GodlessPaladin wrote...
Sniper Rifles!
All sniper rifles save the Krysae have had their damage increased by 15% (20% for the Javelin) alongside a 15% reduction to Tactical Cloak's sniper rifle damage multiplier, keeping the effectiveness of sniper Infiltrators the same but making sniper rifles more competitively viable for other classes. This also effectively nerfs the Krysae in the hands of sniper infiltrators just enough so that it doesn't one-shot shielded Gold mobs, while not affecting its potency in the hands of any other characters.
I have always been opposed to your suggested infiltrator balance changes, and as for duration decrease, I simply want it to still last for one full objective cap. However, with the damage nerf, I've really only been opposed because sniper rifles in this game don't do as much damage as they should even with cloak.
I think, if they added your sniper rifle buffs and made headshots bypass shieldgate (at least mostly) I would be more than happy to accept your changes.
GodlessPaladin wrote...
- Asari: Asari are another race that don't like to give up points for Fitness at all (Stasis, Warp, Throw, Biotic Charge, and Lift Grenades are all Nice Things), and even if they did, well, they have their squishiness to consider. On top of that, their melee is super-slow and super-risky and barely does more damage than other, faster area melee attacks. Asari are squishy (except for Justicars) and melee fitness makes them MORE squishy and using heavy melee leaves you fairly defenseless. As such, we felt that the Asari melee could really use some extra oomph.
I also very much agree with this.
GodlessPaladin wrote...
- Krogans: Because they should smash things even more. Search your feelings, you know it to be true. Really though, I'm serious... there's not far too much point to taking Fortification and meleeing on Gold instead of just tossing Inferno Grenades to your heart's content and setting off explosions with Carnage, other than the occasional Phantom, a slight buff wouldn't hurt. And that's just what it is... slight. Perhaps the most meaningful thing is that they're under a bit less pressure to melee all the time, because the rage window is lengthened a bit.
For Krogans, I feel their melee should be AoE. Granted it would be quite small (just the size of their body and outstreched arm) but I think it would be a welcome change none the less.
As for changes that I feel are necessary that I don't think you mentionedProximity mine proximity needs to be increased by a meter or two. (not explosion radius)
Turians needs a roll.Enemy evasion rates need to be drastically decreased. (for the sake of warp)
Enemy geth seriously need to be addressed. -
Primes: I would say each geth prime can only deploy one turret at a time and each has a total of two turrets. Their auto-cannon could probably use a tweak as well.
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Pyros: Pyros are armored so they should not be able to evade and their range needs to be decreased
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Hunters: Hunters are too fast, invisible, they stagger with each shot, each shot does crazy damage, they have shields, their shields regenerate in no time, they can shoot while staggered and there are a ton of them. Because of the drastic amount of OP here, I'm not exactly sure what needs to be changed.
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Rocket Troopers: Rocket spam is a major issue. I feel they should only be able to shoot one rocket every, i don't know, 4 seconds or so. They also need to have an adjustment to the amount of time it takes them to target you.
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Troopers: Their GPRs are level 7000 or something crazy but it's not really an issue if the rest of the faction was balanced correctly. And not balanced concerning farming, they should be balanced to normal play.
There may be one or two balance changes I'm missing but those are the most important.
EDIT: Oh yes, and as I stated earlier, the mantis should reload like the valiant.
Modifié par Blind2Society, 19 juin 2012 - 08:28 .