rmccowen wrote...
[EDIT: Most balance changes to enemies are tiered; the values below are the Gold changes.]Father_Jerusalem wrote...
And what are the percentages of those buffs, and in comparison to the buffs/nerfs of weapons?
Assuming my math is right, and going off the list posted upthread (with a bit of spot-checking):
Geth Trooper: +16.7% damage, +10% health
Geth Pyro: +30% damage, +56% shields; reduced chance to evade
Geth Hunter: +20% health, +50% shields; increased movement speed while cloaked, decreased aiming delay
Geth Prime: Reduced likelihood of being staggered
Atlas: +25% shields, +36.3% armor; more frequent sync kills, shots per cannon burst increased from 3 to 4
Centurion: +10.2% health; likes to approach closer, shield recharge delay decreased
Guardian: +20% health
Cerberus Turret: +16.6% health, +16.6% shields
Nemesis: +16.6% health, +15% shields
As you can see, only Pyros, Hunters, and the Atlas really got scarier, and some units didn't get buffed at all. Pyros and Atlases were the only units that got damage bonuses (with an effective 25% boost for one of the attacks of the Atlas)--so most of the changes are just making enemies last slightly longer in a firefight.
I find it particularly interesting to look at these changes with a gear-generated 15% bonus to player damage in mind as a crude baseline for power creep: with a bit of wiggle room, most units are keeping pace with us, or have actually lost ground. Again, only the Pyro, Hunter, and Atlas have grown substantially tougher than they were relative to the PCs.
You forgot that bosses no longer have heads.





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