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Krysae nerf actually made me laugh in game


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#51
SOMETHING_FOR_NOTHING

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LennethValkyrie wrote...

Image IPB
Funny.. it actually looks pretty good..!




looks like a modified Pheastom(sp?)

#52
Atheosis

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rmccowen wrote...

nicethugbert wrote...

rmccowen wrote...

It still deals over 500 points of
shield-gate-ignoring, AOE damage. Infiltrators can get two shots off per
cloak cycle, for about 3200 points of shield-gate-ignoring, AOE damage
to anything unfortunate enough to be nearby when a round detonates.
(It's more if you lead off with a Proximity Mine.)


Well, if it's good for infiltrators then the hell with all the other classes.

It's also good for some Engineers and Soldiers. But it was never that much of a problem on non-Infiltrators--and I think when it comes to sniper rifles, you balance them on Infiltrators, and then try to make sure it comes out okay on everyone else.

This is much easier on snipers that don't deal shield-gate-ignoring AOE damage.


I reject this notion adamantly.  An entire category of weapons shouldn't be balanced around a single class.  

The Krysae was well-balanced on non-Infiltrators before the nerf.  The issue was GI and SI with Proximity Mine -> Krysae shot that was decimating whole spawns.  There are other ways to deal with that issue without nerfing a gun's DPS 40%.  In fact, after the introduction of Grenade Gear and the Demolisher and Destroyer, I'm hard-pressed to understand how it was even an issue any more.  Many class/weapon combos can nuke spawns just as well as a GI with a Krysae could.  So I guess they are going to get nerfed 40% as well?

#53
CmnDwnWrkn

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Just remove the Krysae from the game at this point. If one were to assign a rarity based on power, the Krysae was originally UR, now it's Uncommon at best. Now it's just occupying a Rare slot that will make it less likely for people to get Rare weapons that are actually usable.

Atheosis wrote...

rmccowen wrote...

nicethugbert wrote...

rmccowen wrote...

It still deals over 500 points of
shield-gate-ignoring, AOE damage. Infiltrators can get two shots off per
cloak cycle, for about 3200 points of shield-gate-ignoring, AOE damage
to anything unfortunate enough to be nearby when a round detonates.
(It's more if you lead off with a Proximity Mine.)


Well, if it's good for infiltrators then the hell with all the other classes.

It's
also good for some Engineers and Soldiers. But it was never that much
of a problem on non-Infiltrators--and I think when it comes to sniper
rifles, you balance them on Infiltrators, and then try to make sure it comes out okay on everyone else.

This is much easier on snipers that don't deal shield-gate-ignoring AOE damage.


I reject this notion adamantly.  An entire category of weapons shouldn't be balanced around a single class.  

The
Krysae was well-balanced on non-Infiltrators before the nerf.  The
issue was GI and SI with Proximity Mine -> Krysae shot that was
decimating whole spawns.  There are other ways to deal with that issue
without nerfing a gun's DPS 40%.  In fact, after the introduction of
Grenade Gear and the Demolisher and Destroyer, I'm hard-pressed to
understand how it was even an issue any more.  Many class/weapon combos
can nuke spawns just as well as a GI with a Krysae could.  So I guess
they are going to get nerfed 40% as well?


Agreed.  If weapon "balance" is always based around the Geth Infiltrator and his ridiculous 300% damage capability, then is it really the weapon that is OP, or is it the character and its powers?

Modifié par CmnDwnWrkn, 27 juillet 2012 - 02:33 .


#54
LennethValkyrie

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I just played an fbwgg with some guy sporting a krysae X with nice equipment..

He ended up last with a score of 7k..

#55
rmccowen

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Atheosis wrote...

rmccowen wrote...

But it was never that much of a problem on non-Infiltrators--and I think when it comes to sniper rifles, you balance them on Infiltrators, and then try to make sure it comes out okay on everyone else.

This is much easier on snipers that don't deal shield-gate-ignoring AOE damage.


I reject this notion adamantly.  An entire category of weapons shouldn't be balanced around a single class.

Why not? I'm not snarking, by the way; it's a genuine question. The class in question has the highest available damage bonus in the game, including a unique multiplicative bonus to snipers. So why shouldn't we balance the snipers first on Infiltrators, and then on the rest of the classes?

I've got a whole long thought experiment written up about how a nicely balanced sniper rifle for the Human Soldier turns into a boss-murdering monster on an Infiltrator; I can post it here if you'd like, or by PM. Basically, as long as TC Evo 6 exists, sniper rifles are just not the same weapon on an Infiltrator as on any other class--although it's better now than it was before the TC nerf.

The Krysae was well-balanced on non-Infiltrators before the nerf.  The issue was GI and SI with Proximity Mine -> Krysae shot that was decimating whole spawns.  There are other ways to deal with that issue without nerfing a gun's DPS 40%.

There are, but most of those would have also affected other weapons, classes, etc.

In fact, after the introduction of Grenade Gear and the Demolisher and Destroyer, I'm hard-pressed to understand how it was even an issue any more.  Many class/weapon combos can nuke spawns just as well as a GI with a Krysae could.  So I guess they are going to get nerfed 40% as well?

Grenades are a limited resource--a sharply limited resource, in most games I've played. A Krysae Infiltrator could just keep clearing spawns, every three seconds, indefinitely.

Moreover, calling it a 40% nerf is technically correct but fairly misleading. The RoF nerf means that a shoot > shoot > shoot cloak cycle isn't possible anymore--which was probably the object of that change--but you can still manage power > shoot > shoot, exactly as before. It's a change in emphasis for Krysae-wielding Infiltrators, but not much of a change in quality; it's a problem if you're throwing it on a Human Soldier or Geth Engineer, of course, but again it's worth discussing exactly where the balancing should take place for a weapon like this.

Modifié par rmccowen, 27 juillet 2012 - 03:30 .


#56
LeandroBraz

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Tallgeese_VII wrote...

I thought this was funny because it`s solid proof that something is overdone to Krysae.
Anyway, I will have to try out the weapon just to see how it change. Probably in harmless bronze or silver..



It prove nothing, bars lie all the time ;) I tried it yesterday (gold/reapers on Tuchanka), still powerful and very capable of her function: Good at long range, can easily save you at close range. I killed 3 marauders with 3 bullets well placed, dealt easily with banshees, brutes and ravagers, mobs didn't stand a chance, toped the score (wich means nothing ^^), all the sh*t I could do before the nerf..


 So why all the crying? First, mostly don't even see if the weapon still good, just star complaining when they read the N word. Second, if you use all the time, you gonna feel the impact. I hadn't used it for some time, so I didn't felt the change, I just could see it still a good weapon. Who use it all the time felt it, so simple by feeling the change is enough for the person to say that it's useless now, regardless of if it still a good weapon or not. It's not the same weapon, so it's useless and bioware s*cks.

Modifié par LeandroBraz, 27 juillet 2012 - 03:49 .