Should instant kills be removed: yay or nay?
#51
Posté 16 septembre 2012 - 03:01
so, NO !!
#52
Posté 16 septembre 2012 - 03:04
*N7 Shadow*
I used a cloaked shadow strike, after hit I back dodged 2-3 times while the banshee slowly turned to face my direction. All of a sudden she started to use some kind of space magic to pull me closer to her. I tried to release my sword to counter the magnetic force she seemed to have been using, but to no avail... "Squadmate Down"
#53
Posté 16 septembre 2012 - 03:06
B.Shep wrote...
No.
Funny i don't see people complaining about the same instant kills the players can do behind cover....<_<
Thats because you can only do it to nooks. Our only instakill against phantoms and banshees and other boss units is a missile and sometimes those miss.
#54
Posté 16 septembre 2012 - 03:07
But that aside, I really like the game as it is (minus the bugs), so "Nay!"
#55
Posté 16 septembre 2012 - 03:08
JustinSonic wrote...
Either ditch the magnet hands/bad-programming related insta-kills, or just eliminate them. If it makes sense that they're present, then it's fine.
yes please my krogan battle master hate those magnet hands i was draged across the ground in to her waiting hands...
if they can remove the bugs then yes i will say nay, but if they cant get rid of them then aye!
Modifié par Ravenmyste, 16 septembre 2012 - 03:09 .
#56
Posté 16 septembre 2012 - 03:12
The Banshees would be a complete joke without them. Phantoms only get you when they sneak up on you. If you get insta-killed by a Brute, you either deserved it or were very, very, very unlucky.
Today my Asari Vanguard (while hosting) had a Banshee teleport close to her right when she was Biotic Charging a Ravager. The result? Got caught in the air halfway between the distance between the Banshee and the Ravager. It was very weird.
#57
Posté 16 septembre 2012 - 03:16
Alternatively, remove them entirely on phantoms, atlas and brutes, and replace them on banshees with something less glitchy, and more difficult for non vanguards / melee to handle; an annihilation field like effect would be perfect.: have everyone take damage to their health / shields for being within X yards of the banshee.
Right now, sync kills are a cruel joke, they unnecessarily punish vanguards and melee classes for no reason whatsoever. Currently builds which you could call "high risk" offer incredibly low reward... which defeats the purpose of choosing a high risk build in the first place. Why play a vanguard, a batarian melee or Krogan? Do other classes, non-vanguard and non melee get punished for shooting or using powers? No? Then why should my krogan be punished for using MRRRAAAH or my batarian for using falcon punch?
Phantoms; between their hand cannon, death slash attack and their hand of denial shield they are still potent. Removing their sync kill would buff the following classes' survivability: Krogan, Batarians, N7 paladin melee builds (Oh yeah, coincidentally all the classes who are most vulnerable to these bullsh*t mechanics)
Brutes: Easy to deal with, but isnt getting slapped about by them enough of a punishment already without the RNG dictating that its time for you to erroneously die? Removing the sync kill on Brutes would buff: Krogan, batarians and turians (coincidentally, all the classes who are least mobile)
Atlas: Again, this sync kill makes no sense, no one ever is affected by it as it is so obvious to avoid. The only time you are at risk of it is when you have been downed already; it means you need to pre-emptively medi-gel in order to make sure the exectution animation doesn't play, or else if you leave it to the last second you are going to get sync killed regardless....
Banshees: Similar to the phantoms, this sync kill is glitchy, rarely works properly and is real cheap. Removing the sync kill again, would benefit the less mobile classes. Replacing it with annihilation field would still make banshees a force to be reckoned with.
No increase in damage or compensation (except for banshees) is
required, as currently, the negligible extra survivability that
batarians / krogan have as the tough / tanky classes would be negated by
increasing the damage on these enemy types, as atlas / phantoms /
brutes / banshees tend to destroy shields in 1 hit, take you down to
health gate in 2 and kill in 3 anyway if you are not bat/kro, putting the toughest classes in
the same boat as the weaker ones would be counter productive.
TL;DR:
-anything which removes control of your character (particularly for an entire round) is neither fair, balanced or enjoyable.
-I support slower characters being immune / resistant or being able to escape sync kills
-add annihilation field to banshees to compensate
#58
Posté 16 septembre 2012 - 03:18
Overall, Leave them in. Just make them easier to escape from with a good team and in the case of the banshee, put a delay in between when it can warp and when it can sync-kil you,
#59
Posté 16 septembre 2012 - 03:19
I mean the highest risk class are near useless versus the strongest enemies of most factions. That's just stupid AND terrible game design.
You might as well have shields completely negate all biotic effects because that's how it is with vanguards versus banshees/phantoms/. (Brutes very rarely insta-kill and when playing vanguard I don't hesitate to beat their face in, and atlas's are well. Lol you're not likely to get sync killed if you play smart)
So i feel they definitely need to be tweaked somewhat.
#60
Posté 16 septembre 2012 - 03:21
Assumedkilla wrote...
Magnetic hands and other issues have been a problem since day one, but lately it feels like more BS than usual has been happening with them (at least to me). It's idiotic that banshees/phantoms stand over your downed body and kill you the second you stand up before you can even move if you revive yourself. There's also the times when a banshee teleports towards you, it's 20 feet away, you can't move, and then the next thing you know you're on the ground dead as it stands above you.
Of course, there's magnetic hands where they somehow develop telekensis and make you fly towards them. Instant kills should stay in singleplayer, but there's too much going on for their system to properly calculate when it should and shouldn't happen online. I'd say at least 70% of the time I've died that way it should not have happened. Banshees and phantoms would still be good bosses if they lost the ability. I know an atlas can do it too, but I've never had or seen a problem with them doing it.
Brutes can insta-kill you as well btw.
I dont think they should be removed though the % should be reduced (it has been increased and decreased several times) The real problem wth this though is lag.
If you're lagging even the tiniest bit thts when you get magnet handed. When Im hosting I never get magnet handed though when im in other peoples games that I know are lagging (I have a bad connection with one of my friends for some reason) and about 75% time i try to run past a banshee or phantom I will get magnet handed by them.
Though the main problem I have with insta-kill is that sometimes you destroy a Phantoms sword she will still instakll you with it -.- (Im guessing this is also due to lag as we
The reason Brutes and Atlas don't seem to have a problem with this (Though it CAN and WILL happen if you're not careful) is that their insta-kill rate is severly less than that of Banshees and Phantoms.
I usually tend to stay away from Banshees and Phantoms if I can though (even if my build is meant for CQC unless im a Shadow using SS and can either insta-kill or finish them off)
however, this is a little harder to do against 'Shees due to their teleporting
Speaking of Banshees teleport that should be stoped if they have no barrier I have no idea why they changed that in the first place. That was just mean -.-
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TL;DR version
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Lag is a major factor in "Magent hands" though Banshees and Phantoms are most promenent in this Brutes and Atlas can also pull you back but due to their lower chance of insta-kills it doesn't happen very often.
Modifié par vDarkEaglev, 16 septembre 2012 - 03:27 .
#61
Posté 16 septembre 2012 - 03:24
tntk252 wrote...
Overall, Leave them in. Just make them easier to escape from with a good team and in the case of the banshee, put a delay in between when it can warp and when it can sync-kil you,
Why not just add the same mechanic that is used for the husk grabs?
"Press 'F' Rapidly To Escape"
And slow the animations down by 0.5-.075 of a second.
Make it so if you press your 'F' key (or the correspoding button on consoles, not sure which one it is) quickly enough you can escape yourself! Bingo, that way, the players survivability is back in his own hands. And, this would still make it difficult for the player, as you still take damage while up in the air being sync'd.
Modifié par Annomander, 16 septembre 2012 - 03:24 .
#62
Posté 16 septembre 2012 - 03:25
Overall though, since I know BW is not going to change over one thread and since I don't have that big a grief over them my answer is NAY.
Modifié par AleHanSolo, 16 septembre 2012 - 03:28 .
#63
Posté 16 septembre 2012 - 03:26
Stop sucking. I've played vanguards against reapers well, i've biotic charged a banshee. You take risks and you run the chance of getting sync killed. So you can either stop playing high risk maeuevers, or stop complaining about it.
BTW vanguards are listed as high risk-high reward combatants. So yeah, if you're playing a vanguard it will happen.
As the Krogan Vanguard says: "Quit whining!"
Modifié par Waffelmeister, 16 septembre 2012 - 03:27 .
#64
Posté 16 septembre 2012 - 03:29
Nay.
#65
Posté 16 septembre 2012 - 03:29
Instakills would be nowhere near as bad, if the banshees weren't the fastest unit in the game (who also has the highest instakill %). They should at least change it back to where the banshee can't teleport without her barriers. Just make her barriers stronger to compensate, or give her aura thing she puts up when powers are fired at her the ability to regenerate her barrier.
Every other unit seems fair enough; Phantoms have a sword, and it makes sense that they'd use it. Brutes and Atlases rarely insta-kill, but when they do, it's almost never cheap. If anything they need to allow Geth Primes to pick a player up by their neck and send a pulse cannon shot through their chest at point blank. It'd be easier to implement than this "new geth unit" I keep hearing about.
#66
Posté 16 septembre 2012 - 03:33
#67
Posté 16 septembre 2012 - 03:33
AleHanSolo wrote...
I do think that insta-kills should be stoppable as in a certain about of force or damage should be able to interrupt the insta-kill or at least put the victim into a revive-able state.
You should try it sometime, it happens.
It's actually something the krogan vanguard is great at because carnage will make them drop you. However, this doesn't happen a lot because you have to actually be paying attention to your team mates to notice. <_<
I haven't done any testing on what works, but I am certain carnage works if timed correctly, although I don't think incinerate does. Warp and smash should both work as well, although smash is hard to just bust out quickly.
#68
Posté 16 septembre 2012 - 03:39
Personally, I find geth the hardest faction to deal with, because of sniper hunter and stun stun stun stun stun lock. And thats the faction without IKs.
I don't mean to be "that guy", but if you aren't running around ramboing, and stick with your team, generally IKs from banshees dont happen. As soon as someone gets picked up, if the other three people unload into her, she will drop you.
And ill end with the notion of the Brute IK, and the Atlas IK. Amongst the group I play with, we actually make fun of each other if someone tastes the Brute or Atlas hand of justice. They are so rare, and so hard to get hit by, that most of the time you need to try to get hit by it, and even then it doesnt happen. The only reason I even remember the Atlas has an IK, is because every once in a while, an Atlas grabs me through the wall on glacier (middle room) which is complete BS, btw. But I still dont want them removed even with that nonsense.
tl:dr - No.
#69
Posté 16 septembre 2012 - 03:40
#70
Posté 16 septembre 2012 - 03:40
Ok maybe not remove syncs but definitely nerf them, it's ridiculous. I mean I do well at not getting synced myself but sometimes it just happens and it's annoying as hell.
#71
Posté 16 septembre 2012 - 03:45
Banshee magnet hands and teleporting-kill is ridiculous
#72
Posté 16 septembre 2012 - 03:54
Assumedkilla wrote...
For the people saying it would make the game too easy, they could just give the brutes more health/speed and increase the stats for other enemies to make up for the slack. Really, fighting a brute is way more fun than a banshee anyway IMO.
You're kidding right?
Brutes are the EASIESt boss units in the game. In levels of "need to kill this now", brute rank lower than atlas, phantoms, primes and banshees. Hell, I rather face two brutes than 2 PYROs frankly...
As for the banshee sync kill, in the last 6 months I can count on one hand the number of times I got sync killed by a banshee and it has NEVER been because of lag.
I like the fact that a banshee can teleport right outside of a wall and sync kill instantly.....it keeps you on your toes since you SHOULD be communicating..
#73
Guest_Lathrim_*
Posté 16 septembre 2012 - 03:56
Guest_Lathrim_*
The only thing that needs to be fixed is the Banshee's magnet hands. Other than that, every insta-kill is fine IMO.
#74
Posté 16 septembre 2012 - 04:01
It’s not really a question of difficulty; it’s about the game being buggy. When I hear a banshee scream because it spawned I don’t think “OMG that’s scary or a challenge”, I think “oh great, a bullet sponge… I hope the game doesn’t glitch and I end up dying”. By your own admission IKs don’t make the game more challenging, since you think the Geth is the hardest faction. I’m fine with how an atlas works and I completely forgot that a brute can do it, since I’ve never seen it happen to anyone before. Much like in GEOW's horde mode or Halo's firefight, the fun part should be shootouts with enemies... not running around the map in circles hoping a glitch doesn't happen.ImNewbieSauce wrote...
How much easier do people want this game to be? I understand that sometimes the banshee grabs you from around the corner, but that's going to happen sometimes. Oh well. What in the world is scary about a banshee if she cant IK you? Nothing. Her warp ball has a 5 minute wind up. Her AoE attack has a 5 minute wind up as well.
Personally, I find geth the hardest faction to deal with, because of sniper hunter and stun stun stun stun stun lock. And thats the faction without IKs.
I don't mean to be "that guy", but if you aren't running around ramboing, and stick with your team, generally IKs from banshees dont happen. As soon as someone gets picked up, if the other three people unload into her, she will drop you.
And ill end with the notion of the Brute IK, and the Atlas IK. Amongst the group I play with, we actually make fun of each other if someone tastes the Brute or Atlas hand of justice. They are so rare, and so hard to get hit by, that most of the time you need to try to get hit by it, and even then it doesnt happen. The only reason I even remember the Atlas has an IK, is because every once in a while, an Atlas grabs me through the wall on glacier (middle room) which is complete BS, btw. But I still dont want them removed even with that nonsense.
tl:dr - No.
#75
Posté 16 septembre 2012 - 04:06
Your point doesn't really make sense... if brutes are so easy to kill (which I agree with) then why shouldn't they get their health/speed increased? Also, it really depends on your character. A Fury can kill a brute in about 3 or 4 seconds, but have problems with pyros, while a SI could easily handle a mob of pyros but possibly have problems with multiple brutes. The typical internet response of "it doesn't happen to me, so I don't care or it's not an actual problem" isn't a very strong point either.Bleachrude wrote...
Assumedkilla wrote...
For the people saying it would make the game too easy, they could just give the brutes more health/speed and increase the stats for other enemies to make up for the slack. Really, fighting a brute is way more fun than a banshee anyway IMO.
You're kidding right?
Brutes are the EASIESt boss units in the game. In levels of "need to kill this now", brute rank lower than atlas, phantoms, primes and banshees. Hell, I rather face two brutes than 2 PYROs frankly...
As for the banshee sync kill, in the last 6 months I can count on one hand the number of times I got sync killed by a banshee and it has NEVER been because of lag.
I like the fact that a banshee can teleport right outside of a wall and sync kill instantly.....it keeps you on your toes since you SHOULD be communicating..





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