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October 24 Multiplayer Balance Changes


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#126
Yajuu Omoi

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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?


Read it again, then think about what you just said. that evo now COMPLETELY REMOVES the shield penalty...

#127
Stinger14s

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I was wishing for some Drell Melee bonuses... at-least the stagger back, but I'll take the extra Weapon damage. - Good update, thanks guys!

#128
Javo2357

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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?

L2read...they increased the shield penalty REDUCTION evo. So now you'll lose less shields if you take it.

#129
Wildfire172

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Why'd you hit the demolisher so hard?

#130
Bennett311

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Eric Fagnan wrote...

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.


Thanks for the clarification.  Even for an experienced MPer, I never knew that Hunters had innate resistance to CC mechanics.  I always seemed to think they were bugged while ignoring powers.

Also the Brute changes were needed.  They were pretty much a pushover on Gold.  I can oneshot them in a rotation with my QFI (TC, Sabotage, Sticky, Claymore shot).  I'll have to see if I can still do this.

#131
Beerfish

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I wonder why the collectors were not adjusted on Bronze and silver? They are 100 times more of a problem for players than the other factions.

#132
Sable Dove

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So aside from a few minor buffs to the weakest classes, these changes are by and large a big "eff you" to players. Players are having fun? Not on our watch. Devastator Nerfs! Demolisher Nerfs! The new units are broken and make Gold virtually unplayable? We won't balance them, but we'll use fewer. On Silver and Bronze. Gold is supposed to be nothing but cheese.

Real classy. So basically, Gold is Reapers. Geth are cheaters. Collectors are broken on all difficulties. Cerberus is nothing but Dragoons all day, every day. If you're looking to have fun, it's Reapers, and hope they don't magnet-hand you to death.

What's with all the player nerfs and enemy buffs? Do you hate your players? What happened to the precious 'damage economy'? We can't have good weapons because it would hurt balance, but it's okay to nerf players while also buffing the enemies? Start making sense please.

P.S. Increasing the chance for us to stun Hunters means nothing WHEN THEY CAN SHOOT WHILE STUNNED! How are you not aware of this bug yet?

Modifié par Sable Dove, 24 octobre 2012 - 05:55 .


#133
PinklySmooth

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 Two days, 1.7m credits later. All Upgrade cards for Valkryie (plus ammo IV's to go with her). B)

#134
Eric Fagnan

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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.

#135
LeandroBraz

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The Disciple and the Raptor really should get a buff, mostly the Disciple...

#136
Trontor

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Eric Fagnan wrote...

Today's changes are now live and detailed here.

Krogan Shaman

  • Now moves at the same speed as other Krogan when carrying objectives
Turian Ghost and Havok-
  • Now move at the same speed as other Turians when carrying objectives

Does that mean they move faster or slower?

Modifié par JustAnotherVanguard, 24 octobre 2012 - 05:54 .


#137
The RequiemWolf

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I don't see why anyone is surprised about the Destroyer and Demolisher. I'll probably get in trouble for this but haven't any of you figured out that when people figure out a way to actually PLAY Platinum with a class that class must be nerfed?

The Destroyer and the Demolisher literally ran the Platinum games and I'm surprised they took as little of a nerf as they were given. I don't like the nerfs don't get me wrong, but seriously I expected the Particle Beam Rifle to take a MASSIVE nerf and I assume when more people have it unlocked it WILL.

This "balance" is all a way for them to make money. The Destroyer and Demolisher were the only two sure wins on a Platinum regardless of how much you like any other class you can't deny that they were the go to characters for it.

Every time people figure out a strategy to actually make credits relatively fast, as in platinum games shorter than 48 minutes, the characters, environment, or the weapons themselves MUST be nerfed in order to maintain "Balance" to the store.

Also Krogan skin tone was one of the dumbest things they've done.

Nerfs to the Geth and Cerberus strictly on low levels leaving the massive storm of Dragoons in Platinum? Thanks.

The Brute thing I don't care much for, but I've never actually believed a Brute to be weak on higher levels when you have three of them running at you, while fighting CQC with a Banshee and several Geth Bombers moving in.

Modifié par The RequiemWolf, 24 octobre 2012 - 05:56 .


#138
nicola_nibhroin

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tfoltz wrote...

Nice changes overall.

Nerf to devastator and demolisher aren't optimal


I am totally willing to take that if I get a buff to the Hawk. I love that thing.

#139
Kenadian

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Quite frankly, you guys ****ed up on the devastator mode nerf. Now there is little reason to take mag size over RoF, nevermind that either nerf was uncalled for. Big **** up.

#140
Apl_Juice

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The stagger increase on Hunters doesn't really matter when they shoot you regardless.

Otherwise, great patch.

#141
Mace2277

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Most people tend to forget that the Demolisher and Destroyer don't need to worry about cooldowns, well aside from the pylon on the Demo. but use weapons way more than most, everything on the Destroyer is a passive and even with how he was before he did make all other soldiers look wimpy.

#142
Hiero Glyph

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Beerfish wrote...

I wonder why the collectors were not adjusted on Bronze and silver? They are 100 times more of a problem for players than the other factions.


This^^^.  Also, no fix to the Geth Rocket Trooper's double-shot glitch?

#143
ParanoidDrone

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Teukki wrote...

What I'm not sure about:

- Cryo Explosion buff. This is more about the other combos than this one, though, since cryo explosion needed to be a little more effective.
All the tech power combos are now just...too similar, all in the grey area. They do pretty much same amounts of damage and the radius doesn't vary so much either.

I'd like them to be more special, to have their own character. To me, it's just the same thing with different graphics/sound now, doesn't matter what explosion it is. They used to have that little special feel about them. They didn't happen all the time, and when they did, they had more effect.
It's getting more grey and grey. Maybe buff radiuses/effects (doesn't have to be always just damage)?


I concur.  Before they could be detonated at all times, cryo explosions had a huge area and debuffed but did little damage.  Fire explosions had a small area, but did tons of damage.  Tech bursts had average damage and area but could be detonated at any time.  Now they all seem like elemental biotic explosions, but better, since they can be detonated by anything instead of a subset of powers.

I do appreciate letting them detonate without killing the target, but at this rate they'll surpass biotic combos, when combos are supposed to be their main draw.  I'd rather a return to differentiated tech explosions.

(Alternately, roll back the old biotic explosion nerf to keep them competitive.)

Modifié par ParanoidDrone, 24 octobre 2012 - 05:58 .


#144
Guest_Jiovanie-_*

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Why did you nerf the Supply Pylon? It already doesn't supply grenades fast enough......That's just annoying. We should not be getting nerfed for something that's not even broken. :/

#145
Black Crisis

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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.

Most played kit?  I'll admit I have a friend who uses almost nothing but the Demolisher.  Even when the Earth pack came out though I could go through ten or fifteen games before anyone used the Destroyer.  Well until they learned about the Typhoon or Prothean Particle Rifle getting an insane boost from the Destroyer's Devastator Mode.  I don't see it as too much of a hit to the Destroyer as he can still rain a malestrom of bullets on an enemy.  I'm just getting that while I do use the Destroyer (but I rotate character after every match because I like to constantly play different), it wasn't over-used in my opinion.  Just from personal experience mind you.  

#146
LeandroBraz

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Jiovanie- wrote...

Why did you nerf the Supply Pylon? It already doesn't supply grenades fast enough......That's just annoying. We should not be getting nerfed for something that's not even broken. :/


respawn the pylon, problem solved..

#147
Ziegrif

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I never played with the Destroyer or Demolisher. So I will only say that it doesn't concern me and leave others to fight it out. NEUTRALITY!

I will say that the Drell buff is 1. Very welcome and 2. Just what my drellguard Sniper build needed.

#148
Necrotron

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*sigh*  No changes for gold.

No changes to Cerberus spawn budgets on gold. Fury of the golden whip dagoons will still continue unabated. E.g. certain waves will continue to be Dragoon after Dragoon after Dragoon.

Not really a fan of Bronze/Silver because each wave becomes a game of who can reach the target first since no one is really afraid of dying, but Gold has become a chore to play since the introduction of Dragoons and the extra stagger/stunlock the Geth have gotten.

Modifié par Bathaius, 24 octobre 2012 - 06:21 .


#149
ClockworkSpectre

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Eric Fagnan wrote...

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.


Ah, cool, that good to hear.  And thanks for the answer.

Also, is there any chance we will start getting two characters a week now?

Modifié par ClockworkSpectre, 24 octobre 2012 - 06:03 .


#150
super ultron

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Fagnan: 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.

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I agree 100% good work