October 24 Multiplayer Balance Changes
#1
Posté 24 octobre 2012 - 05:24
#2
Posté 24 octobre 2012 - 05:29
IronRush wrote...
Very nice changes Fagnan. AMAZING Drell buff. Great!
But Asari Sentinel most requested??? I can't understand. We already have many Asari, Fagnan.
I said "one of the more highly requested kits."
#3
Posté 24 octobre 2012 - 05:40
Silentbob711 wrote...
Was happy until the devastation mode and supply pylon change. And what's up with the hawk penalty? The previous change said the evolve was increased from 15% to 25%. Now it says 15% to 40%
Fixed, now says 25% to 40%.
#4
Posté 24 octobre 2012 - 05:42
IndigoVitare wrote...
Brute buff was totally unecessary.
I suspect they'll now have the same problem the Scion has.
The Reapers were not easy. They never have been. Until the latest DLC I'd have described them as the hardest faction when the Geth weren't busy cheating. They did not need a buff.
The problem with the Brute is that the amount of armor he had scaled a lot less than other enemies based on difficulty. All other enemies increase defenses by 50%/50%/30% for Silver/Gold/Platinum, and now the Brute matches that pattern. This is the reason Brutes felt really weak on harder difficulties.
#5
Posté 24 octobre 2012 - 05:43
ntrisley wrote...
Seriously?
SERIOUSLY?
You increased the shield penalty on the Hawk Missile Launcher?
Do you just not want people to use the power or something?
We reduced the penalty.
#6
Posté 24 octobre 2012 - 05:44
ClockworkSpectre wrote...
Cerberus Wave Data
- (Bronze) Wave 9: Removed 1 Dragoon and added 1 Engineer
- (Silver) Wave 9: Removed 1 Dragoon and added 1 Centurion
- (Silver) Extraction: Removed 1 Dragoon and added 1 Centurion
Why wasn't this done in gold too? Gold suffers the same problem of getting spammed by dragoons, it isn't fun, it is frustrating.
We are still looking at other balance changes, including some potential Gold changes for future updates. But we felt Bronze/Silver were higher priority since a lot more players play those 2 difficulties.
#7
Posté 24 octobre 2012 - 05:45
CitizenThom wrote...
"- The hit reaction chance multiplier is the chance for players to hit react the Hunter
- (Bronze) Hit reaction chance multiplier went from 80% to 90%
- (Silver) Hit reaction chance multiplier went from 65% to 75%
- (Gold) Hit reaction chance multiplier went from 50% to 60%
- (Platinum) Hit reaction chance multiplier went from 40% to 50%"
I'm a little confused..is this the 'stunability' of the Hunter, or is this why powers and melees pass through cloaked Hunters? Not sure I understand what hit reaction chance is.
This increases the chance that Hunters will get stunned.
#8
Posté 24 octobre 2012 - 05:53
Please test him in game before jumping to conclusions. He is still a very powerful kit.
#9
Posté 24 octobre 2012 - 06:55
Newart wrote...
Well, some of the latest balance changes were good and some not so good.
However I have question about Valkyrie.
Will she be part of some challenge, just like Krogan Shaman is part of bloodpack mastery? Or is this something you will do later?
Yes, I've updated the balance thread with the change.
Challenges
- Added an Asari Valkyrie challenge to Commando Mastery
#10
Posté 24 octobre 2012 - 07:10
dmath2 wrote...
I'm pleased with my Valkyrie, Eric! Question though - is the passive supposed to be power duration, weapon damage and strength (powers screen description), or weapon damage, power damage and strength (in the passive tree itself)?
The string is incorrect, it should not say anything about power duration. The actual bonuses are correct.
#11
Posté 25 octobre 2012 - 11:50
ntrisley wrote...
He still is powerful, but did you ever think that the metrics for why they were played might not simply be because they are powerful?Eric Fagnan wrote...
The Destroyer was frankly way too powerful and one of the reasons he was the most played kit in the game along with the Demolisher (they were both way above everyone else). Also, Devastator Mode made it very difficult to balance many weapons, especially weapons that have regenerating ammo (Collector Weapons) or get damage bonuses after a charge up time like the PPR.
Please test him in game before jumping to conclusions. He is still a very powerful kit.
Not everyone wants to play an alien character to be effective in Gold. The original humans were, by and large, fairly lackluster in Gold. The N7s let you play a human and be effective.
That is of course no longer true, as many of the original humans have been buffed to compete with their alien counterparts but the point remains that it might not simply be a power thing.
That's why I said it was only one of the reasons they were at the top. But to counter the point of them just being more fun, the fact is that as the difficulty increases the kits are used more and more. So on Bronze it's not as much of an issue, but the Demolisher and Destroyer get more and more prevalent as you rise from Silver to Gold, and Gold to Platinum. This is a clear indication that it isn't just the fun factor influencing the high rate of usage on those kits, and it's a pattern we've seen with every weapon or kit that has been too powerful in the past.
Modifié par Eric Fagnan, 25 octobre 2012 - 11:52 .





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