October 24 Multiplayer Balance Changes
#501
Posté 25 octobre 2012 - 02:17
See the past two pages, nitwit.
@nSquared:
Most builds neglected HML entirely because the cost of shields was too high, now at evo 1 it puts the penalty at 10% making it far more viable, so if you spec completely out of HML you're limiting yourself. And the nerfs were incredibly minor. I'm tired of repeating the same gorram thing to people who won't bother reading up the rest of the gorram page.
#502
Posté 25 octobre 2012 - 02:38
Liefglinde wrote...
Destroyer and Demolisher nerfs. I don't understand this.
Me neither... Why is all the good stuff getting nerfed...? Just like the Piranha and so many other things...
#503
Posté 25 octobre 2012 - 02:55
#504
Posté 25 octobre 2012 - 02:57
I don't recall ever embarking on the Devastator's buffs.I suppose I could have been more specific about the mag size decrease. I personally like the HML and went to it after I got tired of the Typhoon/Grenade build I had. I had finally unlocked the PPR and, felt the HML would have better synergy.
The PPR has been controversial since the beginning. Some say it is quite useless while others love it. The Devastator made it shine. It wasn't the best damage dealer but, it worked well if spec'd right. It was a fun build for me. With other weapons the mag size limit won't make much a difference. The Harrier will still wreck mostly everything as it always has, etc. However, the Dev/PPR build will not be as rewarding as it was. Like I said prior, mine is at level 1.
I didn't always top the list with it nor, did I feel the need to do so, I have other builds that I am much more consistent with. I could find myself trying to fight for a 3rd place spot if there were Vanguards or any of the nade toting Sentinels.Obviously, many on this forum feel that the nerfs were unnecessary and hurtful to the kits. I say that the Devastator's nerf paled in comparison to the Demolisher but, that wasn't the point.
The point is that players are being forced to play a different way or change their builds entirely. We all like new elements and challenges but, this isn't the case. They already did that with new enemies and hazard versions of maps. This was a forced change by taking something away that players have been using, relying on and, have been accustomed to since the characters were added to the roster. Nobody likes things to be taken from them. Why build something just to tear it down shortly afterwards? Just sayin.
Modifié par nSquared75, 25 octobre 2012 - 02:58 .
#505
Posté 25 octobre 2012 - 03:00
#506
Posté 25 octobre 2012 - 03:15
C0MB0 wrote...
Well. It is what it is
Indeed.
#507
Posté 25 octobre 2012 - 03:41
In other words, using it as a crutch. The PPR also works quite well on turians, batarians and geth. When only one class makes a weapon (or weapons; Harrier and Piranha, I'm looking at you) viable to the point that to tweak that class so that other kits can compete, then clearly something was amiss either with the kit or the weapon. If the Destroyer was tweaked earlier, I have a feeling that the Piranha might not have been hit as hard as it was.relying on and have been accustomed to since the characters were added to the roster.
#508
Posté 25 octobre 2012 - 04:00
And instead of addressing that, you make the game harder with the buffs to enemies and nerfs to players.
classy.
#509
Posté 25 octobre 2012 - 04:04
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.
#510
Posté 25 octobre 2012 - 04:22
nSquared75 wrote...
Anyone who feels that a 4 second increase at their Pylon is no big deal needs to play Collectors/Glacier on Gold/Platinum. There isn't going to be camping at the pylon to begin with and, you'll always be on the run. This equates to barely even seeing your pylon. Add the possibility that you'll be joining another players with grenade powers and, guess what? You'll be primarily relying on your guns. Well, there are kits out there better suited for gun blazing destruction. No point having the powers if they aren't readily available. Wasn't the point of the pylon was to prevent the need for the Demolisher to empty the ammo boxes just to use his ability?
The Devastator was not in any way OP and, he actually made the PPR fun to use. Mainly due to being able to max its potential. Again, it was NOT OP. The GI actually hits harder with the PPR than the Destroyer. Of course you can always "adjust" to the balance chages with consumables, but that entire concept bothers me.
Perhaps, a lvl X PPR just pwns all making the Destroyer OP but, I wouldn't know since, I only have a level one. After testing yesterdays changes, I was able to take down an Atlas "Bronze solo" after my 3rd PPR recharge.I can clearly state that I was not feeling the powaaaa.
The point of nerfing anything in this game unless it risks breaking it.Just because it is popular; doesn't mean it's overused. One would think it is indicative that it is fun. Not to mention that this is a cooperative game. It's hurting no one. In the beginning all I used to see were Krogans, especially the Battlemaster. The Krogans are still a formidable force but, the time of consistently seeing them crowding a lobby is over. It's a cycle that's only indicative to the fact that we like new things. It's even better when those things are good.
The N7's are still pretty new, especially for many newer players. Even the N7 character details make them sound a God-like force to be reckoned with. Why does it seem that the players are being punished for enjoying something that was provided for them? If it's new and awesome; chances are is that the players will flock to it. If it's weak than they'll go back to what they enjoy so, why lessen the enjoyment?
This isn't a whine. I simply question the logic behind it all. It really doesn't make sense. I've never understood why one would dumb something down in order to make the other seem adequate. If others characters have fallen behind due to the new guy, why not bring them up to par? Most of player affected don't even have the equipment to make these"OP" kits shine to their "OP" potential.
yes yes and yes, it's pretty much like that.
Especially playing with randoms, everyone loots the pylon, decreasing the output is a big deal. These seem to be hastily made changes with little actual thought.
One reason for the extra ammo was how slow the Destroyer is in getting to and from the ammo boxes. The ammo reducion was a huge QOL slap in the face.
#511
Posté 25 octobre 2012 - 04:22
Chi_Mangetsu wrote...
@D.Shepard:
HML was given a base damage bonus and then reduction to shield penalty (40% meaning it reduces shield by only 10% rather than 25% rather than 35%). The changes aren't useless. The tweak sacrifices a miniscule amount of what made the class one-track to make a power that was being snubbed out of hand viable, hence the reference to Florence + the Machine's "Rabbit Heart."
Jumping to conclusions about jumping to conclusions? Having read this entire thread, I can tell you it really doesn't work that way. So much butthurt.
It's just your opinion. That's bring us back to origin: opinions. I was not jumping to conclusions but just writing my own opinion but obviously you are the only one whos has the right to post them. Every different opinion is wrong due to your own personal interpretation of numerical data. Having lived on this world for several years I can tell you logic and civilized discussions don't work that way.
So keep your opinion, I really don't care if we disagree but don't treat other like simpletons and try to prove that by merely quoting how you think numerical data affect a given system.
EDIT:
Just back on topic:
For the records a 10% reduction can make a great difference...
You posted a personal opinion, as I and everyone else did, but you think quoting some number is enough to make it a absolute.
No polemics intended, in fact I won't arguing longer because I don't want to bring the discussion off topic.
Modifié par D.Shepard, 25 octobre 2012 - 04:23 .
#512
Posté 25 octobre 2012 - 04:26
#513
Posté 25 octobre 2012 - 04:29
#514
Posté 25 octobre 2012 - 04:34
Chi_Mangetsu wrote...
@nSquared75:In other words, using it as a crutch. The PPR also works quite well on turians, batarians and geth. When only one class makes a weapon (or weapons; Harrier and Piranha, I'm looking at you) viable to the point that to tweak that class so that other kits can compete, then clearly something was amiss either with the kit or the weapon. If the Destroyer was tweaked earlier, I have a feeling that the Piranha might not have been hit as hard as it was.relying on and have been accustomed to since the characters were added to the roster.
Not a crutch at all. I felt it was more useful with the Destroyer. Everyone under the sun knows you can slap it on a GI and gain from the Hunter/TC benefits. I don't like it much on the Turians and, I don't play Batarians at all. "I just don't like their sets" It's only a crutch is the weapon is needed and the PPR is not the premier go to weapon. I just like it best on a Destroyer. I don't do RP but, I feel that it suits him as well.
As I've stated in other posts, my PPR is only lvl 1. It's obvious that some who claim to be unaffected by the mag size nerf, use a different weapon that isn't impacted by ammo count or has it at a much highler level. Someone posted that they have 233 rounds with the ROF evo. Well, I don't have that even with max clip size evo and, I miss it. It counts especially since, I am spec'd for survivability. Do you see where I am going with this? Either I wait for the store to bless me with more PPR cards or change the build entirely to cater to a different or more versatile weapon set. If I wanted to be a kill hoarder, I'd go back to the Typhoon/Claymore and spec back again to ROF and grenades.
From the way that you write, you seem like an intelligent person. However, you don't seem to hear what I'm trying to relay. I'm going to chalk it up to the possibility that your manifest is higher and the effects of the mag size nerf is pretty much unnoticed. For me and many others, it is noticeable. In it's previous state, my current build had just enough to get the job done while simply being fun. In its current state; "and my PPR's current level" I'm better off using something else.
Modifié par nSquared75, 25 octobre 2012 - 04:35 .
#515
Posté 25 octobre 2012 - 04:39
#516
Posté 25 octobre 2012 - 04:59
#517
Posté 25 octobre 2012 - 05:04
I wonder have BioWare adopted the No Child Left Behind policy and applied it to the multiplayer.Calamity wrote...
Question: Why make them all equal? Because what is the use of the R/UR cards if each is now equal?
#518
Posté 25 octobre 2012 - 05:10
capitao_ratao29 wrote...
i love the new firebase white, it's cool xD
I like turtles.
#519
Posté 25 octobre 2012 - 05:34
#520
Posté 25 octobre 2012 - 06:25
HusarX wrote...
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).
This is interesting. So the Destroyer was too popular, people had to much FUN by playing this kit so you decided to nerf it? Also, why was it an unexpected "ninja-nerf"? Why didn't you ask us " Hey guys what do you think about..." before applying the changes. Present somebody with a fait accompli is not cool.
The point was that according to their data, people played the Destroyer/Demolisher moreso than ANY other kit because those two kits were vastly superior to other kits of their type (Soldier/Engineer). Bringing them down means people are liable to branch out, rather than just play the absolute best all the time.
This isn't an odd concept.
#521
Posté 25 octobre 2012 - 06:31
Merkit91 wrote...
Asari Valkyrie, Y U run slower then a krogan?
Because Krogan is Boss
#522
Posté 25 octobre 2012 - 06:40
RiouHotaru wrote...
HusarX wrote...
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).
This is interesting. So the Destroyer was too popular, people had to much FUN by playing this kit so you decided to nerf it? Also, why was it an unexpected "ninja-nerf"? Why didn't you ask us " Hey guys what do you think about..." before applying the changes. Present somebody with a fait accompli is not cool.
The point was that according to their data, people played the Destroyer/Demolisher moreso than ANY other kit because those two kits were vastly superior to other kits of their type (Soldier/Engineer). Bringing them down means people are liable to branch out, rather than just play the absolute best all the time.
This isn't an odd concept.
The concept isn't new but, I don't recall being asked why I played either of the two classes. Does this mean that the next new kit to gain popularity for whatever reason is automatically doomed to be nerfed if, it doesn't suck from the start? I'm seeing alot of the new Turian kits so, are they next in line for a nerfbat to the face? The logic pretty much dictates that any FOTM can be next in line. I guess it's bad to have favorites in this game.
#523
Posté 25 octobre 2012 - 06:44
It will be interesting to see if the changes effect my playstyle. My Demolisher didn't feel overpowered imo, but I guess it has to do with the Grenade Gear, which I only have at level 1 personally, and more powerful guns, which I also don't have.
Hopefully I can still play with her, because she's one of my favourite characters.
#524
Posté 25 octobre 2012 - 06:59
nSquared75 wrote...
RiouHotaru wrote...
HusarX wrote...
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).
This is interesting. So the Destroyer was too popular, people had to much FUN by playing this kit so you decided to nerf it? Also, why was it an unexpected "ninja-nerf"? Why didn't you ask us " Hey guys what do you think about..." before applying the changes. Present somebody with a fait accompli is not cool.
The point was that according to their data, people played the Destroyer/Demolisher moreso than ANY other kit because those two kits were vastly superior to other kits of their type (Soldier/Engineer). Bringing them down means people are liable to branch out, rather than just play the absolute best all the time.
This isn't an odd concept.
The concept isn't new but, I don't recall being asked why I played either of the two classes. Does this mean that the next new kit to gain popularity for whatever reason is automatically doomed to be nerfed if, it doesn't suck from the start? I'm seeing alot of the new Turian kits so, are they next in line for a nerfbat to the face? The logic pretty much dictates that any FOTM can be next in line. I guess it's bad to have favorites in this game.
If those new classes are so much better that they overshadow the other kits? Then expect a nerf.
#525
Posté 25 octobre 2012 - 07:09





Retour en haut




