December 4th Multiplayer Balance Changes
#176
Posté 05 décembre 2012 - 07:17
But yeah, so many people play him! He was so OP!
seriously, BW, you should read the definition of a word 'balance' in the dictionary
#177
Posté 05 décembre 2012 - 07:24
Tal_Elmar wrote...
wow, Havoc is dead now...
But yeah, so many people play him! He was so OP!
seriously, BW, you should read the definition of a word 'balance' in the dictionary
Can't say that stim pack nerf was that heavy. They buffed havoc strike too, but it would have been nice with the some force increase to, so you don't need to spec all in power to get aoe with power to stager everything.
Modifié par The Mysterious Stranger, 05 décembre 2012 - 07:29 .
#178
Posté 05 décembre 2012 - 07:49
Eric Fagnan wrote...
ozthegweat wrote...
Don't understand why they didn't simply half the damage of the Acolyte and doubled the damage bonus against shields and barriers.
We are not able to do that with live updates.
Ah, I see, thanks for your answer... so would that have been your preferred way of adjusting it, had it been possible, instead of a uniform damage decrease across all types of health?
#179
Posté 05 décembre 2012 - 07:51
Also, Saber buff, yeah!
#180
Posté 05 décembre 2012 - 08:03
I don't work for Bioware and I did not ignore your post with some valid issues. I answered why your solution of not doing balance changes would not in anyway, shape or form make bug fixes go faster.cramycram wrote...
You must work for Bioware. Way to completely and totally ignore my entire post of VALID issues this game has and instead notion the fact that I am "embellishing."
It's perfectly valid to want more patches, they are terrible slow with them. But we aren't going to hear anything about that beyound that such things take time. It's been asked before and all you are doing is bringing old isseus back up.
MP-Ryan wrote...
Someone explain to me on what planet a 10% damage nerf is "small." If they did that to the Claymore, every Acolyte-hater on these forums would cry from now until Christmas.
Oh, right. Claymore isn't a caster weapon so it will never see any sort of nerf.
Because the gun can still function the way it's supposed to. It's still supereffective against shields and barriers, without mods or equipment and still staggers. The main functionality of the weapon survives.
I think the Claymore could take a 10% hit, but really it's only functionality is burst damage so that 10% hits the Claymore harder than it does the Acolyte.
#181
Posté 05 décembre 2012 - 08:40
Nerf to stimpack??? Yep no more 6/6/6/6/0 builds... I like that
Saber? Loved before no it's even better....
Valkyrie? Wrong direction.. I think they should make it lighter so it would have different role then harrier...
#182
Posté 05 décembre 2012 - 08:43
I do hope he gets something in exchange from a future update - he wasn't exactly overused to begin with.
The acolyte nerf was milder than expected. I was hoping for the return of the charge-up mechanic, though.I would have settled for a weight nerf. That would have done more to abate its ubiquity than a small damage nerf and would have made the choice between ULM and the mag upgrade actually difficult.
I love the Saber, so I appreciate the buff, but I think it already did enough in the damage department. If increased headshot modifiers apply to some extent against bosses, that route would have been more interesting.
The Marksman feels like a poor man's TuSo. I don't think a dodge and TacScan is worth losing the extra passive damage, a CC stagger, a boatload of shields and health, and stability bonuses. As it's confirmed he's bugged at least fitness-wise, I get the feeling he'll be getting some love eventually. I'll reserve further play and judgement until then.
Don't have the Valkyrie. Can't comment on its buff.
Ghost and Giant! Yeeeesssss.
Modifié par Jamesui, 05 décembre 2012 - 08:45 .
#183
Posté 05 décembre 2012 - 08:55
Always nice to see Hazard Ghost, tho.
#184
Posté 05 décembre 2012 - 09:07
#185
Guest_phoenixorion44_*
Posté 05 décembre 2012 - 09:21
Guest_phoenixorion44_*
Games Devourer wrote...
cramycram wrote...
I love how Bioware continues to nerf something almost every week, yet refuses to fix what's actually WRONG with this game.
1. Latency issues.
- "Corpse warping" (dying somewhere other than where you were shot down).
- Powers going through enemies
- Having to spam op packs
- Op packs being consumed and dying anyway
2. Dying instantly when being revived (whether it's from being stagger locked or sync-killed.
3. The whole "X button does everything" feature. Why has there not been an option to rebind keys? The L3 and R3 buttons don't even do anything in MP.
4. "Waiting for other players." Enough said.
5. Inability to mute players.
6. Inability to kick players in-game.
7. Cover bug - occasionally going into cover glitches and immediately pops you back out of it.
8. Controller face buttons cease to work on occasion (sticks still function).
9. Massive screen shakes from grenades / powers, etc. Why is this even necessary?
10. "Magnetic" sticky targetting. If I try to turn to target another enemy while already targeting a different one, the reticle will stick to the first enemy as though being pulled toward it by a magnet.
11. Overload glitch on Geth Bombers.
12. Vanguards are STILL getting killed mid-charge even though this was supposedly fixed.
13 And finally, my favorite, the total system freeze. This has been happening more and more often lately. For no reason, the system will lock up, forcing people to hard reset their system.
So yes Bioware, please, by all means continue to make nerf after nerf to this game and pay no attention to how completely broken every other aspect of the game is. Obviously, there are more important things to fix.
THIS!!! Please, fix things before the nerfs.
WOW very true indeed. Lets all thank Eric and the gang at slEAzy/biowaste for a great beta game they hardly worked on at all
#186
Posté 05 décembre 2012 - 09:33
#187
Posté 05 décembre 2012 - 09:49
#188
Posté 05 décembre 2012 - 10:13
DesioPL wrote...
Worst balance ever.
Thank you for nerfing stim packs for Turian Ghost. Now i never complete solo mastery.
(Go play bronze solo)
Use a Kroguard is you want to tank your way through Gold solo
Hausner85 wrote...
Acolyte nerf if i'm making correct
calculation's will not strip phantom of shields completely on on Human
adept (level X + barrel -ammo- rail) that a big Nerf we will see if not
too big
Nerf to stimpack??? Yep no more 6/6/6/6/0 builds... I like that
Saber? Loved before no it's even better....
Valkyrie? Wrong direction.. I think they should make it lighter so it would have different role then harrier...
a lvl 1 Ghost with 1 point in TC and 1 point in SP is very viable on
Gold/Collectors (no consumable equipment) nevermind a 6/6/6/6/0 build.
Also...
LOL at the Acolyte overreaction... THE GUN IS RUINED, THERE'S NO POINT TO IT ANYMORE !!!! RAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGE.
Still the best gun at stripping shields/barriers... except on bosses maybe, Reegar is faster ??
Modifié par Xero M XTC, 05 décembre 2012 - 10:21 .
#189
Posté 05 décembre 2012 - 10:23
#190
Posté 05 décembre 2012 - 11:02
Modifié par Fugiz, 05 décembre 2012 - 11:04 .
#191
Posté 05 décembre 2012 - 11:25
Poor Havoc Soldier mmmwah may he rest in peace.
I just had match with Havoc. Still kicked asses.
#192
Posté 05 décembre 2012 - 11:36
Havoc strike to me is a fun ability but on gold it still doesn't have the kick that a charge has, I believe it should at least be close.
I also noticed something odd, it was a silver solo on Ghost, a Nemisis was on a ramp untouched so I decided to see just how much damage it would do, did a strike and heavy melee, two bars went down.....I tried it when a Nemisis was on a flat surface and the results were far better, can't recall the actual count.
Anyhow it's just something to be aware of, tried it several times after when the enemy was on a ramp and the damage was far less than a flat surface, not sure if that is design or bug.
#193
Posté 05 décembre 2012 - 12:36
#194
Posté 05 décembre 2012 - 12:53
Xero M XTC wrote...
LOL at the Acolyte overreaction... THE GUN IS RUINED, THERE'S NO POINT TO IT ANYMORE !!!! RAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGE.
Still the best gun at stripping shields/barriers... except on bosses maybe, Reegar is faster ??
I would't said its ruined I think they just maybe hit the soft spot, On lev I it will be good but not godly on X and with amp (or maybe without) just like before it's a good compromise..Still going to use it ot human adept but maybe will habve to swich from smg rail to pistol... Hard choices a good thing:)
#195
Posté 05 décembre 2012 - 01:58
#196
Posté 05 décembre 2012 - 02:04
RGZ Archer wrote...
I still dont get why so many people think the TGI or Havoc are broken or OP. Since they have come out, the only character I find myself reviving more often than these two are the blasted Volus. Nothing against the characters (any of them) but when you find yourself reviving every TGI you find in a PUG two to three times a wave, but only reviving Drell Adepts once r twice a GAME, that tells me something.
That and I've never been able to get Stim Packs to work, period. Like the OPs packs all that happens is I glow/shimmer for a second then I drop dead when I get hit by anything, even when my shields are already full.
No I dont mean sync kills, I mean getting one shotted by Geth Primes on Gold or Phantom's Phase Disrupter on Silver. Perhaps like the Kishock or Falcon these characters are only usable by the host?
As for the meger buff for the Valkyrie, thats 5% per shot, and each shot is three rounds, so thats actually a 15% buff per trigger pull. Stack this with Marksmen which increases rate of fire on say a Turian Soldier and you actually have a half decent weapon. I call it my poor mans Harrier, since after one thousand games (most of which were on gold) and close to four houndred hours, I STILL only have the Harrier at level 2. My odds with leveling up the Valkyrie are VASTLY higher than ever getting another Harrier.
Saber buff is very welcome, despite only having it at level 3 its one of my favorite weapons on my Turian Soldier and perhaps for the Quarian Marksman, the increase ROF makes it a very useful weapon. Its no Harrier X, but at least I have it.
Valkyrie is only a two-round burst. Your damage per pull of the trigger does not go up by 15%, even if it was three round burst. Example: base 100 damage x 2 shot burst = 200 total damage. Increase damage per shot to 105, damage per bust is now 210...still a 5% increase. I've got 530 hours, and I only have a Harrier at 1, so I feel your pain there.
If you're reviving TGI more than Volus, that tells me the people you are playing with are not very efficient at playing TGI's.
I agree with you on stim packs, at least off-host. To me, it feels like they are affected by lag just like the ops packs. I've never had a problem with either of those as host or in solo games.
#197
Posté 05 décembre 2012 - 02:31
#198
Posté 05 décembre 2012 - 02:33
#199
Posté 05 décembre 2012 - 02:40
And how they nerf them not thinking that they can mend a class but broke another one.
They maybe fixed the Turian Ghost but broke the Turian Havoc.
And still collector are bugged as hell and Pretorians have still butt lazers.
One thing.
Fix the bugs then nerf the stuff.
Because "challenging" is a concept with a very different meaning than "cheap"
#200
Posté 05 décembre 2012 - 02:40
Saber Buff: It was pretty good enough, but the damage buff is a bit nice.
Acolyte Nerf: Much less than I expected.
Havoc Strike Buff: +100 Damage is irrelevant, the cooldown decrease is nice, but could have been 6s instead of 8s. Why? Havoc is living from CQC Explosions, so give him a faster detonator.
Stimpack Nerf: It's okay, but instead of -5% on the base, I would have changed the Weapon Damage to 5%, giving the Havoc at least some love in terms of this nerf.





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