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I have returned. Saber and N7 Valkyrie buffs CONFIRMED IN THREAD. Also, Acolyte and Stim Pack nerfs CONFIRMED IN THREAD.


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#201
APEX KING19

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Eric Fagnan wrote...

ryoldschool wrote...

jacob taylor416 wrote...

What does he mean by "small valkyrie buff", that thing needs to almost be completely redone.


or are they talking about the character?


I meant the weapon.

 there it is dude. weapon not character

#202
I7IDanny

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Edit: Ninja'd. :ph34r:

Modifié par I7IDanny, 04 décembre 2012 - 05:06 .


#203
vlight

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fail

Modifié par vlight, 04 décembre 2012 - 05:09 .


#204
anokie

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Acolite nerf! Arse cakes!

#205
APEX KING19

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I7IDanny wrote...

Edit: Ninja'd. :ph34r:

?????

#206
TheCandlejack

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Title fixed to clear confusion

#207
K_Os2

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I said the acolyte nerf was coming the day they removed the charge-mechanic, now that it's actually upon on us it just feels sooo wrong. I have a feeling that the nerf is going to be a weight gain as that's the only thing that seems 'small'.

Saber buff is nice
Can't/won't argue with stimpacks, can't kill what I like about them
and I don't care about the Valkyrie, tho I probably will give it a chance now.

Modifié par K_Os2, 04 décembre 2012 - 05:28 .


#208
TheCandlejack

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K_Os2 wrote...

I said the acolyte nerf was coming the day they removed the charge-mechanic, now that it's actually upon on us it just feels sooo wrong. I have a feeling that the nerf is going to be a weight gain as that's the only thing that seems 'small'.

Either that or health damage reduction, take your pick.

#209
BridgeBurner

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The Mad Hanar wrote...

Yep, lets just pick on the casters some more.


Casters managed fine for months without an acolyte, up until they removed the charge up.

They can learn to adapt once more, I highly doubt the nerf will be noticable anyway, or anywhere near as severe as people are thinking it might be.

Modifié par Annomander, 04 décembre 2012 - 05:40 .


#210
Vargras

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Gotta love all the people whining about the Acolyte nerf.

So many people use it because of how good it is - no charge, very light, does extremely high damage to shields and barrier, and even health damage. There's honestly no downsides to equipping it.

That's not good balance, and it makes the game that much less interesting, because then you're stuck feeling like you're gimping yourself if you don't use it.

#211
MP-Ryan

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TheCandlejack wrote...

K_Os2 wrote...

I said the acolyte nerf was coming the day they removed the charge-mechanic, now that it's actually upon on us it just feels sooo wrong. I have a feeling that the nerf is going to be a weight gain as that's the only thing that seems 'small'.

Either that or health damage reduction, take your pick.


Or they could, you know, reinstate the charge mechanic and leave the damage and weight alone so as not to mess with the powers classes.  That's probably too much to hope for, though.

Annomander wrote...

The Mad Hanar wrote...

Yep, lets just pick on the casters some more.


Casters managed fine for months without an acolyte, up until they removed the charge up.

They
can learn to adapt once more, I highly doubt the nerf will be noticable
anyway, or anywhere near as severe as people are thinking it might be.


There's the rub - every time a weapon appears too good, the inevitable nerf invariably affects casters more than every other classes because the other classes already have a much larger viable weapon pool to choose from.

This vanguard player is getting tired of constantly adapting to heavier weapons or alternative builds because the guns that happen to work on his vanguards tend to be overpowered on the overpowered GI, TGI, Destroyer, etc.

Modifié par MP-Ryan, 04 décembre 2012 - 05:43 .


#212
january42

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How do they decide these things anyway?  Acotlye and stim packs are good, but hardly overpowering. I'd rather leave them the way they are that risk something stupid happening.

Everyone use the acolybe bc it's the only gun that does what it does.  Its common not bc it's overpowered but because it has no competion.

I don't see how stim packs are op. They are nice, but they are still highly limited by grenade supply. The damage buff isn't any better than hunter mode, and that is on all the time while the shields vanish like nothing on gold/plat anyway.

I really don't get these things.

#213
CarpeJugulum

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 My sabre 7, that the store loves to spam me with, getting a buff? I'll take that :)

#214
Vargras

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january42 wrote...

How do they decide these things anyway?  Acotlye and stim packs are good, but hardly overpowering. I'd rather leave them the way they are that risk something stupid happening.

Everyone use the acolybe bc it's the only gun that does what it does.  Its common not bc it's overpowered but because it has no competion.

I don't see how stim packs are op. They are nice, but they are still highly limited by grenade supply. The damage buff isn't any better than hunter mode, and that is on all the time while the shields vanish like nothing on gold/plat anyway.

I really don't get these things.

People don't use the Acolyte because "it does what it does". It's an anti-shield weapon, but you can just as easily use a SMG, AR, or some other fast-shooting weapon. People use the Acolyte because it's so much better than any of the alternatives. Why use an SMG clip when you can just shoot a few shots with the Acolyte and get the same result, but faster?

And you're undervalueing the shield boost from stim packs. They made havocs and ghosts really beefy.

#215
rtbh99

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Battlepope190 wrote...

Now they just need to knock that stupid Harrier down a peg or two and everything should be fine.

Battlepope190 wrote...

Now they just need to knock that stupid Harrier down a peg or two and everything should be fine.

Battlepope190 wrote...

Now they just need to knock that stupid Harrier down a peg or two and everything should be fine.

Battlepope190 wrote...

Now they just need to knock that stupid Harrier down a peg or two and everything should be fine.



#216
sandboxgod

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MP-Ryan wrote...

Eric Fagnan wrote...

We also have a small Valkyrie buff this week, but just to warn everyone we also have a small nerf to the Acolyte and one to the Stimulant Pack power since after some testing and feedback we've concluded that they are too powerful.


The Acolyte was not too powerful when it had the charge mechanism.  Why not reinstate that, since it utterly failed to fix the console missile glitch?


Exactly. This is why I have such high criticism for the MP team. Instead of doing the "correct" fix we get a hack. Before they hacked around the problem, the acolyte was fine. The general, unwashed masses had no idea how great it was. but then they removed the charge up and it became way too easy for noobs to master

Thanks Bioware for this collosal mess you created. :?

#217
N7 ElusiveOne

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Vargras wrote...

People don't use the Acolyte because "it does what it does". It's an anti-shield weapon, but you can just as easily use a SMG, AR, or some other fast-shooting weapon. People use the Acolyte because it's so much better than any of the alternatives. Why use an SMG clip when you can just shoot a few shots with the Acolyte and get the same result, but faster?

And you're undervalueing the shield boost from stim packs. They made havocs and ghosts really beefy.


I thought the utility of a fast firing weapon against shields was a feature dropped after ME2. I remember guns feeling truly different and you'd switch to a slow firing weapon to deal with barriers and armor, and then switch to a SMG for shields. Are you telling me this still exists? Ive never noticed it.

#218
BattleCop88

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Acolyte nerf? You mean my fun gun will no longer shoot pure fun?
*sobs... kssh... *sobs even louder... kssh

#219
CarpeJugulum

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ElusiveOneN7 wrote...

Vargras wrote...

People don't use the Acolyte because "it does what it does". It's an anti-shield weapon, but you can just as easily use a SMG, AR, or some other fast-shooting weapon. People use the Acolyte because it's so much better than any of the alternatives. Why use an SMG clip when you can just shoot a few shots with the Acolyte and get the same result, but faster?

And you're undervalueing the shield boost from stim packs. They made havocs and ghosts really beefy.


I thought the utility of a fast firing weapon against shields was a feature dropped after ME2. I remember guns feeling truly different and you'd switch to a slow firing weapon to deal with barriers and armor, and then switch to a SMG for shields. Are you telling me this still exists? Ive never noticed it.


It doesn't, unless you fire so slowly that shield gate starts to affect more than one shot.

#220
Vargras

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ElusiveOneN7 wrote...

Vargras wrote...

People don't use the Acolyte because "it does what it does". It's an anti-shield weapon, but you can just as easily use a SMG, AR, or some other fast-shooting weapon. People use the Acolyte because it's so much better than any of the alternatives. Why use an SMG clip when you can just shoot a few shots with the Acolyte and get the same result, but faster?

And you're undervalueing the shield boost from stim packs. They made havocs and ghosts really beefy.


I thought the utility of a fast firing weapon against shields was a feature dropped after ME2. I remember guns feeling truly different and you'd switch to a slow firing weapon to deal with barriers and armor, and then switch to a SMG for shields. Are you telling me this still exists? Ive never noticed it.

If loading screen tips (which tell you to equip a fast firing weapon and a slow firing one for different defenses) are anything to go by, it still exists.

I usually do it anyways, if only because fast firing weapons usually have a larger ammo capacity. Gives me something to fall back on if I'm playing a class where cooldown times don't matter much.

EDIT: Even the ME wiki basically says that shields are weak to fast firing weapons and armor is weak to slow firing ones, which still follows what I previously said.

Modifié par Vargras, 04 décembre 2012 - 06:19 .


#221
Wingheaven7

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I miss the old acolyte. The charge mechanic was unique in that you really had to get the timing down or nothing would happen.

I'd love to get the charge back, even if the gun was nerfed a little.

#222
CarpeJugulum

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Vargras wrote...

If loading screen tips (which tell you to equip a fast firing weapon and a slow firing one for different defenses) are anything to go by, it still exists.

I usually do it anyways, if only because fast firing weapons usually have a larger ammo capacity. Gives me something to fall back on if I'm playing a class where cooldown times don't matter much.


Like I said, avoiding shield gate is the only reason they're better, and even then the effect doesn't make any difference to most people's playstyles - either you can kill them in one hit anyway or the weapon bypasses shield gate (in most cases). Some of the loading screen tips (like this one) are either misleading or outright lies.

There's a list of what weapons get bonuses against resisatance types here. As it says, weapons all have the same multiplier unless otherwise specified.

#223
Pee Jae

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****. All right. I'm done. Depending on how they nerf stimpacks, but now I have to put my money where my mouth is. I'm sick of all these nerfs. Me and my cash are probably out.

#224
t3hTwinky

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I doubt Bioware is going to do anything too drastic to the Acolyte. Make it useless versus health and armor, probably, which is the way it should be, tbh.

#225
jpraelster93

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The Acolyte is not overpowered put the charge back on it