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September 11 Multiplayer Balance Changes


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#101
KyreneZA

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Daveros wrote...

So it's really just a buff to bleed damage on the Kishock?

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.

Pretty much. I think the Burst DPS went up by one point.

#102
godlike13

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What about Energy Drain and its Tech Burst duration.

Also still nothing for the Wraith :(

Modifié par godlike13, 12 septembre 2012 - 09:16 .


#103
Leland Gaunt

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Sadly, the cryo blast buff is completly useless, since it doesn't adress the things that are wrong with this power.
The rest is acceptable.

#104
Rifneno

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friedricethem0n wrote...

Why were there some ninja nerfs that weren't posted in the balance changes?

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.


LOL what?  You had a bad connection or something.  If they did that to the most popular weapon in the game, there'd be 50 page threads about it by now instead of just your one post in the balance changes.

#105
holdenagincourt

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Cryo Blast really just needs to do like 5 points of damage. The fact that it can't even kill Swarmers defeats one of the main raisons d'etre of an AOE power with low cooldown (recall that it takes up 33% of an MP character's entire ability pool; this power is much better in SP because the opportunity cost is much lower).

In any case, I think it will be funny to spam it constantly once I get back to my XBox. It already came out about once every 1.5 seconds on a maxed cooldown build without the recharge evolution before the buff.

#106
Eric Fagnan

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friedricethem0n wrote...

Why were there some ninja nerfs that weren't posted in the balance changes?

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.


We post all of our balance changes.

#107
Javosama

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Nice, Very Nice. I'm going to have to make a fun demolisher, and Batarian Soldier set up for the Graal and the Kishock. Also Overload buff :o whoa

#108
Javosama

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holdenagincourt wrote...

Cryo Blast really just needs to do like 5 points of damage. The fact that it can't even kill Swarmers defeats one of the main raisons d'etre of an AOE power with low cooldown (recall that it takes up 33% of an MP character's entire ability pool; this power is much better in SP because the opportunity cost is much lower).

In any case, I think it will be funny to spam it constantly once I get back to my XBox. It already came out about once every 1.5 seconds on a maxed cooldown build without the recharge evolution before the buff.


Hellz yeah, I think it's time to start a new Ice Age up in here, :police: Freeeeeeeze baby

#109
Zero132132

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Eric Fagnan wrote...

We post all of our balance changes.

You say that, and I believe it's true for the balance changes, but Geth behavior changed a ****LOAD when the last patch dropped, getting an invisible flamer boost on pyros, the bizarre fact that anything short of ragdolling hunters won't stop them from firing twice, the increase to the chance of hunters and primes stunlocking to an absurd degree, etc..Never seen any sort of change like that acknowledged. A lot of players (myself included) think that it was a response to White/Geth farming, but it was definitely never in a balance change. Some players think that the geth are just REALLY glitched.

If it was a response to farming... I mean, farming methods are, by their nature, the easiest way to do something. Making the enemy harder (or cheaper, some say) doesn't change that that's the easiest way, it just means that playing them in other ways is less and less advantageous. Jus' sayin'.

#110
Arkley

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Does the Kishock's DoT stack? I used to use it a lot back when it could one-shot Brutes, because that was hilarious, but I never bothered to check to see if the DoT stacked. One of the Kishock's major failures is/was that it makes a reasonably good infantry killer (albeit with a high learning curve) but is/was absolute pants against anything bigger than a Centurion. If the increased bleed damage stacks, it could be pretty good against bigger enemies when used with Inferno ammo, since straight-up buffs to impact damage (from Warp and AP ammo) aren't really needed for anything susceptible to headshot damage.

Modifié par Arkley, 12 septembre 2012 - 08:37 .


#111
RevanZim

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Overload buff, eh?
The Salarian Engineer can still not do a Tech Burst with Energy Drain -> Incinerate, unless he's right in the enemies face. Human Engineers could do a Tech Burst halfway across the map already without problems, where's the Salarian love? <3
(And N7 Paladin too even though Cryo Explosions are almost even easier and more effective as him)

#112
Photonkun

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Pretty decent buffs. Love the Overload setup tech burst.

Crusader needs it's weight reduced to be an awesome optional shotgun. ( Many people already are spoiled with the automatic Piranah )

Cryo Blast dont need a CD reduction buff. What most of us asked is that the damage should be on part with the N7 Paladin Cryo blast.

#113
Sovereign24

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Biggest change for me is the increase in tech burst window for Overload. Awesome change Bioware.

Haven't played the game in weeks but am going to boot it up just to get my tech burstin mojo on.

#114
Sovereign24

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RevanZim wrote...

Overload buff, eh?
The Salarian Engineer can still not do a Tech Burst with Energy Drain -> Incinerate, unless he's right in the enemies face. Human Engineers could do a Tech Burst halfway across the map already without problems, where's the Salarian love? <3
(And N7 Paladin too even though Cryo Explosions are almost even easier and more effective as him)


ED is already one of the best powers in the game. Allowing it to self tech burst, from medium to long range, would just make it ridiculous.

#115
Guest_The Mad Hanar_*

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I'm loving the Kishock buff. :]

#116
blaze55555

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Comparing the Kishock old damage with the current damage can be observed, here:
http://social.biowar...5314/7#14073955

Cryo Blast is a good buff, plus comparisons are being made between CB, Snap Freeze, Proximity Mine, and Warp as debuff powers and whatnot, but IMO: They aren't properly being compared.

Yes, all of them are debuffs. But SF, Warp and PM are damage/debuff powers. and SF isn't that strong of a debuff, not compared to CB or Warp/PM, tbh. Cryo and SF are more CC, while Warp/SF/PM are Damage/Debuff powers (SF does CC and Damage, but I'm going to... I dunno, try to ignore it for the rest of the post, just b/c I don't have enough background to support/argue/compare, here)

Cryo is CC, Target Freeze (Good for defense and offense), and debuff
PM is Stun (Mild CC), Damage, and Debuff if you choose the right evolution
Warp is damage, DoT, BC set-up/detonator (Mild CC, in a way), and debuff, esp. an armor debuff

I support a cryo buff beyond what has been done, but some people are way udnervaluing CB and asking for ridiculous levels of upbuffing. Damage on par with SF? That's not its role. Damage enough to kill swarmers? I'd be okay with that. Extra Duration? SN and Stasis (Bubble? - for sake of AoE CC comparisons) both last longer, this could definitely do for a buff, esp. considering, Cryo and SN can both slow enemies that they can't stun, but SN and Stasis can stun enemies with overshielding on. Cryo requires shields to be gone. If you need to take the time to strip shields, the enemy might already put you at risk of dying. Heck, it's reasonable to expect a common repetition of the following situation: Shoot an enemy so you can freeze them for CC and protecting your survival. Enemy shields go down at the same time yours does, fire CB to save your health. CB travel takes too long, you die, CB hits, enemy is frozen, and as you wait for revival, another enemy comes up and stomps you, or the other enemy gets out of the ridiculously short freeze duration, shields come back and he either stomps you or camps your body...

Further: I wouldn't mind a buff to Crusader weight but imo: After looking over the stats, I think the Crusader was a good gun before both buffs, and since both, it's a good/great gun. You just have to use it right.

Same for Kishock. Too bad people don't give it the time of day and use it right. It does everything and more that you could need from single-shot weapons...

I call other people's suggestions for buffs overreactions, and then I say mine... I lol inside, right now... this is just my POV. If you like it and implement any of it, awesome BW, I love ya; if not, oh well...

And as to the Piranha... It did 71ish damage per bullet iirc, then was buffed to 88ish damage per bullet iirc, then nerfed to 77ish damage per bullet iirc; closer to where it started. It fires 8 projectiles per shot, just like other shotguns. It has a RoF of 2.5 bullets per second. If you do the math, the DPS is 1400+ for it originally, 1700+ for it post-buff, and 1500+ post the most recent nerf balance. That is great. It has higher base DPS than a vaaast majority of guns in the game, but why it's not overpowered is: It is WILDLY inaccurate. Wildly. Your "realized" debuff moment isn't you suddenly doing less damage b/c of a nerf, it's you not realizing you're shooting from a few meters further than previous kills. Get closer. Also: It can take as little as... oh... 1-3 shots to kill a guardian, if you're lucky enough to get all body shots, or depending on how many shots hit the head. That being said, guns like the Piranha benefit greatly from AP mods, as on Gold/Platinum, over 50% of their damage disappears into a foggy yellow smoke known as armor DR. On the piranha, the second most valuable mod would probably be the Choke, but if you don't mind getting close enough to make out the difference between the different skin cells of enemies, the damage mod could be seen as equally as helpful.

Hope my ramblings help someone.

#117
Atheosis

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Sovereign24 wrote...

RevanZim wrote...

Overload buff, eh?
The Salarian Engineer can still not do a Tech Burst with Energy Drain -> Incinerate, unless he's right in the enemies face. Human Engineers could do a Tech Burst halfway across the map already without problems, where's the Salarian love? <3
(And N7 Paladin too even though Cryo Explosions are almost even easier and more effective as him)


ED is already one of the best powers in the game. Allowing it to self tech burst, from medium to long range, would just make it ridiculous.


You and I must be using different versions of Energy Drain.  It's great coming out of cloak with a SI, but judged on its own merits it's the very definition of a mediocre power.

#118
greghorvath

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Atheosis wrote...

You and I must be using different versions of Energy Drain.  It's great coming out of cloak with a SI, but judged on its own merits it's the very definition of a mediocre power.

You and I must be having very different definitions of good. A power that disables, kills while replenishing shields is great in my book.

Keep buffing that Crusader, Eric! 8-10% more and it will be awesome.  :o

Modifié par greghorvath, 17 septembre 2012 - 04:39 .


#119
V_Davion

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Overload <3

#120
HELLHOUND_ROCKO

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well, i allways was so disappointed with getting crusaders (4times so far) - but after last buffs and 
with barrel extender(5)s +25% damage, shock-trooper gear bonuses(5) +10% damage and the +15% damage in my male quarian infiltrators training-skill/ traits - it at least 1hit kills "everything bronze-health"
(what means that it will very likely not need to be more than two times the effort, that is 2 shots for the similar result on gold, especially not with consumable-gear-bonus of weapon-gear and/ or ammo powers use, like i usually do on gold)
- so i say that a resulting state like this means that the crusader has finally been given a much needed respectable position in the ME3-MP weapons family like that, the only remaining real problems with it now are that the muzzle climb is much too big and !!not auto-correcting!! (dropping to initial height automatically again) (unlike with most other "precision rifles") to give you with it a good fighting chance/ it a good damage-output from the distance
(maybe you could just change the latter in either live-update or patch, i am certain that it would solve this issue big time by it alone) - while its extreme precision makes it suffering usefulness great at closer ranges against smaller-sized and fast enemys like phantom, nemesis, partly geth, etc. (where shotguns would normally shine) - especially given into credit that you have to adjust the height even after every miss shot manually again before attempting to "try to shoot the close target" again
- and ja, of course the in anyhow to huge (min.&max.) weight... .

Modifié par HELLHOUND_ROCKO, 17 septembre 2012 - 03:42 .