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September 25 Multiplayer Balance Changes


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#176
Guest_Jiovanie-_*

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They added new music. It pumped me up to play more rounds!!

#177
Guest_Jiovanie-_*

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I knew you guys increased the cooldown on electric slash.... My goddess though. Why all these buffs? I'm suspicious. Something is coming. >_>

#178
otakon17

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Wait they made the Carnifex heavier than the Talon and the same weight as the Paladin? How the HELL does that work out the Paladin already only has 3 shots to it, the Talon 4 and the Carnifex 6. How do they justify making the Carnifex heavier now? Because most people use it? Yes because the other two decent caster HP's are the Paladin and Talon which most people have been having a hell of a time getting as they are Ultra Rare's. It's a natural order of how the HP's work: Predator<Phalanx<Carnifex<Talon<Paladin in terms of power and weight vs. capacity right? When did THAT concept go out the window? The hell is that all about? Seriously it's already weaker than the Talon the ONLY thing it has going for it over the Talon now is:

1. Rare status, thus much easier to get to 10 on average.
2. Effective range is better.
3. Two extra shots.

That's it. Sure it's still better than the Phalanx and Predator but it used to be the penultimate Heavy Pistol under the Paladin. And now the Pirahna's DPS has been cut by 25% too. God why don't they just make every damn gun do the exact same thing if they are so worried about "balance"? What is the point of having weapons that ARE better if you just keep tweaking them all towards the middle? Oh well at least Frag Grenades got a useful boost

#179
Javo2357

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Great changes, excluding the Carnifex change, which was unnecessary.

EDIT: Also, Paladin and Talon changes were unnecessary, although I'm not complaining. :P

Modifié par Javo2357, 26 septembre 2012 - 05:52 .


#180
LeandroBraz

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Eric Fagnan wrote...

Kenadian wrote...

Kind of disappointed in the lack of buffs for the Wraith, BW and Argus but overall great changes.


We're looking at all 3 of those weapons for future changes :)


Nice to see you giving all this previews on changes, I think all that mistery from before was doing no good for the community.. 

#181
LeandroBraz

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Jiovanie- wrote...

I knew you guys increased the cooldown on electric slash.... My goddess though. Why all these buffs? I'm suspicious. Something is coming. >_>


more buffs are coming, as Eric already gave a preview.. 

#182
Kogia

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Whilst the surprise grenade buffs are great, I do find it odd they were done before skills like Carnage & Conc Shot were improved, as both of these are pretty much universally agreed upon to be considerably underpowered.

That aside my groovy Drell Adept is going to be a even more fun with extra nades.

#183
Poison_Berrie

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DSxCallOfBooty- wrote...

Typhoon Assault Rifle
- Recoil no longer gets worse as the weapon levels up.


Weapon is still likely a bit underpowered, especially for the weight.  The nerf for this weapon hit HARD, and I'd suggest that the "ramp-up multiplier" be increased slightly.

Weapon is likely bugged, theoretically it should do very well at level I.

Sticky Grenade Power
- Base damage increased from 900 to 1100
- Evolution 3 increase to max grenades increased from 1 to 2


The increase to max grenades should be helpful, certainly.  Still not an excellent power though, I imagine.

It's got more damage potential than homing grenades, while not passive for power damage. Plus detonates techburst and with disruptor ammo equiped can actually apply it before hand!
Still a little hard to stick on your target, but it's a single target killer.

Inferno Grenade Power
- Base damage increased from 125 to 150 per second
- Evolution 6 impact radius bonus increased from 40% to 50%


Back OT, no complaints with these changes, except for that Inferno Grenades are still likely not as strong as many of the other choices.

This has me perplexed, but ignorance like this might be the reason it got a buff in the first place. I'd argue Inferno grenades are the best available. 
It can now do +2600 damage against everything except armor against which it can do ~6000 damage (when going for max power damage). On Gold two of these can clear a spawn off everything except Banshee/Prime/ATLAS, while you are engaged elsewhere.

#184
alyxor

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For whatever reason, I didn't bother checking the last two sets of multiplayer changes, though they do explain why my Krogan had an extra 'nade and why my human engineer was unprecedentedly feisty. Alternately, it explains why my Geth Infiltrator with the Piranha was a bit less effective.

Between the Raptor/tech power buffs, and the nerfs to the guns that I never used (or grudgingly used, like the Carnifex) I will magically become better on the scoreboard.

Which is neat because I assumed I sucked at this game but loved it enough to play it anyways.

#185
omgBAMF

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Eric Fagnan wrote...
We will be looking at the Wraith for next week's changes.

This alone may pull me away from PS2 beta and start playing some more ME3 mp.

#186
Teukki

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Eric Fagnan wrote...


We will be looking at the Wraith for next week's changes.


That is a beautiul sentence. A little faster fire rate and a liiiiitle damage buff would be - not only nice - but also great.

May your pizza be warm and plentiful.

#187
APEX KING19

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I like them changes. I recently switched from the piranha to the eagle about 2 weeks ago. And now it will be even better. Thumbs up

#188
Aetika

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Sooo...Carnifex is now heavier(or equal) as Paladin and Talon...
I believe that the buff of those two alone would be great for that supposed "outshined by Carnifex" problem. I still don´t see the point in nerfing Carnifex, but hey...what can I do.

#189
Zhuinden

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I think the Javelin needs a heavy weight reduction.

#190
Spectre_Moncy

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Zhuinden wrote...

I think the Javelin needs a heavy weight reduction.


You have my vote! Plus its reloading time needs to be reduced.

#191
Zaxares

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Welp, guess I'm swapping out the Carnifex for the Paladin on all my pistol-using classes. XD It's already at VIII, so I won't see much of a difference.

The buffs to the Eagle are much appreciated, and I think it may actually be light enough for my Paladin to bring a second weapon like an SMG and still be at 200% cooldowns.

#192
DS Monkfish

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My Carni X, post-nerf, is still lighter than my Paladin IV or my Talon I, with better capacity. I've not had an Ultra Rare drop in weeks. My Talon's been at level I for months, so the weight reduction is kind of irrelevant to me.

Buffing URs is all well and good, but now I'm in level IV ammo land those URs seem determined to stay at their current level. So I'll use the best of what I have. Downgrading powerful rares will not make potentially better URs more desirable if I'm not likely to see them.

#193
peddroelm

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N7 Rixus wrote...

sticky grenades 900-1100 it looks so brutal now with the armour piercing and with tactical cloak and the cyro blast debuff, im going to go try this and see how much damage it would do to a brute's armour on gold :D



Maximal damage vs armor regardless of difficulty

1100 * (1 + 0.2 + 0.3 + 0.4 + 0.8 + 0.35 + 0.12 + 0.5) * (1 + 0.25) * 1.5 = 7569.375

Human Infiltrator SG explosion damage vs armored target debuffed by cryo blast with cloak bonus and maxed consumable//gear ...

Add ammo damage (percent of equipped weapon damage) if scoring a direct hit and very possible self detonated Tech Burst damage when using disruptor ammo ...

The high damage vs armored foes makes them very reliable fire/freeze combo detonators ... (thow said combo exlposions damage will be largely inferiour to the damage of the sticky itself it should have bigger AOE range...)

Modifié par peddroelmz, 26 septembre 2012 - 10:48 .


#194
Ziegrif

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peddroelmz wrote...

N7 Rixus wrote...

sticky grenades 900-1100 it looks so brutal now with the armour piercing and with tactical cloak and the cyro blast debuff, im going to go try this and see how much damage it would do to a brute's armour on gold :D



Maximal damage vs armor regardless of difficulty

1100 * (1 + 0.2 + 0.3 + 0.4 + 0.8 + 0.35 + 0.12 + 0.5) * (1 + 0.25) * 1.5 = 7569.375

Human Infiltrator SG explosion damage vs armored target debuffed by cryo blast with cloak bonus and maxed consumable//gear ...

Add ammo damage (percent of equipped weapon damage) if scoring a direct hit and very possible self detonated Tech Burst damage when using disruptor ammo ...


So in short. Everything armored is about to die in a sticky barrage? Especially if you go into a cloak and throw 8 of them.

#195
Momiji.mii

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I'm very happy about the buff to grenades, but I'm still sad over the Carnifex. I have it at lvl 1, and though I occasionally buy a PSP pack in hope of unlocking more of it, I never seem to be in any luck. And I don't have any of the ultra rares unlocked yet. I'll be trying out the Eagle again to see if it can fill the gap, or if I'll just have to get used to less power spam for my adepts/engineers. :crying:

#196
llandwynwyn

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Ziegrif wrote...

So in short. Everything armored is about to die in a sticky barrage? Especially if you go into a cloak and throw 8 of them.


Before the buff, with inf/arm ammo and using sabotage, one SG would kill a gold!Ravager. One would make a joke of a Brute leaving him near death. I don't think even Banshese/Atlas needed 8 stickys to kill. It was already powerful enough.

#197
Friky13

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Didn't really enjoy the Piranha and Carnifex nerfs but loved the rest. Good job Bioware :D

#198
NuclearTech76

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I would complain about the carnifax nerf after the overwhelming portion of the community voted against it BUT the talon and paladin buffs make it acceptable. The URs should always be at least a little better than the rare weapons in the game.

#199
sAxMoNkI

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Sooo the only decision between paladin and carnifex now is whether you want extra shots or damage?
Fair enough I spose, having the Paladin slightly lighter than the Carnifex makes sense too seeing as it is an ultra rare.

#200
blacklight309

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I have to say, these are some fantastic balance changes, great job! (to whoever does these changes)