Upcoming Mass Effect 3 Patch 4 Patch Notes
#126
Posté 01 octobre 2012 - 05:19
Nope.
#127
Posté 01 octobre 2012 - 05:21
#128
Posté 01 octobre 2012 - 05:23
Chris Priestly wrote...
- Singularity power re-designed:
- Singularity no longer has a maximum number of charges and will only be destroyed when the time runs out
- Performing a biotic combo on someone floating in the singularity no longer ends the singularity
- Base cooldown changed to 8 seconds
- Base duration of the singularity changed to 8 seconds
- Base power now does 100 points of damage per second to all targets that are in range, even if not floating in the singularity
- Base power sets up biotic combos on everyone that comes into range (only 1 combo added per enemy per cast of singularity)
- Rank 3 changed to a damage over time bonus (used to be a radius and duration bonus)
- Evolve 1 changed to singularity duration bonus (used to be a hold duration bonus and number of charges increase)
- Evolve 5 changed to damage over time bonus (used to be a radius increase mechanic)
- Evolve 6 now detonates biotic combos when the singularity explodes
Please, please, don't change the base cooldown to 8 seconds, it kills the Human Adept build. Having a base cooldown to 8 seconds instead of 4.5 makes it really inferior to every other Adepts.
- Drell Adepts can use Pull and Cluster Grenade to set up biotic combo really fast
- Asari Adepts can use Throw for a faster biotic combo and have access to Stasis which is really really strong
- Asari Justical can use Pull for a faster biotic combo and the bubble can set up biotic explosion every 2.46s
- Cerberus Adept can use Lash for faster biotic combo and Lash affect the enemies (throw) even when they have shield
- N7 Fury can use Throw for faster biotic combo and Dark Channel and Anihilation Field are geared to accelerate biotic explosions even more
If you want to increase the cooldown, give it a 6 seconds base instead of 8. It will still nerf the Human Adept but maybe the added functionnality will make up for it. Let me explain why:
Currently, I use the combo Acolyte + Singularity + Shockwave. With it, I get a 1.25s cooldown on Singularity and can cast a Shockwave right after that. It works because once you prime your target, it doesn't take too long to be able to detonate the biotic explosion with Shockwave. The total cooldown for Singularity + Shockwave is 1.25 + 2.19 = 3.44 seconds. And that's not counting the charging time for the Acolyte...
With the planned change to Singularity, the total cooldown with the exact same variable would be 2.22 + 2.19 = 4.41 seconds. Again, that's not counting the charging time for the Acolyte. That's almost 1 full second more than before and now the slowest combo you can get for an Adept.
Having the base cooldown at 6 would help decrease the cooldown of the combo to a more "in-line with other Adepts" 1.66 + 2.19 = 3.85 seconds. That's still 0.41 second more, but 0.56 second less than the planned change.
I'll wait to see the changes live to make my decision, but as it is, the Human Adept is dead. Adepts are already bad without a gun, which is really bad by the very definition of what an Adept should be, please, don't make one of the good one almost useless.
#129
Posté 01 octobre 2012 - 05:24
There are no words.
#130
Posté 01 octobre 2012 - 05:24
#131
Posté 01 octobre 2012 - 05:26
#132
Posté 01 octobre 2012 - 05:26
#133
Posté 01 octobre 2012 - 05:27
Chris Priestly wrote...
- Players can no longer grab Geth Pyros over cover
-- Disruptor Rounds consumable (all ranks) damage multiplier against shields and barriers increased from 100% to 400%
(1) We can't grab Pyro's anymore? Why? xD They're able to do a decent amount of damage even if you are standing behind cover so not being able to grab is going to make them even MORE annoying than they already are...
(2) Holy crap that's gonna hit hard xD Wouldn't be surprised if that got revised. What's a max level Ultra Rare weapon gonna do against the shields now? xD
#134
Posté 01 octobre 2012 - 05:28
#135
Posté 01 octobre 2012 - 05:28
CouslandWardenSpike wrote...
Thanks these updates are dearly needed. This does prove the Bioware does give a **** about their fans unlike some other companies I could name :cough: CAPCOM :cough:
#136
Posté 01 octobre 2012 - 05:30
#137
Posté 01 octobre 2012 - 05:30
Chris Priestly wrote...
- Fixed an issue with enemies approaching a downed player to execute, but showing mercy and leaving
Does this mean Cannibals will actually puke all over downed people for the knockout like they were meant to?
Chris Priestly wrote...
- Players can no longer grab Geth Pyros over cover
Hopefully the balance changes will fixify the staggered Geth Hunters shooting you. This is the buff the geth needed.
Chris Priestly wrote...
- Disruptor Rounds consumable (all ranks) damage multiplier against shields and barriers increased from 100% to 400%
#138
Posté 01 octobre 2012 - 05:30
Are you friggin' kidding me?
- Krysae no longer ignores enemy shield gates
Beating a dead horse? Jaw-droppingly lame. I guess only one thing is more cheap than the Geth and that's Bioware.
Modifié par E71, 01 octobre 2012 - 05:33 .
#139
Posté 01 octobre 2012 - 05:30
-Fixed Shepard's shadow from not appearing after entering and exiting an Atlas
Not liking this ones:
-Sabotage power evolution 6 increased tech damage bonus no longer stacks (C'mon!)
-Melee creatures will now completely ignore pets (drones, decoys, etc.) rather than just having a chance to ignore them (Brutes and huks only? This needs clarification)
-No Turian roll or dodge
-Shockwave radius (PC) remains bugged
-No join and revive invulnerability
-Geth Hunters and Rocket troopers will keep cheating <_<
Thanks a lot for everything else in the patch.
Modifié par Cdr_Gian, 01 octobre 2012 - 05:34 .
#140
Posté 01 octobre 2012 - 05:31
#141
Posté 01 octobre 2012 - 05:31
#142
Posté 01 octobre 2012 - 05:31
Eric Fagnan wrote...
The following items will also be part of the patch:
-Can now headshot Banshees, Geth Primes, and Brutes for an extra 40% weapon damage.
-Can now shoot the Atlas’ exhaust port on his back for an extra 40% weapon damage.
Seems like there will be more to this patch than Chris's notes here.
#143
Posté 01 octobre 2012 - 05:31
#144
Posté 01 octobre 2012 - 05:32
Sylvianus wrote...
Is everything about multiplayer ?
No, and I'm sorry I can't list them all (saw your previous post), but rest assured, they are there. And of course, a lot of these aren't exactly exclusive for either MP or SP, like weapon/ammo/power fixes. Again, sorry I can't list any for you, but just from the top of my mind, there was a specific one about entering/exiting an Atlas, I believe (something about Shepard's shadow disappearing).
Cheers.
#145
Posté 01 octobre 2012 - 05:32
#146
Posté 01 octobre 2012 - 05:35
What do they mean by sabotage not stacking?
#147
Posté 01 octobre 2012 - 05:36
MajorKellyRisner wrote...
When will they ever fixed the infamous Vangard Glitch or the Ladder problem?
- Fixed an issue when using Biotic Charge before death that caused the match to be unplayable afterwards
#148
Posté 01 octobre 2012 - 05:36
DESTRAUDO wrote...
Anyone genuinely upset about the pyros is spending a little too much time behind counters i think.
Even though I've had my farmings, I can tell you that specific 'fix' is not a good one for anyone. So many times have I fled away from their hell-fire (pun intended, be it bad or not), seeking salvation behind the grab-o-action of the sweet ol' cover. Now I can't do that, and will be raped every time this occurs. <_<
#149
Posté 01 octobre 2012 - 05:37
#150
Posté 01 octobre 2012 - 05:38





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