June 26 Multiplayer Balance Changes
#51
Posté 26 juin 2012 - 11:16
#52
Posté 26 juin 2012 - 11:16
With the shorter duration, this means you're taking up a higher % of the cloaks full time, meaning cloak will take longer to recharge, reducing the damage output in that way.
Surprised about the human adept change, melee damage increase? That's a strange one. Still won't really be used. Honestly, just make it so the rank 6 of singularity "detonate" detonate with biotic explosions, at least they'll have a niche then. That or make it provide a biotic effect to prime enemies for biotic explosions, but just not lift them.
#53
Posté 26 juin 2012 - 11:16
Sad to not see the Collector Rifle on the list of "hard to upgrade" encumbrance reductions, but I guess it's hardly a priority.
#54
Posté 26 juin 2012 - 11:16
#55
Posté 26 juin 2012 - 11:16
GodlessPaladin wrote...
Hey, they took some of my suggestions, including the Tactical Cloak bit and the UR weapon weight ranges suggestions. Cool!
Though, my Tactical Cloak rank 6 suggestion really was meant to go alongside a buff to sniper rifles across the board.
That's the one thing that I don't really get.
So many of us were already taking shotguns because of their ability to bypass shield gating, and now there is going to be less reason to not use a Claymore on my Infiltrators.
Though overall I like the changes they've made.
#56
Posté 26 juin 2012 - 11:17
VRtheTrooper wrote...
TC nerf isn't really that bad.
When you factor in that TC only works 50% of the time anyway; yes, yes it is.
#57
Posté 26 juin 2012 - 11:17
Cyonan wrote...
GodlessPaladin wrote...
Hey, they took some of my suggestions, including the Tactical Cloak bit and the UR weapon weight ranges suggestions. Cool!
Though, my Tactical Cloak rank 6 suggestion really was meant to go alongside a buff to sniper rifles across the board.
That's the one thing that I don't really get.
So many of us were already taking shotguns because of their ability to bypass shield gating, and now there is going to be less reason to not use a Claymore on my Infiltrators.
Though overall I like the changes they've made.
Maybe we'll be seeing buffs to sniper rifles next week?
#58
Posté 26 juin 2012 - 11:18
#59
Posté 26 juin 2012 - 11:20
Modifié par DayusMakhina, 26 juin 2012 - 11:20 .
#60
Posté 26 juin 2012 - 11:20
Lucius Aelius wrote...
I take it back, not all nice, why did you nerf lv. III consumables and make them uncommon? Seriously, I don't use half that stuff anyway, now how am I supposed to keep a consistent supply of the things I actually use? Terrible change, absolutely terrible (well, massively annoying anyway), please undo it.
You buy Spectre Packs.
and get the new level IV mods that are gold that you get instead of character cards everywhere.
#61
Posté 26 juin 2012 - 11:21
Pretty much possibleGodlessPaladin wrote...
Cyonan wrote...
GodlessPaladin wrote...
Hey, they took some of my suggestions, including the Tactical Cloak bit and the UR weapon weight ranges suggestions. Cool!
Though, my Tactical Cloak rank 6 suggestion really was meant to go alongside a buff to sniper rifles across the board.
That's the one thing that I don't really get.
So many of us were already taking shotguns because of their ability to bypass shield gating, and now there is going to be less reason to not use a Claymore on my Infiltrators.
Though overall I like the changes they've made.
Maybe we'll be seeing buffs to sniper rifles next week?
But hey, these are probably the most awesome changes so far! Bye bye, character cards!
#62
Posté 26 juin 2012 - 11:22
I almost always take cloak for duration anyway so I feel like my infillys have become more valuable, actually.
#63
Posté 26 juin 2012 - 11:25
GodlessPaladin wrote...
Maybe we'll be seeing buffs to sniper rifles next week?
I'd be surprised but maybe. More inclined to believe granade tossers are going to suffer the bat next week. If that happens my future prediction is that novaguards make a comeback and steal all the kills.
#64
Guest_Trust_*
Posté 26 juin 2012 - 11:25
Guest_Trust_*
I no longer see much point in playing multiplayer.
#65
Posté 26 juin 2012 - 11:28
The one problem there being quantity, before I could just by Jumbo packs and get all the III's I needed even while using them every game, now Jumbos only drop I's and II's, and PSP's are too expensive to keep any adequate supply of IV's without refraining from using them too often (which is fine in and of itself, if I could still have my level III's the way they were I'd be happy, the problem being now that they nerfed it).
Seriously Bioware, take back that one change, please.
#66
Posté 26 juin 2012 - 11:31
I1 Trust wrote...
I no longer see much point in playing multiplayer.
You no longer see the.. point in playing Multiplayer?
What?
Overreactions, all across the board.
#67
Posté 26 juin 2012 - 11:31
Aside from revives, taking the longer duration to get it back to the old base duration is now an utter waste (unless you routinely put yourself into a bad position). There is only one out of four possible objectives where the cloak comes in handy (the 4-count objectives), and at most that's only three waves out of 11.Arkley wrote...
That said, Tactical Cloak now presents Infiltrators an interesting choice; with the base duration no longer sufficient to cap an objective, will you take duration, to be an effective medic and objective-completer? Or will you take the extra damage?
I'm lying, of course. They'll continue to take the extra damage and all the changes have done is create an excuse for Infiltrators to refuse to do objectives and continue point-whoring. "My cloak doesn't last long enough to do objectives any more!"
Modifié par Fox-snipe, 26 juin 2012 - 11:37 .
#68
Posté 26 juin 2012 - 11:32
He can't play because he no longer has an OP ability on the only character he plays...InfamousResult wrote...
I1 Trust wrote...
I no longer see much point in playing multiplayer.
You no longer see the.. point in playing Multiplayer?
What?
Overreactions, all across the board.
#69
Posté 26 juin 2012 - 11:32
*clap*
*clap*
*clapclap*
*clap**clap**clap**clap**clap**clap**clap**clap**clap*

Skillfully done!
Make duration a meaningful upgrade, tone down the over the top sniper damage bonus, and small decrease to damage bonus... this is fantastic!
I mean, my mid to close range infiltrator game just got more difficult with my geth grenadier build, but I should still be able to swing it with the damage evolution.
I won't lie, I'll probably miss the old "awesome at everything" cloak, but this is probably for the best.
Kudos on the elegant team-oriented balance change!
#70
Posté 26 juin 2012 - 11:32
This, so much this. These balance changes just make sniping infiltrators vastly inferior to shotgunning infiltrators.Cyonan wrote...
GodlessPaladin wrote...
Hey, they took some of my suggestions, including the Tactical Cloak bit and the UR weapon weight ranges suggestions. Cool!
Though, my Tactical Cloak rank 6 suggestion really was meant to go alongside a buff to sniper rifles across the board.
That's the one thing that I don't really get.
So many of us were already taking shotguns because of their ability to bypass shield gating, and now there is going to be less reason to not use a Claymore on my Infiltrators.
Though overall I like the changes they've made.
The duration change was a good move, means cooldowns in general are longer so you cannot get that huge damage boost so often, that alone should have been enough to balance them. If that's not acceptable to some then even the rank 4 damage nerf could be classed as reasonable, but there was absolutely no need for the rank 6 sniper damage nerf.
Actually no... there was a need for it... because of the Krysae. So basically, that one stupidly overpowered skilless gun has made all my sniping infiltrators average at best. Superb balancing on that front.
Modifié par DayusMakhina, 26 juin 2012 - 11:34 .
#71
Posté 26 juin 2012 - 11:33
#72
Posté 26 juin 2012 - 11:36
Kalas321 wrote...
lets have a look.....
edit: human adept mele. really?
.
Hah, I was wondering about that as well. That is not going to help him. How's about a singularity buff?
#73
Posté 26 juin 2012 - 11:43
neteng101 wrote...
Bad idea with the duration reduction - there will be far less offensive infiltrator capping objectives and rezzing now. People got what they asked for - just don't expect infiltrators to carry you anymore!
You still get great damage and can cloak and run away when things get hot in the kitchen. Don't worry, my engineer and his trusty turret/drone and crowd control abilities will save the day. :innocent:
#74
Posté 26 juin 2012 - 11:44
#75
Posté 26 juin 2012 - 11:44
I think I am going to respec to damage builds and have someone else do the objectives.
Modifié par uzivatel, 26 juin 2012 - 11:45 .





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