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October 31st Multiplayer Balance Changes


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#126
Atheosis

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cuzIMgood wrote...

ndw542 wrote...

Since you're buffing commons now, could you give the Katana a look, please?

Katana and Avenger could definitely both use some love.

Overall pretty good changes this week.  The feel the gpr is right where it needs to be for its weight now.


No.  Just no.  They need to buff crappy rares like the Disciple before they mess with the commons.  I still honestly don't get why they bothered with the Mantis with all the other weapons that need serious work.

#127
cuzIMgood

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Atheosis wrote...

cuzIMgood wrote...

ndw542 wrote...

Since you're buffing commons now, could you give the Katana a look, please?

Katana and Avenger could definitely both use some love.

Overall pretty good changes this week.  The feel the gpr is right where it needs to be for its weight now.


No.  Just no.  They need to buff crappy rares like the Disciple before they mess with the commons.  I still honestly don't get why they bothered with the Mantis with all the other weapons that need serious work.

Yes.  Just yes.  Don't get me wrong there are a lot of rare/uncommon weapons that still needs buffs but that is no reason to ignore two of the worst weapons in the game.

#128
Sable Dove

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So Devs, is there anyone working on the Collector Balance issue? You know, the part where they're more powerful than the other three factions by a fair margin?

Typically if you're trying to balance something, and you add these advantages like player debuffs, and super bosses, you balance them by also giving them disadvantages. As it stands, they don't have any disadvantages. They're as powerful as the other factions, plus any enemy can become more powerful, and the basic troopers can spawn tiny, tough missiles that completely shut down most characters. Also, super death beam that ignores shieldgate and shoots around cover. and random Synckills. Nobody likes that. Stop adding it.

#129
OhPa2

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All good changes. Nice to see.

More changes like this would be much appreciated.

Happy Halloween!

#130
jpraelster93

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Sable Dove wrote...

So Devs, is there anyone working on the Collector Balance issue? You know, the part where they're more powerful than the other three factions by a fair margin?

Typically if you're trying to balance something, and you add these advantages like player debuffs, and super bosses, you balance them by also giving them disadvantages. As it stands, they don't have any disadvantages. They're as powerful as the other factions, plus any enemy can become more powerful, and the basic troopers can spawn tiny, tough missiles that completely shut down most characters. Also, super death beam that ignores shieldgate and shoots around cover. and random Synckills. Nobody likes that. Stop adding it.


They fixed the major complaint with the cannon doing too much damage

#131
P51Mus7ang

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Changes are great and thanks for looking into the collectors!

Also thanks for all the treats from the store...it was super kind this evening:)

#132
Sable Dove

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jpraelster93 wrote...

Sable Dove wrote...

So Devs, is there anyone working on the Collector Balance issue? You know, the part where they're more powerful than the other three factions by a fair margin?

Typically if you're trying to balance something, and you add these advantages like player debuffs, and super bosses, you balance them by also giving them disadvantages. As it stands, they don't have any disadvantages. They're as powerful as the other factions, plus any enemy can become more powerful, and the basic troopers can spawn tiny, tough missiles that completely shut down most characters. Also, super death beam that ignores shieldgate and shoots around cover. and random Synckills. Nobody likes that. Stop adding it.


They fixed the major complaint with the cannon doing too much damage

That affects a few classes on Bronze, and even fewer classes on Silver, and changes basically nothing on Gold. The Scion's cannon got the most attention, because it was a bug, and Bioware actually admitted it. But the truth is, virtually no one will notice the change, because most classes don't have more shields than the un-bugged Scions' shots. Major complaint != major problem.

Modifié par Sable Dove, 01 novembre 2012 - 03:12 .


#133
Misfiring

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Nice buffs.

Now Scimitar is officially the WORST weapon in the game (Katana is miles better). Buff it next.

#134
Sable Dove

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Misfiring wrote...

Nice buffs.

Now Scimitar is officially the WORST weapon in the game (Katana is miles better). Buff it next.

You forgot the Disciple. A Rare that is outclassed by the Scimitar in every way except spare ammo.

And the Katana is statistically slightly worse than the Scimitar, and heavier. Though it also has more spare ammo (relative to clip size).

To be honest, all three kinda suck. But I'd prefer to see Disciple buffs first, then Scimitar, then Katana. Order of rarity. A rare should not be the worst gun in a class.

#135
Atheosis

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cuzIMgood wrote...

Atheosis wrote...

cuzIMgood wrote...

ndw542 wrote...

Since you're buffing commons now, could you give the Katana a look, please?

Katana and Avenger could definitely both use some love.

Overall pretty good changes this week.  The feel the gpr is right where it needs to be for its weight now.


No.  Just no.  They need to buff crappy rares like the Disciple before they mess with the commons.  I still honestly don't get why they bothered with the Mantis with all the other weapons that need serious work.

Yes.  Just yes.  Don't get me wrong there are a lot of rare/uncommon weapons that still needs buffs but that is no reason to ignore two of the worst weapons in the game.


I'm not opposed to buffing the common weapons, and if BW wasn't so piecemeal with how they buff things I'd be fine with it, but as it is for every common they give a mild buff to that's one crappy rare or uncommon ignored another week.  Just to be clear, the Disciple hasn't been buffed since the game was released.  In fact it's really kind of been nerfed when you consider all the buffs to enemies to accomodate weapons and powers that can actually kill things.  The recent 50% HP buff to the Brute for instance, is just adding insult to the Disciple injury.

#136
Outrider42

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Atheosis wrote...

Outrider42 wrote...

Eric Fagnan wrote...

Bathaius wrote...

Batarian Vanguard will be tons of fun.  Already gave it a quick test drive. :D

Hopefully, something will be done about Dragoon spawn counts, speed, or AI soon though. Killing eight Dragoons at the start of a wave on gold matches gets a bit old.

Phantoms = cool, very dangerous, but dodgable attacks and can be escaped briefly to recover
Dragoons = lame, very dangerus, come in swarms of 4 at a time, cannot be escaped, and attacks cannot be dodged (you can dodge their smash, but get immediately pelted with their ranged attack while you're still stuck in animation from the dodge, and then you can't take cover because they will swarm you)  The only effective tactic with Dragoons seems to be overwhelming DPS, as you can't run and you can't force them to take cover.

I'd like to see a faction that lets you cover and shoot again, as now every faction requires you move, move, move and never lets you take cover for more than a second or two.


We are looking at Dragoon counts for upcoming balance changes.


The problem is NOT the spawn count. The problem is their speed. They are way, way, way too fast.


Actually it is their spawn count.  If you slow them down you render them utterly pointless as they would just get destroyed before they could do anything.


They don't need to be slowed down to a crawl. Just enough to stop being ridiculous. Spawn counts do not help much during objective waves when spawns are unlimited. You'll still have the same issue of Dragoons trolling activation missions. This especially effects solo players as it is just impossible to keep Dragoons off for the 10 seconds you need to activate an object. It does not matter if you kill one and they respawn all the way across the map. They will still sprint over and smash, just enough to knock you off the activation so that you have to start over.

#137
wrinklebump

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reading this thread, i've been trying to think of what presumably reasonable argument could be made to loadout the disciple as it stands. maybe like, a melee/cloak duration-spec GI could get away with using it and be relatively successful. maybe.

so there's one, i guess.

#138
Aetika

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Oh, Mantis buff looks delicious. Can´t wait to test it:)

#139
SeanThen1

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I like the disciple on casters as it is light and staggers well. To buff it I would just up the stagger chances even higher.

#140
121210Olivia

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SeanThen1 wrote...

I like the disciple on casters as it is light and staggers well. To buff it I would just up the stagger chances even higher.


Not a bad suggestion; but, casters have to rely more and more on weapon damage in conjunction with power damage. The Disciple is their ideal shotgun choice; however, its damage output is just as low as their health / shields. Needless to say, they drop more often than their target does.

It's easy to see why the Disciple needs buffing. Hopefully, it will get some, long overdue, TLC from the Bioware devs soon: it certainly needs it.

Modifié par 121210Olivia, 01 novembre 2012 - 06:37 .


#141
wrinklebump

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there are too many useful SMG/Pistol choices to justify loading out the disciple with many casters, despite its low weight.

it needs to be better to find its way into more games. if part of the reason behind the challenges was to get people to use a greater variety of guns, then a buff for the most neglected weapon in MP plays right into BW's vision for the game.

BW, just get it done.

#142
Lyria

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Dragoons? -_-
I hear the trollololol song every time a group instaspawns near an objective and knock the guy off the device/pumpkin :D

#143
Ghostkk

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from my perspective, the scion has not been patch even though you guys did it. it still does double damage because i just came from a bronze match not 10 mins ago and all of us were taken out by one scion during either the 5 or 6ith match

#144
Tronar

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Thank you for the balance changes. I am wondering about the Scion correction though:

-----------------------------
Collector Scion
- Cannon shot damage reduced from 800 to 400 (fix for the bug that causes his weapon to do double damage)
-----------------------------

Which difficulty level are we talking about. As far as I know (confirmed by personal experience), the enemies deal higher damage on higher difficulties.

Since Silver seems to be the main difficulty where ME3 focusses on for the most part, I guess the mentioned reduction from 800 to 400 also applies to Silver?

What would be the equivalent values for the other difficulties? Or did you just only fix Silver again as you did with the last Balance changes for the amount of Dragoons spawning?

OFFICIAL clarification would be nice. Please, no wild guessing here.

Modifié par Tronar, 01 novembre 2012 - 09:25 .


#145
78stonewobble

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Yay, thanks for the boost to the gpr. Looks good on my gethgineer and there is something ominously attractive by that constant hail of "plasma" (?) fire on enemies. Now it's not quite as useless :)

#146
Sable Dove

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Tronar wrote...

Thank you for the balance changes. I am wondering about the Scion correction though:

-----------------------------
Collector Scion
- Cannon shot damage reduced from 800 to 400 (fix for the bug that causes his weapon to do double damage)
-----------------------------

Which difficulty level are we talking about. As far as I know (confirmed by personal experience), the enemies deal higher damage on higher difficulties.

Since Silver seems to be the main difficulty where ME3 focusses on for the most part, I guess the mentioned reduction from 800 to 400 also applies to Silver?

What would be the equivalent values for the other difficulties? Or did you just only fix Silver again as you did with the last Balance changes for the amount of Dragoons spawning?

OFFICIAL clarification would be nice. Please, no wild guessing here.


That's the base damage, before the difficulty modifier. Bronze does slightly more, Silver, Gold, and Platinum to significantly more. 

But seriously. No one believes me when I say this. The bug barely affected anyone at all. With no extra shield equipment, the bug only affected characters with more than 500 base shields with at least some Fitness (Batarians, Turians, Krogan, Geth, Salarians, Quarians, and Destroyers), and only On Bronze. On Silver, without extra shield equipment/gear, The bug affected absolutely no one. On Gold, I think it may be impossible to have enough shields on any character with any gear to take more than one Scion shot to strip their shields. 

Scions are just plain OP.

#147
Titus Thongger

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Ah Scion nerf. all the easier to eat them with my kroguard

#148
DesioPL

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Next week collectors will get nerfs.

I think, the Praetorians need nerf, because his beams and rockets, if is possesed is overpower in gold.

But i really happy, that Scions get nerf ! Otherwise Collector Captains and Soldiers need nerfs, but only in meele attack, this two guys hit me always and i lose shields, even on bronze.

#149
HLake

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Very nice balance update, but increasing the Incisor damage is useless: it's the recoil that makes it unusable.

Modifié par HLake, 01 novembre 2012 - 12:31 .


#150
dueser76

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Atheosis wrote...

ElusiveOneN7 wrote...

Metzeten wrote...

Still not sure more damage on the incisor will make it usable, its the recoil that hurts it.


It blows my mind, when they fire the gun while testing, don't they notice the recoil?


Perhaps they are aware of Stabilization Modules (unlike 99% of the BSN posters).


yes mods and classes like turian and destroyer help alot with this issue Image IPB