Balance ALL the things! (A collaborative effort) (Updated 7/10)
#701
Posté 30 juillet 2012 - 08:52
*Press A to Revive*
Take on Piranha?
#702
Posté 30 juillet 2012 - 08:58
Hypertion wrote...
this topic was cool, but seems dead now....
*Press A to Revive*
Take on Piranha?
Don't want this group going anywhere near the piranha.
#703
Posté 31 juillet 2012 - 03:41
The TS can make it about as accurate as a choked Wraith/Evi with marksman on, which helps the gun immensely. I still hate it because the crosshairs suck.
#704
Posté 31 juillet 2012 - 04:44
But really, Earth DLC raises a number of questions. For example, what goalpost to balance against? Platinum is the new highest difficulty. Should things be balanced with platinum in mind (e.g. everyone needs to be effective against mixed factions and bosses)? Some think so, and others disagree.
Anyways, there are a few hangups to me really digging into this again. One is that I don't really have time to personally do all the testing I would like to before making less conservative or more precisely measured suggestions. Foremost on the to-do list would be actually nailing down precisely what all the hidden damage multipliers against defenses are, including a confirmation of how I think ammo powers work, which would allow me to do a really thorough breakdown and analysis of the game. Derek Hollan told me he'd get back to me on that question but that was a while ago.
Modifié par GodlessPaladin, 31 juillet 2012 - 04:56 .
#705
Posté 31 juillet 2012 - 04:58
#706
Posté 31 juillet 2012 - 05:01
Hiero Glyph wrote...
I'm late to the topic but has anyone considered giving all Sniper Rifles headshot damage bonuses against elite enemies? The way I see it is that a player should be rewarded for skilled play.
Yes, but this change is not possible through ini changes.
It really would be nice, though. Bonus headshot damage against weak points, even with a reduced modifier, would be a big help to some of the weapons that are struggling for relevance now compared to high damage, relatively inaccurate weapons. It would also make Evolution 4 of the passives more attractive.
Modifié par GodlessPaladin, 31 juillet 2012 - 05:02 .
#707
Posté 31 juillet 2012 - 05:04
#708
Posté 31 juillet 2012 - 05:10
- Asari Justicar
- Salarian Engineer
- N7 Destroyer
- N7 Demolisher
- Geth Infiltrator (and any other Infiltrator should scale well for fairly similar reasons)
- Krogan Vanguard
- Ex-Cerberus Vanguard
- Batarian Soldier
I expect the Turian Soldier would scale well but suffer from similar drawbacks to those he faces on Gold. I expect the Human Soldier would scale decently. I expect the Krogan Soldier would still be a step behind the Batarian Soldier, but I haven't checked out where the new health benchmarks would put him in terms of Fortification / Melee usefulness.
Human Engineer seems like she would scale well... if Incinerate and Overload were relevant compared to Arc Grenade and Homing Grenade, which can be spammed faster than those powers with far more damage, and I doubt the drone is really making up the difference. Female Quarian Engineer doesn't like dealing with shields instead of armor and the turret is even flimsier than before. Haven't tested Male Quarian Engineer yet but I have no reason to suspect that he doesn't scale up well.
I don't really see most of the Sentinels being competitive, but then, they weren't before either. But "somehwat larger bag of HP" isn't doing you a lot of favors as a defense mode on Platinum, whereas defenses like dodges, speed increases, cloaks, control powers that enemies didn't become immune to, et cetera get more effective rather than less.
The Asari Vanguard seems like she takes a hit from the boss spam and faction mixing. Drell Vanguard doesn't get to stagger Phantoms anymore and that hurts. Haven't had a chance to test the Human Vanguard.
Will have to get around to testing out the various Adepts.
Cryo and Fire Explosions seem to take a hit, while Tech Bursts get better.
Modifié par GodlessPaladin, 31 juillet 2012 - 05:45 .
#709
Posté 31 juillet 2012 - 05:17
GodlessPaladin wrote...
Hiero Glyph wrote...
I'm late to the topic but has anyone considered giving all Sniper Rifles headshot damage bonuses against elite enemies? The way I see it is that a player should be rewarded for skilled play.
Yes, but this change is not possible through ini changes.
It really would be nice, though. Bonus headshot damage against weak points, even with a reduced modifier, would be a big help to some of the weapons that are struggling for relevance now compared to high damage, relatively inaccurate weapons. It would also make Evolution 4 of the passives more attractive.
you mean evolution 5b right noob??
ha , go edit your post now like you always do
#710
Posté 31 juillet 2012 - 05:23
Modifié par GodlessPaladin, 31 juillet 2012 - 05:26 .
#711
Posté 31 juillet 2012 - 05:32
GodlessPaladin wrote...
No, I mean Evolution 4. I use the same notation Bioware does in the weekly balance changes, and this is noted in the FAQ on the first page of this thread.
and because i have enough @@ to admit i was wrong , i do it.
I was pretty sure i saw a dev refering them as a/b top/bottom but after checking Erics post i agree. I was wrong
#712
Posté 31 juillet 2012 - 06:17
GodlessPaladin wrote...
Some characters who seem to scale just fine to Platinum (of those few I've tested so far):
- Asari Justicar
- Salarian Engineer
- N7 Destroyer
- N7 Demolisher
- Geth Infiltrator (and any other Infiltrator should scale well for fairly similar reasons)
- Krogan Vanguard
- Ex-Cerberus Vanguard
- Batarian Soldier
I expect the Turian Soldier would scale well but suffer from similar drawbacks to those he faces on Gold. I expect the Human Soldier would scale decently. I expect the Krogan Soldier would still be a step behind the Batarian Soldier, but I haven't checked out where the new health benchmarks would put him in terms of Fortification / Melee usefulness.
Human Engineer seems like she would scale well... if Incinerate and Overload were relevant compared to Arc Grenade and Homing Grenade, which can be spammed faster than those powers with far more damage, and the drone isn't really making up the difference. Female Quarian Engineer doesn't like dealing with shields instead of armor. Haven't tested Male Quarian Engineer yet.
The Asari Vanguard seems like she takes a hit from the boss spam and faction mixing. Drell Vanguard doesn't get to stagger Phantoms anymore and that hurts. Haven't had a chance to test the Human Vanguard.
I think Drell Adept scales well. Reave DR is better protection against tougher enemies than the higher health/shields of other characters and scales better to enemy difficulty, and with all the bulky organics walking around in plat he never has a problem retaining it. BEs deal normalized damage, and Reave deals double damage to armor and barriers, so he has good ways of dealing with all defenses except Atlas shields. Pull is even less useful than on gold, to the point of being patently useless except for cleaning up Swarmers--I might respec him to 3 in Pull just to still have the option but to make him more effective in plat. His high base and evolved encumbrance gives him plenty of weapons options while still having the minimum cooldowns.
He does get hurt by the resilience of the large bosses, and if I'm understanding what Bryan said in Lynx7725's thread on AI detection, one of the factors that enemies take into account when choosing which PC to target is how likely they think they are to eliminate that character. With usually the lowest defensive pools of the four PCs, I can see how he might have a hard time unloading his offense against boss spam when he's being disproportionately targeted.
In any case, try him out a bit and let me know your impressions.
#713
Guest__only1biggs__*
Posté 06 août 2012 - 07:01
Guest__only1biggs__*
GodlessPaladin wrote...
[*]Turians should be able to roll.[*]Characters that cannot roll, such as Batarians or Krogans, should be highly resistant to staggers. At the very least they should not be able to be locked into successive staggers indefinitely.[*]Console players should have a similar capability for reload cancelling as PC players. In fact, forget medigel cancelling and just let players cancel (or fail to do so with bad timing, of course) with the reload button.[*]Turrets should have a somewhat smaller hitbox so that they don’t block players’ shots so much.[*] Player abilities such as Shockwave should not cause the screen to shake for other players.[*]The "happy krogan laugh" and "vorcha revelling in immortality" animations should be cancellable by actions like using powers.[*]Provide credit rewards for completing the extraction wave. I recommend a bonus awarded to a player for they themselves extracting, and another, larger bonus awarded to everyone for a full extraction.[*]The default difficulty should be "Bronze" not "Random.[/list]
these things HAVE to be implemented for the multiplayer aspect of this game to survive. especially the underlined point
#714
Posté 12 août 2012 - 09:38
#715
Posté 12 août 2012 - 09:56
#716
Posté 12 août 2012 - 10:07
rymoulton wrote...
I've always thought biotic explosions were great, but I think both BE and tech bursts could use a minor buff.
I noticed in Spec7res platinum solo he could take down an atlas with the typhoon in under 6 seconds, about the time it takes for 2 biotic combos. The fury for example will only have about a quarter of the shields gone in the same amount of time.
Yeah, shooty classes far outclass biotics now. Which is why there ar fewer and fewer biotics in games these days.
#717
Posté 13 août 2012 - 12:32
#718
Posté 14 août 2012 - 01:16
#719
Posté 14 août 2012 - 01:20
Hypertion wrote...
Ok... Opinion on both Slash moves? im starting to see one being spammed though walls like it was the newest form of Rocket Glitching....
"Effective use of an in-game mechanic."
About time we got something useful that hasn't been nerfed.
The only thing to change would limit targets hit to 2.
Currently I can destroy entire spawns with like 2 slashes.
#720
Posté 14 août 2012 - 01:56
Smash should be default CD 7 seconds since 8 was too slow originally and 6 was too fast after a buff, so why not settle in the middle? It is to slow compared to other things and since he does not have tank like hp and shields, his powers should not be as slow as a none power user or tank build character's.
I think too after the Mattock got a buff, the harrier needs one since it now does about the same damage yet it is SUPPOSED to be an improved better version of the Mattock. It shoots way faster but has 35% fewer total rounds. It is like a tease weapon. Hurricane with stability works as a better one.
There needs to be a N7 Assault rifle, since it seems the only one that is currently on the list is not available in the Store Pool which is the Collector Assault Rifle.
Geth stun stagger is too superpowered and magical. Geth Prime rounds already turn at amazing degrees and often fire through thick walls even though light cover and enemies are supposed to be what most armor piercing rounds should penetrate. The stun stagger is the geth version of a instant Kill. Tank builds are somehow illogically more susceptible to stun/stagger shots. Every geth unit also seems to have this ability. Anywhere from every shot to 1 in three from every unit also appears to cause the stagger with nearly every shot from a Prime doing so. I suggest it should be something more like 1 shot in 3 for gold level and 1 in 5 for bronze for the prime and the others scaled down from there with less likely stun shots or removed. Every reaper or cerberus does not have instant kill powers, so why should geth?
Give enemies ammo limits and supply units of some kind that would replenish rounds.
Paladin shield that does not let the paladin move is almost humorous since the cerberus guys have one but they can move, just very slowly.
Magnet hand banshees need a range limit. As it stands it is hard to see where this limit is.
Any enemy that has more than one weapon should have some switch weapon animation/move.
If phantoms have sharp shooting guns built into the palms then, given the size of the barrel that would logically fit there and the way the weapon would logically work, EVERY weapon would have super sniper level accuracy compared to it. A gun built into the palm of the hand appears more like a short barreled deringer type gun. This would mean few shots, short range, and low accuracy. Yet some how, palm cannon phantoms have greater accuracy and range than the sharp shooting nemesis even while the phantom is flipping around or swinging her swords. How does she NOT blow off the handles of her swords when she does that?
Guardians also seem to have way too great of a range and accuracy for a gun that is supposed to be TALON which has low accuracy and range at least when a player uses it.
Nemesis should have a upgraded raptor and say so since raptors do little damage and no mod has a laser scope. LOL
Pyros also have or seem to have dual weapons since some how they can SHOOT you well out of range of the flames and even through walls or around corners. I can almost see some shockwave weapon going through walls and maybe even plasma based but fire? Yes it could IF it also destroyed the wall which would delay the effect of the damage to the target beyond it.
A few guns were more or less nerfed out of usefulness. And more than a few posts have stated that the top level shot guns are the only effective weapons left for platinum level games. With the buff to the Vyper, at the very least the Valiant should also get a slight buff to separate it more from the vyper. Right now the weapons are too close in damage. Acolyte is a bit slow and inaccurate. It is also tricky to get it to shoot at all. It does not always seem to work even when you hold it for a time first. If this charge time delay were lowered a tad maybe this would alleviate that issue.
The Drell adept as mentioned has a weaker Reave attack then the Asari Adept. He has about the same health stats as the Vorcha but no health regen. Vorcha is also fast though not as fast. Could the Drell have a slight shield recharge boost to balance them a tad when compared to each other? At the very least I might expect the Drell vanguard to have something a bit extra since he is more close combat melee oriented yet still has the same low hp and very low shields. I do not mean a lot either.
One other thing you may consider is all player characters have nearly the same stats for the lowest 2 skill slots, fitness and training. There should be a bit more differentiation here. For example why does only one character have regen at all? In previous ME games other characters did like krogans and human soldiers, but not at the same rate. This could be added back in but at different rates for different characters and species. Why do all player characters get the same instant kill animations? Even though some would be way to heavy for a enemy to pick up the same way as other characters they are identical. Krogan could be given 2 hit kills by enemies. 2 attacks by phantom to kill. Brutes and banshees could use 2 hands when doing a instant kill for a tank build character especially a krogan. Krogan could have higher damage bonus to weapons but accuracy and rate of fire penalties. This would make sense for the melee loving Krogan species. Bring stagger back to the Batarians when enemies attack him including phantoms. It may not occur all the time even. Why do Drell, slayers, and slashers have the same animation kills from phantoms even though all are expert martial artists? Should it not be more like a husk mash, take longer for a phantom to do the kill, or give those martial characters a slightly better chance of avoiding such melee attacks?
You could make krogans and even drell weaker against cryo attacks and cryo weapons. Or Vorcha more resistant to fire related attacks but weaker to water or cryo. Or Geth immune to reaper poison gas attacks.
And why do geth characters bleed to death? Geth have blood vessels? How then are they synthetic?
I have posted many other ideas including balance changes in this thread: http://social.biowar...ndex/13031570/1
#721
Posté 14 août 2012 - 02:00
Xeraphas wrote...
I think too after the Mattock got a buff, the harrier needs one since it now does about the same damage yet it is SUPPOSED to be an improved better version of the Mattock. It shoots way faster but has 35% fewer total rounds. It is like a tease weapon. Hurricane with stability works as a better one.
You think one of the top two or three best weapons in the game needs a buff? Seriously?
#722
Posté 14 août 2012 - 02:12
Xeraphas wrote...
.
If phantoms have sharp shooting guns built into the palms then, given the size of the barrel that would logically fit there and the way the weapon would logically work, EVERY weapon would have super sniper level accuracy compared to it. A gun built into the palm of the hand appears more like a short barreled deringer type gun. This would mean few shots, short range, and low accuracy. Yet some how, palm cannon phantoms have greater accuracy and range than the sharp shooting nemesis even while the phantom is flipping around or swinging her swords. How does she NOT blow off the handles of her swords when she does that?
Umm...kaaaaay.
Seems kinda weird to base weapon performances on aesthetics. Especially considering that all weapons are operating under entirely fictional mechanics and circumstances.
But to answer the no-gun-super-accuracy, try Phase Disruptor on your Slayer. Same thing: super accurate, works at any range...though it might be nice if the Phantoms lost some of their barrier too when they shoot off 4 of those in a row.
#723
Posté 14 août 2012 - 02:13
ow...wrong forum....
#724
Posté 14 août 2012 - 09:45
Why does every weapon or power for characters or enemy need to be super accurate? There are other ways to vary difficulty, units, characters, powers, with out giving so many essentially the same skills.
It is only one of the best weapons for some players and only if you HUG ammo crates or stay near them lol
#725
Posté 26 août 2012 - 02:36
I really like all the work you have put into this thread. It is really well done, and would hopefully reduce the amount of people who want a buff or nerf on something.





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