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Changes to enemies that would remove most of the frustration


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#226
Cyonan

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Air Quotes wrote...

I think 50% across the board is fine. 50% for moving, 75% for cartwheeling. 75% power damage reduction when in bubble. Powerful, but not immune. Enough with Kai Leng plot amors EVERYWHERE. 


If it were across the board that would be fine(and I do suppose if they were to actually make half of the changes in the OP you'd need a full patch anyway) though I mostly think that it should just be equal for host vs off-host.

It seems silly that I can 1 shot a moving Phantom off-host with my Black Widow, and on-host that same shot wont even take half her barriers off.

#227
Janus382

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Air Quotes wrote...

 1. Lower Phantom on host damage reduction from hitscan weapons to 50%

  3. Add 0.5-1 second lock-on time for Geth Prime and Geth Rocket Trooper similar to Ravager or Nemesis

 4. Slow Dragoons by 25%, make them take cover (not as much as the Troopers, but sometimes), remove 50% of the armor and replace it with 50% barrier, replace the Hornet with Eviscerator and make them shoot only when they get to certain distance ala Geth Hunter. 

5. Lower Atlas and Banshee projectile tracking.

6. Increase wave budget by 25-33%  

7. Lower Marauder Phaeston damage by 15% 

8. Remove Prime Drone stagger completely. Just add a small DOT effect from incinerate 

9. Lower Geth Bomber health by 25% 

10. Lower Seeker Swarm health by 50%  

11. Lower Scion Cannon damage by 25% 

With these changes the game would be much more fun and fair IMHO. 


Agree with the above, especially the bolded, no opinion on the omitted really.

While I agree with the reduction of Marauder Phaeston damage, I feel it's eclipsed by Collector Captain damage.  They can level me faster than Marauders, and think that should be reduced as well.

Alternatively, they could just fix Scion cannon hitting twice in one shot, and Geth Bombers completely ignoring damage occasionally, although they've made it seem that would be difficult.

#228
tetsutsuru

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I honestly didn't know about the Phantoms' "on-host DR" issue until reading through this thread. All this time, I thought I was just either missing or no-shot-registry lag-related-whatever BS even when hosting (quite like trying to Biotic Charge or Shadow Strike but the game just beeps at you and flips you off even when hosting).

#229
Kenadian

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Cyonan wrote...

I should also add that I think the on-host DR for Phantoms should be 0% rather than simply reduced a bit.

Make it equal between hosting and not hosting. It's not like Phantoms are a joke to the average player off-host. Their mind bullets still you hit harder than a Geth Prime does.


That's another problem. They shouldn't be even half as effective at range as they are. Troopers and Nemesi should fill that role. Ranged weapons on Dragoons and Phantoms should be there soley to provide some suppressing or distraction fire while closing the cap to melee. Also, is the off-host DR for Phantoms 0? I thought they still got a bit from the flipping/moving.

#230
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Janus382 wrote...

Air Quotes wrote...

 1. Lower Phantom on host damage reduction from hitscan weapons to 50%

  3. Add 0.5-1 second lock-on time for Geth Prime and Geth Rocket Trooper similar to Ravager or Nemesis

 4. Slow Dragoons by 25%, make them take cover (not as much as the Troopers, but sometimes), remove 50% of the armor and replace it with 50% barrier, replace the Hornet with Eviscerator and make them shoot only when they get to certain distance ala Geth Hunter. 

5. Lower Atlas and Banshee projectile tracking.

6. Increase wave budget by 25-33%  

7. Lower Marauder Phaeston damage by 15% 

8. Remove Prime Drone stagger completely. Just add a small DOT effect from incinerate 

9. Lower Geth Bomber health by 25% 

10. Lower Seeker Swarm health by 50%  

11. Lower Scion Cannon damage by 25% 

With these changes the game would be much more fun and fair IMHO. 


Agree with the above, especially the bolded, no opinion on the omitted really.

While I agree with the reduction of Marauder Phaeston damage, I feel it's eclipsed by Collector Captain damage.  They can level me faster than Marauders, and think that should be reduced as well.

Alternatively, they could just fix Scion cannon hitting twice in one shot, and Geth Bombers completely ignoring damage occasionally, although they've made it seem that would be difficult.


 

Well since I nerfed Praetorians, Scions and Seekers I didn't want to touch the Captain. Maybe the Marauder is fine too, since the Banshee would take a hit. 

#231
Cyonan

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Kenadian wrote...

That's another problem. They shouldn't be even half as effective at range as they are. Troopers and Nemesi should fill that role. Ranged weapons on Dragoons and Phantoms should be there soley to provide some suppressing or distraction fire while closing the cap to melee. Also, is the off-host DR for Phantoms 0? I thought they still got a bit from the flipping/moving.


They don't get any from moving off-host, but I haven't testing flipping.

#232
Kenadian

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Cyonan wrote...

Kenadian wrote...

That's another problem. They shouldn't be even half as effective at range as they are. Troopers and Nemesi should fill that role. Ranged weapons on Dragoons and Phantoms should be there soley to provide some suppressing or distraction fire while closing the cap to melee. Also, is the off-host DR for Phantoms 0? I thought they still got a bit from the flipping/moving.


They don't get any from moving off-host, but I haven't testing flipping.


It might not work in that either, then. One thing I have noticed, or atleast it seems that way, is that Phantoms flip less off-host. They seem to flip more when being shot by the host than by clients.

#233
Homey C-Dawg

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+1

Your proposed Dragoons sound a lot more fun to fight than the the way they are now.

#234
Blind2Society

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I'm 100% behind every one of those changes AQ.

Actually, phantoms shouldn't have DR at all.

Modifié par Blind2Society, 28 décembre 2012 - 11:21 .


#235
millahnna

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Kenadian wrote...

Cyonan wrote...

I should also add that I think the on-host DR for Phantoms should be 0% rather than simply reduced a bit.

Make it equal between hosting and not hosting. It's not like Phantoms are a joke to the average player off-host. Their mind bullets still you hit harder than a Geth Prime does.


That's another problem. They shouldn't be even half as effective at range as they are. Troopers and Nemesi should fill that role. Ranged weapons on Dragoons and Phantoms should be there soley to provide some suppressing or distraction fire while closing the cap to melee. Also, is the off-host DR for Phantoms 0? I thought they still got a bit from the flipping/moving.


God yes.  Moving from bronze to silver when I was new (before dragoons existed) was a really rude awakening (phantoms have no guns on bronze if things haven't changed since then).  If the phantom is the melee mistress, why does her hand canon completely destroy me.  I can only assume for new players that there is a similar "WTF just happened" type of thing with dragoons. 

#236
Jarno Mikkola

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Air Quotes wrote...
11. Lower Scion Cannon damage by 25%

In my mind, it's not really that the Cannon damage itself needs to be reduced drastically, but that the damage bonus on harder difficulties needs to be reduced, as the gun staggests the PC and then they can be 1 shot by a mook.
Of course the other alternative otion is to make the Scions bigger.

#237
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Jarno Mikkola wrote...

Air Quotes wrote...
11. Lower Scion Cannon damage by 25%

In my mind, it's not really that the Cannon damage itself needs to be reduced drastically, but that the damage bonus on harder difficulties needs to be reduced, as the gun staggests the PC and then they can be 1 shot by a mook.
Of course the other alternative otion is to make the Scions bigger.

 

Scions 3 shot you no matter what. Krogan with DR + Cyclonic IV. Pfff. All out in 1 shot. On BRONZE. And not only that. They PREVENT shields from regening. 

#238
Sable Dove

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I honestly don't really get number 6.
"Increase wave budget by 25-33%"

How is this going to make the game more fun, other than to make every game 25-33% longer. One of the biggest problems is that the current wave budgets are huge; a single game of ME3 takes 2-5 times longer than just about any other multiplayer game around. All this is doing is making the game even more repetitive and unapproachable.

A lot of people don't have time to sit and play a 30-40 minute game that if they leave for any reason, they get nothing for. Especially given how bad ME3 is for not giving out earned credits or experience, or for disconnecting players mid-game.

If they want the game to be more fun, they need to reduce the wave budget. If this means that games go by faster, then adjust the credits earned per game so that roughly the same credits:time ratio is achieved.

#239
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Sable Dove wrote...

I honestly don't really get number 6.
"Increase wave budget by 25-33%"

How is this going to make the game more fun, other than to make every game 25-33% longer. One of the biggest problems is that the current wave budgets are huge; a single game of ME3 takes 2-5 times longer than just about any other multiplayer game around. All this is doing is making the game even more repetitive and unapproachable.

A lot of people don't have time to sit and play a 30-40 minute game that if they leave for any reason, they get nothing for. Especially given how bad ME3 is for not giving out earned credits or experience, or for disconnecting players mid-game.

If they want the game to be more fun, they need to reduce the wave budget. If this means that games go by faster, then adjust the credits earned per game so that roughly the same credits:time ratio is achieved.

 

It won't be much longer. Enemies will die faster. They won't be as cheap. You won't have to feed 2 Harrier mags to a single Phantom to kill it. 

Modifié par Air Quotes, 29 décembre 2012 - 01:12 .


#240
Sable Dove

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Air Quotes wrote...

Sable Dove wrote...

I honestly don't really get number 6.
"Increase wave budget by 25-33%"

How is this going to make the game more fun, other than to make every game 25-33% longer. One of the biggest problems is that the current wave budgets are huge; a single game of ME3 takes 2-5 times longer than just about any other multiplayer game around. All this is doing is making the game even more repetitive and unapproachable.

A lot of people don't have time to sit and play a 30-40 minute game that if they leave for any reason, they get nothing for. Especially given how bad ME3 is for not giving out earned credits or experience, or for disconnecting players mid-game.

If they want the game to be more fun, they need to reduce the wave budget. If this means that games go by faster, then adjust the credits earned per game so that roughly the same credits:time ratio is achieved.

 

It won't be much longer. Enemies will die faster. They won't be as cheap. You won't have to feed 2 Harrier mags to a single Phantom to kill it. 


Why should it be any longer at all? It's already terribly tedious and frustrating due to inconsistent rewards. And more spawns simply means more opportunities for the game to drop a Phantom or Brute behind you. Other than the on-/off-host discrepancies of the Phantom, and the Collector/Geth bugs, most of the enemies seem decent enough. 

Things that could legitimately use nerfs (not including bugfixes):
Banshee Warp DoT and Sync-kill chance (considering it has virtually no prerequisites);
Praetorians (really anything; they're very powerful in literally every way; pretty much any nerf would work);
Dragoon headcount/move speed (one or both; one isn't bad, but they generally spawn three at a time together);
Phantom and Dragoon ranged damage and delay between actions (nothing's more frustrating than being shot to death by an enemy who is literally not even holding a gun at the time);
Geth elbows.

Ideally, these changes accompany bugfixes such as Geth attacking while staggered, RTs firing 2-4 rockets at once, in different directions, and through walls, Phantom on-host DR, Collector BE-damage reduction, Praetorians shooting through cover, magnet hands, and certain powers failing to activate or activate fully (BC, especially).

At no point should the wave budget be increased. If the games go faster, credits may be reduced to match the new average times. Games should get shorter, if any change is made to the length of games.

#241
Clay Moah

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I like these ideas.

#242
Necrotron

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You know, I came into this thread expecting ridiculous ideas for 'making things easy', but I can actually get behind a few of these changes.

#243
Bleachrude

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Disagree with the DR reduction for phantoms.

If you're going to reduce their DR while they are in the hand of denial pose, then you a) should get rid of the visual cue and B) don't make them actually just stand there in the open.

Again, it is ridiculously easy to beat down a phantom once it goes to the current pose...Even if I'm an adept, I rather the phantom simply sit there and do nothing out in the open allowing my to score consecutive headshots with any decent pistol...

re" Spawn budget

Unless you're class has grenades (and even if you're class DOES have grenades, you may not want to use them), each round WILL take longer. Starting from silver, you're looking at 5 minutes easily per match and gold games weill regularly go past the 30 minute mark

re: Dragoons
You haven't actually said how dragoons would actually be a threat given you want to a) reduce their run speed, B) reduce their ranged weapon damage and c) given them a WEAKER melee attack (their current lash kicks like a mule....

Modifié par Bleachrude, 29 décembre 2012 - 02:24 .


#244
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Bleachrude wrote...

Disagree with the DR reduction for phantoms.

If you're going to reduce their DR while they are in the hand of denial pose, then you a) should get rid of the visual cue and B) don't make them actually just stand there in the open.

Again, it is ridiculously easy to beat down a phantom once it goes to the current pose...Even if I'm an adept, I rather the phantom simply sit there and do nothing out in the open allowing my to score consecutive headshots with any decent pistol...

re" Spawn budget

Unless you're class has grenades (and even if you're class DOES have grenades, you may not want to use them), each round WILL take longer. Starting from silver, you're looking at 5 minutes easily per match and gold games weill regularly go past the 30 minute mark

re: Dragoons
You haven't actually said how dragoons would actually be a threat given you want to a) reduce their run speed, B) reduce their ranged weapon damage and c) given them a WEAKER melee attack (their current lash kicks like a mule....

 

I didn't say anything about reducing Dragoon melee attack.  Dragoons will be spawned more in more waves and work as a team with the rest of Cerberus. While ranged units pin you down, they will go in with shotguns for the close range kills. So if you let them get close - you're in trouble just like with the Brute. If you keep em at range, they will be less dangerous then they are now. 

Because now their SMG is actually as much damaging as the smash. Which is retarded, given their speed, durability and lack of cover taking 

#245
MJpoland

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signed, those are one of the best ideas on the BSN

#246
Star fury

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Where did you get exact numbers, OP?

#247
Zjarcal

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Thread deserves another bump...

Really excellent ideas, nothing about them would make the game "easy", just less annoying.

Right now I enjoy fighting Reapers the most not because they are "easy" but because they are actually the fairest enemy (especially after magnet hands were somewhat fixed).

Cerberus would be almost entirely fair too if it weren't for the on host DR of Phantoms and Dragoons being so goddamn stupid. Hell, the change Bioware did recently with imposing a cap on the number of Dragoons that can spawn and filling the wave with Engineers after that was a perfect example of a change that removed an annoying element while retaining the intended difficulty. Having so many Engineers at once actually makes for an almost equally dangerous wave, but in a good and fair way.

Geth and Collectors though... way too far from being fair yet.

#248
Spirit Keeper

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I approve

#249
Flardan

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Honestly I feel that dragoons are way too sneaky and fast to be armored foes. Atleast the Brutes make some noise so you dont get snuck up on. I can understand Phantoms could sneak up on you, since that's their role. But dragoons? I find it hard to believe that.

Ontop of that, Dragoons are supposed to be murder-you-hard in melee combat, but as it is now, they are like a beefed up version of a Phantom, minus hand-of-denial and synch-kill.

Also most times I have played on gold vs Cerberus, I have many times had to face 3-4 dragoons AT THE SAME TIME. And when they start focusing you, you can forget medi-gelling if they camp you. Plus their speed is just too much, they are way too fast. Slowing them down a little would make them more balanced and perhaps nerf their gun a bit, not their melee attacks since they are supposed to be dangerous upclose. But to act as a Phantom Mark II is not what I had thought about them. :/

Personally.... I would see these changes implemented:

Dragoons: Decrease their speed by 10%. This wouldn't trivialize them, but still makes them faster than Phantoms. Also decrease the damage by their gun by atleast 20%.

Phantom DR bug(?): After watching that video in the last page, they shouldn't be IMMUNE to damage whenever their DR goes up, especially a HEADSHOT from a Black Widow! If people call this 'challenge' I shall call it 'gamer over event' since you cannot kill her. If this is a bug, it needs to be fixed ASAP. If not, then it needs to be nerfed considerably.

Phantom dodge rate: Also she has started to cartwheel everytime I fire a shot at her and during these cartwheels, she is practically immune to damage, which is nothing but frustrating. A cooldown of 0.5-1 second on gold (after animation finishes) would be quite balanced. She would still dodge, but not all the same and practically make her immune to all forms of damage.

Tracking delay on Geth Prime and geth Rocket Trooper: I would welcome it, since geth rocket troopers and geth primes already got high-curve tracking projectiles that makes them nearly impossible to didge or outrun, even with Adrenaline III slapped on a Drell.

Fix the Geth Rocket Trooper Double-/Triple-/Quad-tapping and their ability to fire backwards... this isn't challenge.. it is just cheap and frustrating: This have happened to me quite a few times, especially the double tapping that comes out of nowhere with little to no chance to react whenever a hunter swarm and stagger you.

Scion and Phantom: Also... A krogan with Cyclonic IV and full fitness shouldn't have their shields one-shotted that easily, even on gold. I mean krogans are supposed to be the toughest race out there and make them durable to challenge such attacks, since they cannot dodge. I mean hell, even a Krogan Sentinel with his 50% DR Tech Armor spec doesn't help a single put. Honestly I would rather see a flat number attack that is POWERFUL and hurts like hell, like 1400 damage (on gold that is) per shot instead of the percentage based damage they got now (which seems to be 100% per shot, it is redicolous, even on Bronze). They are boss units, yes, I get that, but that doesn't mean they should make a krogan be unable to get out of cover because they appear from nowhere and instant three-shot you from across the map, which happens alot with the Scion incase you ask.

Marauders: Their damage is quite high... though I would look for a 5-8% nerf to their gun rather than 15%. And honestly, they shouldn't be able to have 100% accuracy when you are running sideways. I have a hard time at times to hit them moving sideways, why should they have no difficulty to hit a moving target, even with Adrenaline III put on?

Immunity to staggering and synch-killing when standing up from a medi-gel: Honestly this is something that makes me hesitant to use medi-gel most of the time if enemies are camping me. Sometimes I can lose three medi-gels or more due to the sudden stunlock they put on you and then you die because you can even OPS pack. Or a phantom or banshee instant synch-kills you before your animation have even finished. It would make the enemies alot less cheap and it would make medi-gelling worth it or atleast gives you a chance incase everyone else are down and you're the only one who can medi-gel.

Modifié par Flardan, 29 décembre 2012 - 04:04 .


#250
Qui-Gon Glenn

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Good OP AirQuotes!

I agree with most all of your suggestions, although Gold Dragoons are only a problem for me in a laggy match, as otherwise I hear/feel them early enough.

In general, what I wish the naysayers/learn2play'ers in this thread would learn to accept as a legitimate truth: cheap =/= difficult. I love difficulty, cheapness is really just cheap and so not fun.