September 11 Multiplayer Balance Changes
#76
Posté 11 septembre 2012 - 10:43
#77
Posté 11 septembre 2012 - 10:47
Starquake wrote...
Nice to see a buff to Overload and Cryoblast, but does the Crusader and Kishock really need a buff? I virtually never see anyone ever running the Crusader, or the Kishock. It is not that they're not powerful (I'm surprised I haven't seen people complaining that they're "over powered" yet, lol), it's just that so few people can actually hit anything with them, not many players will spend the time to learn how to use these guns.I very rarely see anyone using the Graal too.
You're surprised that no one's complained the crusader is OP?
What in all of the hells?!
#78
Posté 11 septembre 2012 - 10:50
Crusader I didn't really care for but i'll definitely try it out. Kishock was already good, it's simply the lag from the weapon. For EX: *shoots assault trooper in face directly* *trooper walks up to you anyways* first time I used it and didn't know it's accuracy bonus from charging, I was slightly annoyed.
Now, it helps a bit but it can still go through them. Verdict of Balance Changes:
7/10
#79
Posté 11 septembre 2012 - 11:02
#80
Posté 11 septembre 2012 - 11:08
#81
Posté 11 septembre 2012 - 11:10
Rifneno wrote...
Starquake wrote...
Nice to see a buff to Overload and Cryoblast, but does the Crusader and Kishock really need a buff? I virtually never see anyone ever running the Crusader, or the Kishock. It is not that they're not powerful (I'm surprised I haven't seen people complaining that they're "over powered" yet, lol), it's just that so few people can actually hit anything with them, not many players will spend the time to learn how to use these guns.I very rarely see anyone using the Graal too.
You're surprised that no one's complained the crusader is OP?
What in all of the hells?!
I'm certain it's out there somewhere, I just haven't come across it personally. LOL.
#82
Posté 11 septembre 2012 - 11:13
Now, how about fixing the Disciple?
Modifié par uzivatel, 11 septembre 2012 - 11:14 .
#83
Posté 11 septembre 2012 - 11:18
#84
Posté 11 septembre 2012 - 11:19
Rolenka wrote...
Overload Power
- Duration that Tech Burst power combos are set up increased from 3.5 to 5 seconds
Does this mean Turian Sentinels will be able to Warp burst their Overloads?
Probably still won't be able to with Tech Armor on, but it's something...
I've gotten a few tech bursts w/Turian sentinel. Had to use that cooldown bonus on tech armor and be point-blank to the target, but it happened. This may open the range a bit, as someone else noted before.
#85
Posté 11 septembre 2012 - 11:23
- Damage increased from [80.0-100.0] to [88.0-110.0]
- Damage multiplier for head shots increased from 2.5 to 3.0
Mmm it feels goood...
Modifié par RecoonHoodie, 11 septembre 2012 - 11:23 .
#86
Posté 11 septembre 2012 - 11:25
#87
Posté 11 septembre 2012 - 11:46
- Damage increased from [645.4-806.8] to [774.5-968.1]
- Percentage of total damage that is done as bleed damage increased from 20% to 33%
- Bleed damage duration remains at 10 seconds
33 is such a random number
Also why mention the bleed duration at all if it didn't change?
#88
Posté 11 septembre 2012 - 11:47
The Shadow Broker wrote...
batarian extra ammo still doesnt work with the particle rifle
It's not supposed to. Batarians only give you extra spare ammo, it doesn't expand the clip. The particle rifle has 0 spare ammo, so there's nothing to increase.
#89
Posté 12 septembre 2012 - 12:01
The fundamental problem with Cryo Blast is the fact that you cannot hit several enemies with it, or only quite a few if they are next to each other if you chose Radius at rank 4, which is the only evolution that's worth a damn between the two as of now. Cryo Blast should have a radius to start with and rank 4 Radius should increase it. It is at this point that I would start considering taking Duration, but as of now it is a totally pointless evolution to select.
What the current balance change did is invalidate further the choice of the Duration evolution. Also, recharge speed was never an issue to start with, unless you like running -200%.
#90
Posté 12 septembre 2012 - 12:01
Damage/Bleed (pre-buff) 516.32/129.08 - 645.44/161.36
Damage/Bleed (post-buff) 518.915/255.585 - 648.627/319.473
Still, I'm not complaining.
#91
Posté 12 septembre 2012 - 12:20
Only armoured units that will attempt to evade it are pyros. Everything else with armour (turret, atlas, prime, brute, ravager, banshee) are autohits.
#92
Posté 12 septembre 2012 - 01:02
#93
Posté 12 septembre 2012 - 01:25
Elotana wrote...
just FYI bioware the reason your metrics show nobody using the graal or kishock has nothing to do with the guns and everything to do with
1. bad netcode
2. no visual differentiation between games hosted next door and games hosted in outer mongolia
well, cya
agree
#94
Posté 12 septembre 2012 - 01:31
#95
Posté 12 septembre 2012 - 01:36
#96
Posté 12 septembre 2012 - 01:44
#97
Posté 12 septembre 2012 - 03:12
#98
Posté 12 septembre 2012 - 03:30
Other buffs are welcomed.
#99
Posté 12 septembre 2012 - 04:18
I realize that the Pirahna went from good to medicore in the past two weeks or so.
I now have to empty a clip and a half at point blank range to kill off a Guardian on Gold with the shredder mod V equipped. I have the Pirahna X, by the way.
It used to be just slightly more than half a clip (5 shots) to kill Gold Guardians at point blank range without any consumable mods.
Bioware should document every single balance changes that they do every week and not just the positive ones.
The Pirahna is now officiallly unplayable without Shotgun Amps at Gold difficulty and above.
#100
Posté 12 septembre 2012 - 06:13





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