Multiplayer Balance Changes Delayed
#1
Posté 03 juillet 2012 - 08:00
Among other things, this week we're looking at bumping up the difficulty of Cerberus a little since our data shows that they are by far the easiest faction on all difficulty levels and have been for quite some time. The Geth and Reapers, on the other hand, are neck and neck for difficulty.
#2
Guest_Aotearas_*
Posté 03 juillet 2012 - 08:01
Guest_Aotearas_*
#3
Posté 03 juillet 2012 - 08:01
#4
Posté 03 juillet 2012 - 08:01
#5
Posté 03 juillet 2012 - 08:02
#6
Posté 03 juillet 2012 - 08:02
Modifié par Zehtuka, 03 juillet 2012 - 08:02 .
#7
Posté 03 juillet 2012 - 08:02
#8
Posté 03 juillet 2012 - 08:02
#9
Posté 03 juillet 2012 - 08:03
#10
Posté 03 juillet 2012 - 08:03
#11
Posté 03 juillet 2012 - 08:03
#12
Guest_Air Quotes_*
Posté 03 juillet 2012 - 08:04
Guest_Air Quotes_*
Stop buffing enemies! Most of the weapons and some of the powers don't even cut it now! You're rapidly turning this game into a tedious chore to play.
#13
Posté 03 juillet 2012 - 08:04
Modifié par WARMACHINE9, 03 juillet 2012 - 08:08 .
#14
Posté 03 juillet 2012 - 08:04
#15
Posté 03 juillet 2012 - 08:04
#16
Posté 03 juillet 2012 - 08:05
#17
Posté 03 juillet 2012 - 08:05
#18
Posté 03 juillet 2012 - 08:05
As far as Cerberus goes, I would recommend increasing the speed at which Guardians can move. Their slow speed negates any advantage they have. Maybe add some shields to them as well so they can't be one shotted/lined up and taken out. The units that kill the most for them would be Phantoms and the Engineer's turrets. I would probably increase the speed at which Atlas's can move as well, maybe give their bullets piercing properties?
Modifié par mrcanada, 03 juillet 2012 - 08:06 .
#19
Posté 03 juillet 2012 - 08:05
#20
Posté 03 juillet 2012 - 08:05
- (Gold) Hand cannon damage increased to [100000000+]
- Removed melee strike. Now Phantom insta-kills the second she is close enough.
#21
Posté 03 juillet 2012 - 08:06
#22
Posté 03 juillet 2012 - 08:06
#23
Posté 03 juillet 2012 - 08:06
Eric Fagnan wrote...
We feel that Phantoms are in a good spot right now so we won't be changing them.
Phew, dodged that bullet.
#24
Guest_BrookNone_*
Posté 03 juillet 2012 - 08:06
Guest_BrookNone_*
Hi Eric,Eric Fagnan wrote...
This week's balance changes will be delayed. We're working to get them out as soon as possible but they won't be showing up today.
Among other things, this week we're looking at bumping up the difficulty of Cerberus a little since our data shows that they are by far the easiest faction on all difficulty levels and have been for quite some time. The Geth and Reapers, on the other hand, are neck and neck for difficulty.
Would you mind giving a brief explanation of how your team measures difficulty? Number of successful (and/or complete) extractions per difficulty level (B/S/G)?
Thanks.
[Edited for spelling]
Modifié par BrookNone, 03 juillet 2012 - 08:07 .
#25
Guest_Aotearas_*
Posté 03 juillet 2012 - 08:07
Guest_Aotearas_*
Ledgend1221 wrote...
As long as you don't buff the phantoms, its all good.
Get rid of their complete damage immunity when in their stance, tone down their handcannon damage, increase their barrier strenght and health.
Increase Guardian health by a good lot, so that not everything with AP capabilities kills them in seconds, thus strenghtening their intended purpose.
Decrease the Nemesis' fire-delay and increase their rate of fire so they are actually a threat.
Those changes should make Cerberus tough enough.





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