggestions:

Buff Incinerate. It is somewhat lacking in comparison to other powers. I don't want to see it become Carnage 2.0, so maybe something along these lines, to make it more area / DoT focused?
  • Increase base damage by 50 points
  • Add a base DoT of 20% (for 70% total with the rank 5 evolution)
  • Add a base radius of 1 meter (for a 3m total with rank 4 evolution)
Buff Sentry Turret. The Geth turret outplays it by a long shot and it offers confusion while lacking interesting mechanics.
  • Display the rate of fire and burst count of the turret in the power menu so I can know how well it does with the primary gun (which is hard to tell, unlike the Geth's 1-shot turret)
  • Higher rate of fire for the rank 6 missiles (list that rate on the description)
  • Add some kind of support utility, like the Geth Turret has. Maybe an aura that affects all nearby players with some damage reduction or health regeneration (just like the vorcha mechanic), or make it drop ammo / grenade pickups near it every so often
  • Make the animation shorter / more like the Geth's (Geth can tap the button and move on, Quarians have to remain aiming where they want their turret until it leaves their hands)
Buff / Fix Cryo Blast. It has great potential but falls short because of design and bugs.
  • Make the rank 6 evolution of Incinerate apply the 100% damage boost to CHILLED targets instead of just FROZEN targets (bug fix, would list under incinerate, but the issue only really applies to this class and that is because of Cryo Blast)
  • Make the chilled effect last 8-10 seconds but retain the 3 second frozen effect duration
  • Add a base impact radius of 1.5 meters (for a 3.5m total with rank 4 evolution)
  • Make the rank 4 duration evolution increase freeze duration by 100% (8.2 total seconds) AND increase chilled duration on armored targets by 50%
Buff Mobility (maybe). This one isn't as necessary as the others, but I feel like my quarians should move a little faster. I don't mean like drell-fast, but something a little quicker. This would only apply to the female quarians, as I think the male counterparts are packing enough firepower to not need that advantage as well.

Change the reduced SMG weight passive to something else. This evolution is seriously worthless. Why would anyone ever pick it over 10% weapon damage?

Oh, and a wider field of view, as an indirect buff to butt implants.

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EDIT: Not a buff but a missing feature. HUD health and distance indicators for turrets and drone powers. I've suggested this at least twice before, but never got many comments on it. It would make it much easier to know if your turrets were still up. It wouldn't need to be obtrusive and it could be an optional feature, to be toggled in the options menu.

Modifié par 1337haxwtg, 14 juin 2012 - 02:58 .


#2
tatski

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Man I'm always looking forward for weekly tweaks to see if the FQE recieved some love... Everytime I do I get dissapointed.. She used to be my favorite character... But by the time I was skilled enough to play exclusively on gold I don't use her anymore... She's a beast on Bronze and Silver but Incinerate and Sentry Turret does not scale well enough on gold... I would love the Incin damage buff (Incinerate is an ok power for classes that can setup Techbursts but it is sub par as a stand alone power on gold) Sentry Turret is useless on gold dies too quickly and it doesn't provide distraction you need and its damage is too low... Cryo Blast is the only skill that scale well on gold it is a great debuffer and dmg amplifier. Aside from the OP's suggestion i would love Incin and Cryoblast as an instant hit w/o travel time just like the ones on NPC's on single player..

Modifié par tatski, 12 juin 2012 - 09:53 .


#3
1337haxwtg

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tatski wrote...

Man I'm always looking forward for weekly tweaks to see if the FQE recieved some love... Everytime I do I get dissapointed..

I think there might be a club for that...

#4
CmnDwnWrkn

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Well see, the problem with these suggestions is that they make sense.

#5
CountryPayload5

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Among the few things BW seems to put much attention to. Yes the turret has gotten a few buffs and huntermodes nerf lowered the geth turrets power but this class still needs a lot of attention. Keep this thread alive and hope for next week.

#6
Gust4v

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Nice suggestions.

Some ideas for the turret:
Rank 4 Shock should produce a mini- arch grenade explosion.
Rank 5 Cryo ammo should chill/freeze 100% of the time or a better chance.

Modifié par Gust4v, 12 juin 2012 - 10:38 .


#7
Killahead

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I kind of like the fact that we have "underdogs", characters that no one plays. I tend to put an extra effort in making these look good. I've been rocking a FQE with a Striker X on gold recently, and performed well, especially against the reapers. I do however agree that she should receive some love, and think your proposed changes to the turret and cryo blast would be a good start, I think incinerate is fine and have no issues with the quarians' mobility.

#8
Homey C-Dawg

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I have no idea why Bioware keeps ignoring her. She obviously needs a boost, and that need continues to grow as new and powerful characters/weapons keep getting added.

#9
1337haxwtg

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CmnDwnWrkn wrote...

Well see, the problem with these suggestions is that they make sense.

True. We can't have any of that around here... :lol:

#10
1337haxwtg

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Made some edits...

#11
Dasher1010

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I'd increase cryo blast duration and incinerate burst damage.

#12
XPMUser

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fix freeze combo

#13
1337haxwtg

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Dasher1010 wrote...
I'd increase cryo blast duration and incinerate burst damage.

XPMUser wrote...

fix freeze combo


There is no way in hell you guys even read my post... :lol:

#14
Deucetipher

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If you don't mind me wandering off-topic briefly, my brothers and I were going to put together a theme game, quarians v. geth. One of each. I volunteered to take on the QFE. What would you suggest, build-wise? I was thinking of ignoring the turret all together, or dropping just three in it.

#15
Drussius

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I've actually been suggesting buffs to the Quarian Female Engineer as well, and I agree that the turret's stats are confusing. The base damage on a Quarian Turret is about 40, while the base on the Geth Turret is 150 (these are guesses from memory... I don't have the game on to check the exact stats just now). But the Quarian Turret seems to fire in bursts. Does the whole burst do 40? Or each shot in the burst? If it's the whole burst, a definite boost in damage is needed to put it on par with the Geth Turret.

And personally, I'd like to see a feature added for all Engineers (except the Male Quarian because it doesn't apply). I'd like an indicator showing that the Drone/Turret/Decoy is still functional. Especially for turrets. I mean it's a SENTRY turret, right? So shouldn't it inform you if it's guarding your flank and something destroys it? I'm not asking for a lot. Maybe just a little icon that appears in the corner of the screen. When the icon disappears, your turret/drone/decoy has been destroyed. The warning would be nice.

#16
sliverofamoon

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I agree, OP. I just keep hoping that in the next DLC we get a FQE that has some better powers...... similar to what was done with the AJ... and a Fitness buff to equal the Male Quarians. I was REALLY hoping for this in this past DLC, and was horribly disappointed.

This is NOT a very surviveable class to play unless you are an extremely good gamer. I play mine in Silver regularly, and do fairly well, but in Gold, that is where every other Engineer leaves the FQE in the dust, IMO. Yes, I've seen the video's of people tearing it up in Gold with the FQE, but they are also the players that can make ANY class do the same. All around incredible gamers. That does not mean that the FQE is right just the way she is. They are the outlier of the population, not the norm.

I think the biggest problem I have with the FQE other than the fitness, is the fact that if you throw your turret out at an advancing enemy, the enemy is LONG past it once it actually starts to fire. Add some better perks to Cryo and Incinerate... the tech. bursts from that combo seems MUCH less powerful than any of the other Engineer tech. burst. A buff to this, and fix the slow-to-fire turret, and the FQE would be alot more useful to a lot wider spectrum of players.

#17
IonSilverbolt

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Improving shock would go a long way in improving the turret. It should behave more like chain lightning does on the combat drone. As it is now, it barely stuns and the target has to be close enough to kiss it for it to trigger. And more damage for all turrets and drones wouldn't unbalance this game by any means. Especially the FQE since her turret doesn't even heal.

As for incinerate and cryo, I find them working well together. Incinerate is practically useless until maxed and synergized with cryo though, and provided you pick power upgrades.

An incinerate boost is still a good idea, and it would help all the other classes that got stuck with it.

#18
Drayce333

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Chilled should last for 8 seconds by default from cyro blast.

Turret DEFINITLY needs rocket AI tweeking for faster shots and much more damage, it could use more survivability and a more base damage.

Incinerate has been needing a buff for too long, increase base damage, combo damage by 40% and make the radius buff to 3m

Modifié par Drayce333, 13 juin 2012 - 12:40 .


#19
BoomDynamite

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Pretty good. Reasonable. Maybe a little more to Incinerate than 50 DMG, but otherwise great.

#20
1337haxwtg

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BoomDynamite wrote...

Pretty good. Reasonable. Maybe a little more to Incinerate than 50 DMG, but otherwise great.


Thanks.

Just keep in mind that 50 is base damage and could easily be buffed to over 150 total by passive bonuses, power evolutions, and the damage over time effect being 70%.

Also keeping in mind the fix to Cry Blast would make chilled targets take the double damage as well, essentially making that 215 damage up front and 85 over 8 seconds (not counting additional damage bonuses from Cryo).

With the other contributing factors in consideration, I think 50 points is plenty.

#21
1337haxwtg

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Eric Fagnan wrote...

We are looking at the Female Quarian for next week's balance changes :)


Thought this was reason enough a double-post bump. Yay!

#22
Mystical_Gaming

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I don't care if my FQE ever gets buffed but if the day she does it will be amazing. When I first got ME3 MP I never thought I'd play the quarian much at all. I was wanting an asari adept but instead I randomly (and by amazing fate) got a Female Quarian Engineer early on and things changed for me. I liked the powers and combat movement it has over other classes like the krogan and turian.

Since that day I still play the engineer a lot, even if it's by far one of the less popular and less used characters. Makes me a rarity on the battlefield. My usual silver runs with randoms I can survive the entire match without getting downed once and getting a decent score with good assists. I've grown used to this style of character and I know now it's limitations and make it survivable for the most part.

but a buff would be nice ....

#23
Schneidend

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1337haxwtg wrote...
Make the rank 6 evolution of Incinerate apply the 100% damage boost to CHILLED targets instead of just FROZEN targets (bug fix, would list under incinerate, but the issue only really applies to this class and that is because of Cryo Blast) 


Thiiiiiis! With Freeze Combo only working on frozen targets, you actually have to wait until a Trooper is completely frozen (usually indicated by starting to shift or fall over) for Incinerate to insta-kill him. If Freeze Combo affected chilled targets, it would prime targets for the double damage multiplier immediately.

#24
1337haxwtg

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Schneidend wrote...

1337haxwtg wrote...
Make the rank 6 evolution of Incinerate apply the 100% damage boost to CHILLED targets instead of just FROZEN targets (bug fix, would list under incinerate, but the issue only really applies to this class and that is because of Cryo Blast) 


Thiiiiiis! With Freeze Combo only working on frozen targets, you actually have to wait until a Trooper is completely frozen (usually indicated by starting to shift or fall over) for Incinerate to insta-kill him. If Freeze Combo affected chilled targets, it would prime targets for the double damage multiplier immediately.


Yep. I'd also like to see the duration boosted on chill. It doesn't last nearly long enough to compete with other debuff abilities.

#25
kazumasoju

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:)