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Changes to enemies that would remove most of the frustration


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#76
Dachau Joseph

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-Remove the Banshee's ability to curveball warps around 90 degree turns
-Limit the amount of Marauders that can spawn at the same time
-Reduce Marauders from Phaeston 45s to maybe Phaeston 30s
-Remove Marauder sync kills (you know, when they see you and drill you with 6 headshots from 3 rooms away with 100% accuracy on a moving target)
-Remove Marauders
-I want the ability to color my guns pink.

#77
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UWxMaserati wrote...

Air Quotes wrote...

FasterThanFTL wrote...

These settings remind me of silver difficulty.

 

People have a weird idea of what difficulty means. They think if they get fkn staggered, shot from across the map with tracking projectiles that are impossible to dodge, fight enemies that get immune to basically all the things - that's difficult. 

Well lemme tell you - that's not difficult, that's lame, stupid, lazy, BS design. It's based on cheapness.  

I did offer to increase enemy budget to make up for the light and well deserved nerfs. 


For what it's worth this is a common tactic in the gaming community. CPU enemy units will be given an annoying ability to make the fight a challenge. Mass Effects traits are pretty tame compared to what some other just as successful games do.

 

One thing is throwing cheap BS right in your face. It's obvious cheese. Another thing is to mask it and make it fun. 

For example if you have an enemy that has a lot of armor, a lot of shields, shoots tracking projectiles that stun, you add a fkn 0.5 seconds lock-on time, so it not so stupid and cheap. But no. They pack all that **** in one, call it Geth Prime, add a BS turret with insane damage that goes trough walls, add a super stagger drone and call it good. 

Modifié par Air Quotes, 28 décembre 2012 - 07:05 .


#78
AngryBobH

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The only change I would really like to see is a delay between a banshee teleport and her sync kill. Even if only for the less acrobatic races.

A small delay between a praetorian melee and its insta-kill would also be nice.

Modifié par AngryBobH, 28 décembre 2012 - 07:02 .


#79
CitizenThom

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I realised something yesterday... stunlock is annoying... stunlock + any lag whatsoever is infuriating. Since lag is likely inevitable at some point in online gameplay, stunlock should really be nerfed substantially.

#80
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lightswitch wrote...

Air Quotes wrote...

IoeShepard wrote...

Air Quotes wrote...

@ IoeShepard - You have 2 Platinum extractions total. So you don't play Platinum that much. Which is fine. Phantom DR however is BS. End of story. 


It is not - learn to play.:P

 

-_- I play since the demo, I have over 1000 hours of gameplay, I solo Gold and can solo Platinum on daily basis with various characters vs various factions. So you're suggestion is worthless. 


Looks like a case of a player being butthurt that he can't kill everything all by his lonesome all the time without ever, ever need to use consumables or any needing any help from his teammates.

Most of the stuff you asked for doesn't need any adjustment. The game is too easy for good teams already.

 

The game is too fkn easy now already. With GI's, TGI's, Acolyte's and **** like that. But why do thay have to make them? Why not have the GAME balanced, instead of releasing classes and weapons that make it a joke?  

And I'm speaking purely from would be designers point of view. I can beat this game. It's not about me. It's about FUN and REASONABLE enemies that MAKE SENSE.

#81
ToaOrka

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Seems reasonable, but I'm not sure where
all of this Dragoon hate is coming from.

Still, I agree the changes to them will probably
eliminate most, if not all of the hate focused
on these cheap enemies.

#82
Javo2357

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[quote]Air Quotes wrote...

 1. Lower Phantom on host damage reduction from hitscan weapons to 50%[/quote]
Like Kenadian mentioned, this likely won't change as half the faction is carried by Phantoms. I'm not sure DR should be reduced by THAT much especially since Phantoms are easily trivialized with several builds.

[quote] 2. Lower Banshee, Phantom, Praetorian power block bubble to 75% instead of 100% [/quote]
This one is a nice idea actually, especially for the Praetorian. If it were to be reduced, it would probably be to 90% or something though. I wouldn't count on this ever changing on Plat tho.

[quote] 3. Add 0.5-1 second lock-on time for Geth Prime and Geth Rocket Trooper similar to Ravager or Nemesis[/quote]
Really like this one. A half second delay, like the Nemesis one would be a lot better for Rocket Troopers. For Primes, meh since they're the boss unit but this would really prevent a lot of the rocketing spam.

[quote] 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. [/quote]
I'd be ok if they slowed them down a bit, but that's it really. Maybe closer to the Phantom's speed?

[quote]5. Lower Atlas and Banshee projectile tracking. [/quote]
Don't really see a problem here. The Banshee warp ball can be rarely dodged but really you should be taking cover to avoid getting hit by these.

[quote]6. Increase wave budget by 25-33%  [/quote]
The problem with increasing the wave budget is that it doesn't make up for the nerfs since you can only have the same number of enemies out on the field at the same time (8 enemy units at once, I believe).

[quote]7. Lower Marauder Phaeston damage by 15% [/quote]
Absolutely not. The Marauder is really the only threatening ranged opponent in the Reaper faction aside from Ravagers. Any team that prioritizes Marauders can really just run around the map, since any other ranged firepower that the Reapers have is a joke.

[quote]8. Remove Prime Drone stagger completely. Just add a small DOT effect from incinerate [/quote]
I personally would like the drone's respawn time to be lowered further, as it seems that BW really wants to stagger the hell out of players that don't kill these things.

[quote]9. Lower Geth Bomber health by 25% [/quote]
I don't really feel this is necessary.

[quote]10. Lower Seeker Swarm health by 50%  [/quote]
YES. Or at least by 25%....I don't understand why these things have so much health.

[quote]11. Lower Scion Cannon damage by 25% [/quote]
I wouldn't mind this, especially on lower difficulties where Scion shots will still shieldgate you.

[quote]12. Decrease humanoid enemy melee damage by 25-33%[/quote]
I really don't think this will happen..

Imho some of these are nice but like I mentioned, I don't feel that all these enemy nerfs would be compensated by a small increase to the wave budget. This is because the AMOUNT of enemies out on the map would remain the same; this would only lengthen the time to deplete the wave budget except now you have easier enemies to kill. In other words, it would be Silver but with a slightly higher wave budget.

Modifié par Javo2357, 28 décembre 2012 - 07:11 .


#83
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ToaOrka wrote...

Seems reasonable, but I'm not sure where
all of this Dragoon hate is coming from.

Still, I agree the changes to them will probably
eliminate most, if not all of the hate focused
on these cheap enemies.

 

Dragoons are an enemy who were rushed and not though out. They are boring, dumb and cheap. No self preservation, no tactics, no nothing, not even custom sounds. Sprint and smash while canceling and overlapping animations to shoot in between with ridicilous damage. Thay are annoying that's all. The only though I have when fighting them is "Just get the **** off me? For one second" 

Modifié par Air Quotes, 28 décembre 2012 - 07:24 .


#84
dimeonwu

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Why is it when a player makes good balance suggestions to remove cheapness from gameplay, people immediately challenge the player's intelligence and/or skill level?
FOcus on the topic and not ad hominem attacks

#85
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@ Javo. Up to 1/3 increase in budget would clearly be visible and noticeable. The enemies would spawn more, but won't be as cheap. They will die a bit faster, but will be replaced faster as-well. But the FUN factor fighting them would improve by a lot. Instead now it's just grinding and abusing certain mechanics and cheesing trough. 

Modifié par Air Quotes, 28 décembre 2012 - 07:21 .


#86
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dimeonwu wrote...

Why is it when a player makes good balance suggestions to remove cheapness from gameplay, people immediately challenge the player's intelligence and/or skill level?
FOcus on the topic and not ad hominem attacks

 

I know. And that's what I'm saying. They focus on me or they are angry because they are MY ideas. Maybe they personally hate me or dislike me. But they don't pay attention the topic or ideas themselves.  

Modifié par Air Quotes, 28 décembre 2012 - 07:23 .


#87
UWxMaserati

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Air Quotes wrote...

UWxMaserati wrote...

Air Quotes wrote...

FasterThanFTL wrote...

These settings remind me of silver difficulty.

 

People have a weird idea of what difficulty means. They think if they get fkn staggered, shot from across the map with tracking projectiles that are impossible to dodge, fight enemies that get immune to basically all the things - that's difficult. 

Well lemme tell you - that's not difficult, that's lame, stupid, lazy, BS design. It's based on cheapness.  

I did offer to increase enemy budget to make up for the light and well deserved nerfs. 


For what it's worth this is a common tactic in the gaming community. CPU enemy units will be given an annoying ability to make the fight a challenge. Mass Effects traits are pretty tame compared to what some other just as successful games do.

 

One thing is throwing cheap BS right in your face. It's obvious cheese. Another thing is to mask it and make it fun. 

For example if you have an enemy that has a lot of armor, a lot of shields, shoots tracking projectiles that stun, you add a fkn 0.5 seconds lock-on time, so it not so stupid and cheap. But no. They pack all that **** in one, call it Geth Prime, add a BS turret with insane damage that goes trough walls, add a super stagger drone and call it good. 


Personally I like the enemies to be hard because it makes winning much more satisfying to me. The issue I have with what you proposed is you are giving out a laundry list of nerfs to enemy units and replacing it with a simple buff if that is what you would call it. IMO this doesn't balance the game it just makes it simple. Requires less stradegy all you need is firepower.

But like I said I still don't see the big issue with it as gaming companies will do this with at least a few CPU units on harder difficulties to make the game a challenge. What you just said still looks watered down to what the non story bosses do in games like Borderlands for example.

I just don't see all of those nerfs being warranted or balancing anything.

#88
Javo2357

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Air Quotes wrote...

@ Javo. Up to 1/3 increase in budget would clearly be visible and noticeable. The enemies would spawn more, but won't be as cheap. They will die a bit faster, but will be replaced faster as-well. But the FUN factor fighting them would improve by a lot. Instead now it's just grinding and abusing certain mechanics and cheesing trough. 

I agree, the wave budget increase would be noticeable, but I don't think a lot of players (included myself) that can handle the boss units on the higher difficulties would like increasing the budget since it would drag on the match. Enemies would spawn more times, but the only enemies that would be dying faster would be the boss units, specifically the ones nerfed. It would certainly feel like more of a grind to me, especially if the wave budget was further increased in Platinum, and you don't have to "abuse certain mechanics" to do well in the game.

#89
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UWxMaserati wrote...

Air Quotes wrote...

UWxMaserati wrote...

Air Quotes wrote...

FasterThanFTL wrote...

These settings remind me of silver difficulty.

 

People have a weird idea of what difficulty means. They think if they get fkn staggered, shot from across the map with tracking projectiles that are impossible to dodge, fight enemies that get immune to basically all the things - that's difficult. 

Well lemme tell you - that's not difficult, that's lame, stupid, lazy, BS design. It's based on cheapness.  

I did offer to increase enemy budget to make up for the light and well deserved nerfs. 


For what it's worth this is a common tactic in the gaming community. CPU enemy units will be given an annoying ability to make the fight a challenge. Mass Effects traits are pretty tame compared to what some other just as successful games do.

 

One thing is throwing cheap BS right in your face. It's obvious cheese. Another thing is to mask it and make it fun. 

For example if you have an enemy that has a lot of armor, a lot of shields, shoots tracking projectiles that stun, you add a fkn 0.5 seconds lock-on time, so it not so stupid and cheap. But no. They pack all that **** in one, call it Geth Prime, add a BS turret with insane damage that goes trough walls, add a super stagger drone and call it good. 


Personally I like the enemies to be hard because it makes winning much more satisfying to me. The issue I have with what you proposed is you are giving out a laundry list of nerfs to enemy units and replacing it with a simple buff if that is what you would call it. IMO this doesn't balance the game it just makes it simple. Requires less stradegy all you need is firepower.

But like I said I still don't see the big issue with it as gaming companies will do this with at least a few CPU units on harder difficulties to make the game a challenge. What you just said still looks watered down to what the non story bosses do in games like Borderlands for example.

I just don't see all of those nerfs being warranted or balancing anything.

 

LOL. It's actually the opposite. It ADDS a layer of strategy. And ADDS a lot on SENSE. 

As I said - being stunlocked by a Prime from across them map trough a small gap in cover is basically a RANGE SYNC-KILL. There is NO STRATEGY here, no time to react or predict. It's nearly impossible. A lock-on would allow you to quickly duck in cover and react. Would still require awareness, but it would be much more fair. 

A triple rocket from Geth Rocket Trooper from his ass IS NOT DIFFICULTY. A Phantom eating multiple Claymore shots to face IS NOT DIFFICULTY. Teleporting 180*-360* Atlas mssiles IS NOT DIFFICULTY. It's cheap chesse to make the game ARTIFICIALLY HARDER.  

UNDERSTAND THAT. And DON'T let the developers be lazy and get AWAY WITH IT. Because you WILL KEEP GETTING IT AGAIN AND AGAIN AND AGAIN. 

Modifié par Air Quotes, 28 décembre 2012 - 07:43 .


#90
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Javo2357 wrote...

Air Quotes wrote...

@ Javo. Up to 1/3 increase in budget would clearly be visible and noticeable. The enemies would spawn more, but won't be as cheap. They will die a bit faster, but will be replaced faster as-well. But the FUN factor fighting them would improve by a lot. Instead now it's just grinding and abusing certain mechanics and cheesing trough. 

I agree, the wave budget increase would be noticeable, but I don't think a lot of players (included myself) that can handle the boss units on the higher difficulties would like increasing the budget since it would drag on the match. Enemies would spawn more times, but the only enemies that would be dying faster would be the boss units, specifically the ones nerfed. It would certainly feel like more of a grind to me, especially if the wave budget was further increased in Platinum, and you don't have to "abuse certain mechanics" to do well in the game.

 

Oh come on. 99% of player do nothing but abuse right hand advantage. Because the controls suck, the sticky cover system sucks, the enemies are too accurate, firing from hard cover gives very little advantage, because the enemies still hit you like nothing, and if they throw a grenade or grenades, you are in big trouble to get off that cover, because the controls are garbage. Factor in lag and you have perfection. 

Modifié par Air Quotes, 28 décembre 2012 - 07:49 .


#91
billy the squid

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Phantom damage reduction on host is bullsh!t. Utter and total bullsh!t. I had a GI specced for HM and Tac cloak both for max damage, equipped a BW mrk VII with a High velocity barrel V, Thermal scope. And Guerilla gear V.

It took 4 shots, to bring her down. 1 headshot, then 3 body shots when she started dodging. If I can hit a dodging Phantom at close range with a SR I should not have to land 3 shots dealing in excess of 1000 damage each to bring it down. It's cheap. Like many of this game's mechanics. Dealing with Phantoms, Geth etc. isn't hard, it's just frustrating.

Modifié par billy the squid, 28 décembre 2012 - 07:49 .


#92
N7Dropout1

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Phantoms: Fix the host DR bug, put a cooldown on flippy-flip, reduce stagger threshold slightly,  remove ability to sync-kill once sword is broken, remove ability to sync-kill a player out of heavy melee.

Dragoons: Reduce speed slightly, short cooldown on slam

Scion: Reduce health to level of brute, reduce cannon damage so that it doesn't strip a krogan or batarian with cyclonic mod 4 shields to 0 in 1 hit.

Banshee: Fix invisibility bug nonsense.

Praetorian:  Reduce duration of power-stopping bubble or reduce its speed while under effects of the bubble. Currently weapon classes are greatly favored. Fix soft cover laser bug.

Seeker Swarms: Reduce health to level of combat drone, remove empowered version altogether.

Combat Drone: Remove obnoxious long stun animation.

But really, if they simply fixed Ops Packs to actually work when you mash the button it would make geth more playable.

#93
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billy the squid wrote...

Phantom damage reduction on host is bullsh!t. Utter and total bullsh!t. I had a GI specced for HM and Tac cloak both for max damage, equipped a BW mrk VII with a High velocity barrel V, Thermal scope. And Guerilla gear V.

It took 4 shots, to bring her down. I headshot, then 3 body shots when she started dodging. If I can hit a dodging Phantom at close range with a SR I should not have to land 3 shots dealing in excess of 1000 damage each to bring it down. It's cheap. Like many of this game's mechanics. Dealing with Phantoms, Geth etc. isn't hard, it's just frustrating.

 

I know. Even hitting a running or dodging Phantom in the head with an SR is a challenge. No need for BS 90% DR. 

#94
Kalas747

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Remove geth bombers from the game, tired of them sh*ts.

#95
JewelsWinnfield

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I don't think Marauders, Dragoons and Geth Bombers should be nerfed. All I want is:

1. Nerf Combat Drone stagger ability
2. Make Atlas rockets dodgeable (but not as easy as Warp balls)
3. Fix enemy bugs (double rockets, cover-penetrating laser etc.)
4. Husk hug of death should not cancel Heavy Melee

#96
Javo2357

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Air Quotes wrote...

Javo2357 wrote...

Air Quotes wrote...

@ Javo. Up to 1/3 increase in budget would clearly be visible and noticeable. The enemies would spawn more, but won't be as cheap. They will die a bit faster, but will be replaced faster as-well. But the FUN factor fighting them would improve by a lot. Instead now it's just grinding and abusing certain mechanics and cheesing trough. 

I agree, the wave budget increase would be noticeable, but I don't think a lot of players (included myself) that can handle the boss units on the higher difficulties would like increasing the budget since it would drag on the match. Enemies would spawn more times, but the only enemies that would be dying faster would be the boss units, specifically the ones nerfed. It would certainly feel like more of a grind to me, especially if the wave budget was further increased in Platinum, and you don't have to "abuse certain mechanics" to do well in the game.

 

Oh come on. 99% of player do nothing but abuse right hand advantage. Because the controls suck, the sticky cover system sucks, the enemies are too accurate, firing from hard cover gives very little advantage, because the enemies still hit you like nothing, and if they throw a grenade or grenades, you are in big  trouble to get off that cover, because the controls are garbage. Factor in lag and you have perfection. 

How is "abusing" right hand advantage any different than "abusing" reload cancelling or any other intended game mechanic? Yes, the cover system needs work but that's why you don't use it ALL the time.

What you have pointed out as flaws in the cover system mechanics has nothing to do with the enemies being cheap and does not justify all the changes you proposed.

#97
rcolol

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I like the ideas, but I still enjoy playing Cerberus/Reapers/Collectors as they are. My biggest problem is with the geth stunlock, I'm all for any changes to fix that, they're not even close to being fun to play anymore.

#98
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Hendrix137 wrote...

I don't think Marauders, Dragoons and Geth Bombers should be nerfed. All I want is:

1. Nerf Combat Drone stagger ability
2. Make Atlas rockets dodgeable (but not as easy as Warp balls)
3. Fix enemy bugs (double rockets, cover-penetrating laser etc.)
4. Husk hug of death should not cancel Heavy Melee

 

I'm not NERFING the Dragoons. I'm making them more interesting and more fitting Cerberus style and even more deadly up close. UP CLOSE. Not from all ranges they are now. 

#99
Fortack

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UWxMaserati wrote...

Personally I like the enemies to be hard because it makes winning much more satisfying to me. The issue I have with what you proposed is you are giving out a laundry list of nerfs to enemy units and replacing it with a simple buff if that is what you would call it. IMO this doesn't balance the game it just makes it simple. Requires less stradegy all you need is firepower.

But like I said I still don't see the big issue with it as gaming companies will do this with at least a few CPU units on harder difficulties to make the game a challenge. What you just said still looks watered down to what the non story bosses do in games like Borderlands for example.

I just don't see all of those nerfs being warranted or balancing anything.


Just to be clear, you actually like enemies / attacks that are impossible to counter in any way? If so I fail to understand how that's "satisfying". RU saying you think you're "good" when you get lucky and they attack someone else?

A challenge means you are rewarded for playing skillfully. The examples in the OP are crap that have nothing to do with skill thus fail to be challenging in any way. They are cheap BS to artificially increase "difiiculty" aka poor design. Unfortunately, consoles lack the processing power to render more than 8 enemies at a time (and BW refuses to utilize the superior PC CPU power :?). Triple the number of enemies, remove their lame BS and you have a fun challenging game.

#100
UWxMaserati

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Air Quotes wrote...

UWxMaserati wrote...

Air Quotes wrote...

UWxMaserati wrote...

Air Quotes wrote...

FasterThanFTL wrote...

These settings remind me of silver difficulty.

 

People have a weird idea of what difficulty means. They think if they get fkn staggered, shot from across the map with tracking projectiles that are impossible to dodge, fight enemies that get immune to basically all the things - that's difficult. 

Well lemme tell you - that's not difficult, that's lame, stupid, lazy, BS design. It's based on cheapness.  

I did offer to increase enemy budget to make up for the light and well deserved nerfs. 


For what it's worth this is a common tactic in the gaming community. CPU enemy units will be given an annoying ability to make the fight a challenge. Mass Effects traits are pretty tame compared to what some other just as successful games do.

 

One thing is throwing cheap BS right in your face. It's obvious cheese. Another thing is to mask it and make it fun. 

For example if you have an enemy that has a lot of armor, a lot of shields, shoots tracking projectiles that stun, you add a fkn 0.5 seconds lock-on time, so it not so stupid and cheap. But no. They pack all that **** in one, call it Geth Prime, add a BS turret with insane damage that goes trough walls, add a super stagger drone and call it good. 


Personally I like the enemies to be hard because it makes winning much more satisfying to me. The issue I have with what you proposed is you are giving out a laundry list of nerfs to enemy units and replacing it with a simple buff if that is what you would call it. IMO this doesn't balance the game it just makes it simple. Requires less stradegy all you need is firepower.

But like I said I still don't see the big issue with it as gaming companies will do this with at least a few CPU units on harder difficulties to make the game a challenge. What you just said still looks watered down to what the non story bosses do in games like Borderlands for example.

I just don't see all of those nerfs being warranted or balancing anything.

 

LOL. It's actually the opposite. It ADDS a layer of strategy. And ADDS a lot on SENSE. 

As I said - being stunlocked by a Prime from across them map trough a small gap in cover is basically a RANGE SYNC-KILL. There is NO STRATEGY here, no time to react or predict. It's nearly impossible. A lock-on would allow you to quickly duck in cover and react. Would still require awareness, but it would be much more fair. 

A triple rocket from Geth Rocket Trooper from his ass IS NOT DIFFICULTY. A Phantom eating multiple Claymore shots to face IS NOT DIFFICULTY. Teleporting 180*-360* Atlas mssiles IS NOT DIFFICULTY. It's cheap chesse to make the game ARTIFICIALLY HARDER.  

UNDERSTAND THAT. And DON'T let the developers be lazy and get AWAY WITH IT. Because you WILL KEEP GETTING IT AGAIN AND AGAIN AND AGAIN. 


What stradegy does it add? All I see is...
- You take less damage
- You give out more damage
- You can dodge big damage attacks.

If anything it just makes camping a whole lot easier and probably will feed the Infiltrator is OP debate when people start standing back and abusing enemies from a far in the open while dodging attacks with ease.


Pretty much like I said at the end of my post, not all of those nerfs are warrented. If they changed a few things it could be fine but not that laundry list.

The game has some bugs that need to be fixed but I think you are making a big fuss over small issues. The game is already repetitive this many nerfs would just make it way to easy for me.

But that's just my opinion if Bioware takes your advise nothing I can do about it. Just my personal input on my personal preference.