Balance ALL the things! (A collaborative effort) (Updated 7/10)
#51
Posté 19 juin 2012 - 07:04
Thread name
- Change name from [Balance ALL the things! (A collaborative effort] to [Buff ALL the things (Minus 3-4 things so it looks like a real balance]
Honestly, I'm not the kind to ask for nerfs (far from it), but the nerfs you're asking aren't really nerfs. This is a 'please buff everything' thread....
#52
Posté 19 juin 2012 - 07:04
Morning Elf wrote...
GodlessPaladin wrote...
I'd
also like to see cryo explosion changed so that the target doesn't need
to be killed to be triggered.
No fixes, weekly balance update style changes ONLY, Final Destination.
Someone claimed a while back that this is just a flag in coalesced.ini.
Yeah, the guy who claimed that also said he has experimented with changing it in SP, and that it worked.
Eh, I just went ahead and found that thread.
The specific entry is bonlyondeath = true, whereas false makes them go off as any TB would. (Edited, had it backwards first time)
squidney2k1 wrote...
We decided to modify this setting on the single player game on our PC version, and we found that not only was the game much more enjoyable and effective, but it also did not destroy the balance, since most Tech Combos aren't very high damage and merely apply an AOE ability (i.e. fire, cryo, electric stun).,
Modifié par BjornDaDwarf, 19 juin 2012 - 07:07 .
#53
Posté 19 juin 2012 - 07:07
Modifié par GodlessPaladin, 19 juin 2012 - 07:09 .
#54
Posté 19 juin 2012 - 07:11
Things I like:
1. Increase in sniper rifle damage. Sniper rifles, in my opinion, are not useful for non infiltrators save the kishock, since it can be no scoped and pierces shield gate. EDIT: forgot the krysae. Stagger makes any weapon useful.
2. Disciple change: would make it a very useful weapon, and match its description.
3. Increase barrier and nova chances to 50%. This would make for some fun builds, I think. Very demanding and interesting.
4. Blade Armor changes: I currently skip blade armor on the sentinel, this might make me change my mind.
5. Incinerate: baldy needed buff, in my opinion.
6. Decrease in max weight for UR. My ultra rares are now around 5, and the lightweight ones (scorpion, talon, wraith) are only now seeming useful to me. It would be good for everyone to find them useful at all ranks.
EDIT:
7. I also like the melee buffs. I pretty much only melee with the melee characters (Krogan, Batarian, Vorcha). This might make me try out some melee builds.
Things I don't think needed a buff, but find reasonable:
1. Nova damage. My single nova vanguard can put out 1200 damage every 2 seconds in an aoe, with that damage upping to 2000 if the target is shielded, barriered, or armored. The changes would up this even further, to 1400/2400. I would actually prefer for charge to give you stagger resistance similar to krogan vanguard stagger resistance. Though this might be overpowered, I still struggle with geth with my other vanguards due to stagger.
2. Singularity. Very powerful now, and I think it needed a slight buff, but maybe this is too much? The damage increase will strip the shields of a staggered enemy very fast at in conjunction with weapons at 150. That is actually stronger than reave dot.
Things that (sorry) I think are still useless:
1. Pull. I just don't see a way to make this a useful power. Singularity is just the better version of this, and I think it would need a mechanic change, or a huge boost to biotic explosion damage and radius, to be useful.
2. Sticky Grenades. Not useless, so I guess it shouldn't go here, but I still don't think they are very good. They don't quite do enough damage to be single target killers, can't take out multiple mooks like other grenades, and offer no CC.
Things I wish could be implemented:
1. Marksman use one power. This would be great.
2. Adrenaline Rush and Marksman to be cancel-able like tactical cloak. This would be, in my opinion, fun.
Things I don't like:
Ehm...basically nothing. Good job
Modifié par tyhw, 19 juin 2012 - 07:15 .
#55
Posté 19 juin 2012 - 07:11
#56
Posté 19 juin 2012 - 07:11
With these changes, I could actually see running around as a Drell focusing more heavily on Pull rather than just Cluster Grenades and Reave. Just shred their shields with a high-damaging SMG and then Pull them and watch as they helplessly float and die from the damage over time.
And with Singularity, you could more effectively hold a choke point by throwing down a Singularity and spamming Shockwave or Smash. Once their shields go down they get lifted and killed quickly, and if they don't, the detonate perk should do the trick.
#57
Posté 19 juin 2012 - 07:11
It's not like buffing alone couldn't go far? I mean, BW's changes include about as much buffs. You use the proper approach depending on the situation, buffing happens to be the one pretty often when the game has so many useless optionsbuthane22 wrote...
I have one for you
Thread name
- Change name from [Balance ALL the things! (A collaborative effort] to [Buff ALL the things (Minus 3-4 things so it looks like a real balance]
Honestly, I'm not the kind to ask for nerfs (far from it), but the nerfs you're asking aren't really nerfs. This is a 'please buff everything' thread....
Modifié par molecularman, 19 juin 2012 - 07:14 .
#58
Posté 19 juin 2012 - 07:14
EDIT: I forgot to account for the power damage bonuses from the passive ability when I made this post. Changed the numbers.GodlessPaladin wrote...
-How to change Combat Drone, Sabotage, and Sentry Turret.
My recommendations for Combat Drone:
-Increase base shields from 500 to 800.
-Increase base damage from 40 to 75.
-Increase the damage and radius of the explosion evolution from 246 points across 5 meters to 350 points across 6 meters.
-Increase the ROF on the long range missiles evolution. I don't know the ROF values given in the .ini file so can' make a specific recommendation.
ROF for the drone's regular electrical shock attack is fine just as it is. The main reason some people don't like the drone is simply that they don't think it lasts long enough and doesn't do enough damage, hence the propose buff to base damage and shields. Also, I have literally never ever seen anyone take the explosive evolution which is why I propose a buff for that. In terms of the missile evolution, I tried it and they didn't fire anywhere near fast enough for me to view it as worthwhile in comparison to the multi-target shock option for crowd control.
My recommendations for Sentry Turret:
-Increase base damage to 80.
-Increase chance to freeze of cryo ammo evolution. I don't know what the current chance to freeze is but I've never seen it work. It might just be plain broken, but for now let's assume that's not the case.
-Increase ROF of missile evolution.
Generally the same reasoning for all of these as my combat drone proposals.
I have no ideas for Sabotage.
Modifié par mpompeo27, 19 juin 2012 - 08:33 .
#59
Posté 19 juin 2012 - 07:15
Ranger_Captain wrote...
To balance the A-Rush on Human Soldiers I would make his damage bonus comprable to Infiltrators with full damage bonus. The soldiers supposed to be a weapon expert, and as such he/she sould do, out of every class, the highest Damage with any weapon (yes, including Sniper Rifles, as the Infilitrator class is *not* supposed to be a just sniper class) as he lacks any real power damage or combo ability.
No. Adrenaline Rush is an excellent power right now and Human Soldiers are an excellent class. Here's some evidence for you: social.bioware.com/forum/1/topic/343/index/12535467
The only thing for Adrenaline Rush we looked at was changing the Free Power evolution to be more competitive with the superior Shield Restore evolution, and that was apparently a no-go because editing the value didn't seem to actually do anything.
#60
Posté 19 juin 2012 - 07:16
GodlessPaladin wrote...
Wanderer also seems to be ignoring that we did nerf some things. The Hurricane, Talon, Krysae, and Tactical Cloak all got nerfs. We also are still discussing how far the Talon nerf should go, as well as whether or not anything should be done about the Reegar. At first we found an "allowable mods" thing in the .ini file, and thought we could use that to stop it from having the piercing mod like the GPS and such, but apparently that .ini value doesn't seem to work.
We also recognize Grenade Gear as an issue, though currently I have no elegant ideas for addressing it. I mean, it's not like we can decrease the number of grenades it grants at each level upgrade (1).
Changing grenade gear is out of the scope of the thread here, but if I could make any change to grenade gear in a patch it would be instead of 5 extra grenades, 3 extra grenades with one level being a damage boost and another level being a radius boost.
#61
Posté 19 juin 2012 - 07:20
Somethings I need to get more explanation and such(haven't read everything yet) but it looks sounds to me.
If its worth anything, I positive for this.
#62
Posté 19 juin 2012 - 07:21
buthane22 wrote...
I have one for you
Thread name
- Change name from [Balance ALL the things! (A collaborative effort] to [Buff ALL the things (Minus 3-4 things so it looks like a real balance]
Honestly, I'm not the kind to ask for nerfs (far from it), but the nerfs you're asking aren't really nerfs. This is a 'please buff everything' thread....
I do not appreciate people making comments that they, in general, do not like buffs or nerfs. Please identify specific buffs or nerfs you disagree with rather than simply disagreeing with the general idea of buffs or nerfs. It's much more productive. Thanks.
Even more productive would be suggesting actual changes you'd like to see to improve the balance of the game.
Modifié par GodlessPaladin, 19 juin 2012 - 07:25 .
#63
Posté 19 juin 2012 - 07:21
- low recoil (like it was in ME2)
- more damage
the viper should more like ME2 as well
apart from that: if the players are buffed, shouldn't the enemies receive buffs (and bugfixes(!)) as well?
edit: oh and the incisor: the main problem is the recoil, it is too high as it stands. please change that
PS Yes, I seem to focus on ME2 weapons
Modifié par aletto, 19 juin 2012 - 07:29 .
#64
Posté 19 juin 2012 - 07:27
- Base damage increased from 300 to 390
- Evolution 1 damage bonus increased from 30% to 50% (If it's going to only hit one enemy and be easily dodged it should pack a punch)
- Evolution 4 recharge bonus increased from 25% to 40% (Benefits HEs, KSs, and SEs more than fire-explosion-happy Male Quarians)
- Evolution 5 is just broken... it needs to work on chilled targets! If it's only going to work on frozen types I suppose it ought to really wreck. Not sure what the number should be though."
I would take a 30% recharge speed or the base damage only be increased to 350 if the AoE evolution was increased from 1.5 meters to either 2 or 2.5 meters. Cyro blast is 2 meters and it should equal at least that.
#65
Posté 19 juin 2012 - 07:31
#66
Posté 19 juin 2012 - 07:32
Pr0d1gy316 wrote...
Incinerate Power
I would take a 30% recharge speed or the base damage only be increased to 350 if the AoE evolution was increased from 1.5 meters to either 2 or 2.5 meters. Cyro blast is 2 meters and it should equal at least that.
One issue with that is that I feel Radius is already a better evolution than the 30% damage increase.
aletto wrote...
edit: oh and the incisor: the main problem is the recoil, it is too high as it stands. please change that
I don't much like the idea of lowering the Incisor's recoil for the same reason I don't much like the idea of lowering the Crusader's weight much. The recoil is a big part of what makes the Incisor unique. Besides, it gives something to do with those stabilization modules =P
Modifié par GodlessPaladin, 19 juin 2012 - 07:37 .
#67
Posté 19 juin 2012 - 07:33
Cerberus Harrier:
-Increase spare ammo capacity from [80-100] to [120-140]
#68
Posté 19 juin 2012 - 07:34
#69
Posté 19 juin 2012 - 07:35
Really like the balance changes. While a lot of the guns recieved pretty across the board buffs that I am not entirely convinced are necessary, the sniper one took me a while to understand.
At first I saw guns like the Valiant and B Widow getting buffed, and I just didn't think that was necessary; but seeing your Cloak change, I really get it, and approve. Snipers are overpowered, but not for people who AREN'T Infiltrators, and that goes a long way towards mitigating that gap.
If nothing else is approved of by Eric Fagnan, the 15% loss of Cloak damage but 15% improvement of general damage with non-Krysae snipers is the thing he should look at!
#70
Posté 19 juin 2012 - 07:36
That's the point. It makes the rank 4 evolution a real choice between damage and duration, as opposed to a no-brainer towards damage.Lord Chun wrote...
The TC duration cutting it in half maybe too much maybe 6 or 5 sec, as it is it's not long enough to get objectives done if you have to cloak before you start it, and the 13sec one just makes it throught the 4 device ones only if you cloak right when you start the hack.
#71
Posté 19 juin 2012 - 07:40
GodlessPaladin wrote...
Pr0d1gy316 wrote...
Incinerate Power
I would take a 30% recharge speed or the base damage only be increased to 350 if the AoE evolution was increased from 1.5 meters to either 2 or 2.5 meters. Cyro blast is 2 meters and it should equal at least that.
One issue with that is that I feel Radius is already a better evolution than the 30% damage increase.
I feel it should at least be the same as cyroblast. It doesn't make sense for them not to be the same given that they synergenic with each other.
#72
Posté 19 juin 2012 - 07:40
#73
Posté 19 juin 2012 - 07:40
DarkerCompanion wrote...
Hey Godless,
Really like the balance changes. While a lot of the guns recieved pretty across the board buffs that I am not entirely convinced are necessary, the sniper one took me a while to understand.
The only guns that got straight up buffs were the...
-Disciple (10% damage increase, stagger chance increase)
-N7 Crusader (15% weight decrease, 20% damage increase)
-Revenant (10% damage increase)
The N7 Eagle, Geth Pulse Rifle, and Geth Plasma SMG got weight increases alongside damage buffs.
Then there was...
-Sniper Rifles (null sum on Infiltrators, made better for non-Infiltrators)
-Ultra rare weight progression changes (max weights mostly stayed the same)
Modifié par GodlessPaladin, 19 juin 2012 - 07:43 .
#74
Posté 19 juin 2012 - 07:40
#75
Posté 19 juin 2012 - 07:40
The problem with the crusader is not the damage output but the fact that it cant bypass gate shield. You'll get a headshot but the recoil makes it hard to get a second one. This is a bigger problem when the claymore one shots everything from across the map. So at least decrease the recoil.





Retour en haut





