Modifié par Raizon, 08 août 2012 - 03:32 .
Multiplayer Balance Changes Delayed
#751
Posté 08 août 2012 - 03:30
#752
Posté 08 août 2012 - 03:35
Raizon wrote...
Bioware when you nerf the Piranha, take the N7 logo off the weapon and change the name.
They should rename it the Sunflower
#753
Posté 08 août 2012 - 03:35
Word. It may as well be the Guppyfish after today's inevitable gimping.Raizon wrote...
Bioware when you nerf the Piranha, take the N7 logo off the weapon and change the name.
Modifié par redneck nosferatu, 08 août 2012 - 03:36 .
#754
Posté 08 août 2012 - 03:36
#755
Posté 08 août 2012 - 03:41
In order to survive gold/platinum you need, first and foremost, lots of damage output. bioware knows this and gives us awesome new weapons...the problem is when you combine this awesome weapons with classes with weapon oriented powers, ie: hunter mode, cloak, devastator mode. These builds become by far the most popular on higher difficulties because ttery dish out tons of damage...but this doesn't mean these classes and powers need to be nerfed!
The issue is that power damage can't keep up with gun damage. Arguably the most useful and powerful biotic power in the game in my opinion, reave, has laughable damage to an atlas on gold compared to the claymore. On average you can get, what 2 to 3 shots from a claymore in the time you can reave twice...the damage potential difference is crazy, and you put yourself at a huge disadvantage by NOT taking the big ass gun. Biotic and tech powers simply do not do enough damage to keep up with powerful guns at high levels, forcing players who want to play with a powerful class into the destroyer and infiltrators arms packing a huge gun.
Bioware sees the weapon oriented classes using powerful weapons as the most common in gold/platinum and think "oh that must be overpowered" when it's simply because it's the most viable build. I think in order to stop nerfing every powerful gun that destroyers/infiltrators start using is to implement a biotic/tech power booster on top consumables/gear. Something like a "module" that would go in the pistol slot to increase biotic/tech damage, say 100%...and another for the smg slot that would increase recharge speed. These modules would of course take up weight and the slot they occupy, allowing a player to choose if they want very powerful biotic/tech at the expense of carrying the weight of 3 weapons (should they choose to carry an actual gun).
This turned into a much longer post than I anticipated, but hopefully someone will actually read it, lol. In summary, the guns are not overly powerful (with a few exceptions), it's a matter of powerful guns + classes with gun oriented powers greatly outclassing biotic/tech powers at high difficulty levels. Modules to drastically, I mean double, biotic/tech damage that would fit into pistol/smg slots would give more classes more options and increase diversity.
...but I'm sure no one will even read this, lol.
#756
Posté 08 août 2012 - 03:42
Oh look, the whiny little ****es on this forum ruined yet another perfectly balanced gun. Way to go team, you're really helping out everyone with this stuff. No, really, continue to destroy the game for innocent players, I don't mind.
#757
Posté 08 août 2012 - 04:00
#758
Posté 08 août 2012 - 04:05
BabyfaceAssassin wrote...
Raizon wrote...
Bioware when you nerf the Piranha, take the N7 logo off the weapon and change the name.
They should rename it the Sunflower
The N7 Piranha becomes the N6 Sardine.
#759
Posté 08 août 2012 - 04:11
#760
Posté 08 août 2012 - 04:22
#761
Posté 08 août 2012 - 04:30
Apollo1450 wrote...
No, they nerf around data about what is used mostly...the problem is the data is skewed by their own design. I'll make a full post on this later, can't start threads on phone for some reason, but it boils down to weapons vs powers.
In order to survive gold/platinum you need, first and foremost, lots of damage output. bioware knows this and gives us awesome new weapons...the problem is when you combine this awesome weapons with classes with weapon oriented powers, ie: hunter mode, cloak, devastator mode. These builds become by far the most popular on higher difficulties because ttery dish out tons of damage...but this doesn't mean these classes and powers need to be nerfed!
The issue is that power damage can't keep up with gun damage. Arguably the most useful and powerful biotic power in the game in my opinion, reave, has laughable damage to an atlas on gold compared to the claymore. On average you can get, what 2 to 3 shots from a claymore in the time you can reave twice...the damage potential difference is crazy, and you put yourself at a huge disadvantage by NOT taking the big ass gun. Biotic and tech powers simply do not do enough damage to keep up with powerful guns at high levels, forcing players who want to play with a powerful class into the destroyer and infiltrators arms packing a huge gun.
Bioware sees the weapon oriented classes using powerful weapons as the most common in gold/platinum and think "oh that must be overpowered" when it's simply because it's the most viable build. I think in order to stop nerfing every powerful gun that destroyers/infiltrators start using is to implement a biotic/tech power booster on top consumables/gear. Something like a "module" that would go in the pistol slot to increase biotic/tech damage, say 100%...and another for the smg slot that would increase recharge speed. These modules would of course take up weight and the slot they occupy, allowing a player to choose if they want very powerful biotic/tech at the expense of carrying the weight of 3 weapons (should they choose to carry an actual gun).
This turned into a much longer post than I anticipated, but hopefully someone will actually read it, lol. In summary, the guns are not overly powerful (with a few exceptions), it's a matter of powerful guns + classes with gun oriented powers greatly outclassing biotic/tech powers at high difficulty levels. Modules to drastically, I mean double, biotic/tech damage that would fit into pistol/smg slots would give more classes more options and increase diversity.
...but I'm sure no one will even read this, lol.
Sounds justifiable,
if we have melee weapon mods, why not biotic weapon mods?
That's balance right there.
#762
Posté 08 août 2012 - 04:31
\\Trakarg wrote...
Yes let's continue to nerf fun guns while countless guns that need buffs are ignored.
My thoughts exactly.
#763
Posté 08 août 2012 - 04:33
nick91_99 wrote...
Why does ULM on smgs still not work, and bronzers are still getting put in platinum matches? Why do i fall through maps, and waste ops packs kicking in AFTER id die? The focus is on changing the damage output on guns every week. Ive tried to understand BWs view up till now but cmon its now ridiculous. Like a bunch of monkeys trying to hump a football.
Its the best they can do. Get it?
Customer: Hey - this map is glitched and I can fall through.....
Bioware: "We nerfed all the things!" That should fix your problem. And if you complain any more - Vanguard glitch or whatever, we will nerf all the things again."
You can't talk to them. They don't listen. They don't care.
All they know is they can say they nerfed everything - and we all know how helpful that is.
#764
Posté 08 août 2012 - 04:40
Revuhlooshun wrote...
Vanguards still glitch out of maps.
Spec-Ops packs still get wasted from time to time.
Players keep dying even while people are reviving them.
ULM on SMGs still don't work.
Incinerate cryo-bonus still doesn't work.
Demolisher Rank 6 power bonus still doesn't work.
Paladin Snap-Freeze tech bursts are all messed up.
Sync kills are grabbing people from ridiculous distances.
Banshees and Phantoms are still going invisible.
Enemies are getting stuck and becoming invincible at the end of waves.
People are still getting dropped on Wave 11 and losing all of their credits because of it.
I could go on and on with the list of things which are just absolutely broken -- the things of which time could be spent on fixing to improve the quality of the game. Some of these bugs have existed since the game was released. Yet the biggest problem this game has is that people were having fun despite these things?
Well I'm glad I can count on Bioware to stop that from happening.
^ THIS. ^
#765
Posté 08 août 2012 - 04:41
Zkyire wrote...
BabyfaceAssassin wrote...
Raizon wrote...
Bioware when you nerf the Piranha, take the N7 logo off the weapon and change the name.
They should rename it the Sunflower
The N7 Piranha becomes the N6 Sardine.
LOL that makes more sense
#766
Posté 08 août 2012 - 04:44
Filipe Dilly wrote...
Revuhlooshun wrote...
Vanguards still glitch out of maps.
Spec-Ops packs still get wasted from time to time.
Players keep dying even while people are reviving them.
ULM on SMGs still don't work.
Incinerate cryo-bonus still doesn't work.
Demolisher Rank 6 power bonus still doesn't work.
Paladin Snap-Freeze tech bursts are all messed up.
Sync kills are grabbing people from ridiculous distances.
Banshees and Phantoms are still going invisible.
Enemies are getting stuck and becoming invincible at the end of waves.
People are still getting dropped on Wave 11 and losing all of their credits because of it.
I could go on and on with the list of things which are just absolutely broken -- the things of which time could be spent on fixing to improve the quality of the game. Some of these bugs have existed since the game was released. Yet the biggest problem this game has is that people were having fun despite these things?
Well I'm glad I can count on Bioware to stop that from happening.
^ THIS. ^
+1
#767
Posté 08 août 2012 - 04:48
#768
Posté 08 août 2012 - 04:56
121210Olivia wrote...
Maybe the damage reduction will be very minor to the piranha and maybe they will buff the wraith so it is less like Casper the ghost.
That's the problem right there. They gimp the sh** out of the nice weapons and give the crap weapons a little token buff, and they continue to be worthless.
#769
Posté 08 août 2012 - 05:52
#770
Posté 08 août 2012 - 05:55
JaimasOfRaxis wrote...
Filipe Dilly wrote...
Revuhlooshun wrote...
Vanguards still glitch out of maps.
Spec-Ops packs still get wasted from time to time.
Players keep dying even while people are reviving them.
ULM on SMGs still don't work.
Incinerate cryo-bonus still doesn't work.
Demolisher Rank 6 power bonus still doesn't work.
Paladin Snap-Freeze tech bursts are all messed up.
Sync kills are grabbing people from ridiculous distances.
Banshees and Phantoms are still going invisible.
Enemies are getting stuck and becoming invincible at the end of waves.
People are still getting dropped on Wave 11 and losing all of their credits because of it.
I could go on and on with the list of things which are just absolutely broken -- the things of which time could be spent on fixing to improve the quality of the game. Some of these bugs have existed since the game was released. Yet the biggest problem this game has is that people were having fun despite these things?
Well I'm glad I can count on Bioware to stop that from happening.
^ THIS. ^
+1
+100
#771
Posté 08 août 2012 - 05:56
#772
Posté 08 août 2012 - 05:57
#773
Posté 08 août 2012 - 05:58
#774
Posté 08 août 2012 - 06:04
Lambda_00 wrote...
Eric Fagnan wrote...
they will regenerate at a faster rate and up to a higher maximum
This hurts me.
I wonder how much higher that maximum will be. I'm not looking forward to finding out.
#775
Posté 08 août 2012 - 06:11
YochiDekinai wrote...
Lambda_00 wrote...
Eric Fagnan wrote...
they will regenerate at a faster rate and up to a higher maximum
This hurts me.
I wonder how much higher that maximum will be. I'm not looking forward to finding out.
Its a good thing we have good weapons like the Pirhana & Typhoon, oh wait




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