February 27th Multiplayer Balance Changes
#51
Posté 28 février 2013 - 03:52
#52
Posté 28 février 2013 - 04:09
#53
Posté 28 février 2013 - 04:13
Certainly won't complain about Batarians being given some more brute force. A nice little change.
#54
Posté 28 février 2013 - 07:14
Arctican wrote...
The Batarian Enforcer buff seems to be directed mostly towards the Brawler. Now I think it is possible to take AoE on Biotic Charge and not need both Rank 4 and Rank 5 power passive to stagger Phantoms.
Good call. I'll have to check it once my Vanguards are leveled up again.
Batarian passive maxed for power damage now provides a 37.5% bonus, btw.
#55
Posté 28 février 2013 - 08:11
#56
Posté 28 février 2013 - 10:20
#57
Posté 28 février 2013 - 10:26
#58
Posté 28 février 2013 - 10:31
#59
Posté 28 février 2013 - 10:36
[quote]Eric Fagnan will write...
-Reduced Geth Spitfire damage from "safety nerf darts" to "squishy aerogel"
-Tweaked Adas Anti-Synthetic Rifle's stagger function, should now correctly brace enemies
-Fixed bug where Juggernaut could not be sync killed
-Fixed bug where Talon Mercenary Engineer's Omni-Bow was bugged, evo that was supposed to add 20% damage was instead adding 2000%. "Damage" will now be applied correctly.
-Fixed bug where sync-kill-capable enemies would not give all their attention to the Krogan Warlord kit, even when across the map and completely focused on something else. Enemies will now correct apply a 100% sync-kill rate upon spawn.
-Fixed bug in Awakened Collector Adept's Ascension Stance animation. Increased animation from 4s to 40s. Decreased duration from 20s to 2s.
[/quote]
-"Fixed bug where Juggernaut could not be sync killed" this is not a bug Juggernaut is too slow to run from banshe brute phantom etc so if you fix this figure will be useless
#60
Posté 28 février 2013 - 12:04
morphisiusz wrote...
-"Fixed bug where Juggernaut could not be sync killed" this is not a bug Juggernaut is too slow to run from banshe brute phantom etc so if you fix this figure will be useless
That was the point of the joke.
Modifié par Cole Frehlen, 28 février 2013 - 12:05 .
#61
Posté 28 février 2013 - 01:36
#62
Posté 28 février 2013 - 01:56
#63
Posté 28 février 2013 - 04:54
The increase to its recharge speed over a year ago on launch always felt a bit excessive, specifically since the player feedback on it being 'overpowered' was from demo players who could only play against Cerberus, more or less played on Bronze, and tended to overwhelming select the original Thermopylae like Firebase White.
With the changes to enemy shield gate, the removal of the chain stasis effect on detonation in a previous patch, and the introduction of higher numbers of armoured units on screen this power was long overdue for some love.
Thank you.
#64
Posté 28 février 2013 - 05:02
#65
Posté 28 février 2013 - 06:47
More importantly the Talon Merc is unusable for left-handed players since the keybindings for that character are jammed stuck on default mode and cannot be altered for left-handed players.
#66
Posté 28 février 2013 - 10:05
-Sxx- wrote...
I don't think that's going to come into effect until the patch arrives. Assuming there is one, I'm certain I saw a BW comment stating there would be such...Ziegrif wrote...
I tried Plat Geth today and the Geth stunlock has not decreased at all.
But hey! Batarian POWER!
Hopefully with the patch comes other fixes and balance adjustments.
BioWare, any news on the banner contest?
Here you go
Modifié par MVestala, 28 février 2013 - 10:05 .
#67
Posté 01 mars 2013 - 04:56
#68
Posté 01 mars 2013 - 03:27
#69
Posté 01 mars 2013 - 05:07
As someone who has played the Asari Adept almost exclusively since the demo, I can tell you emphatically that it did.Beerfish wrote...
Stasis didn't need a buff and I'm saying this as a serial stasis user. I'll take it however.
3.69 seconds to crowd control ONE enemy is excessive, the bubble can only hold two at a time, and the recharge evolutions at rank 5 did not increase enough to compensate with the day one change. While I always recommend maxing all of the Adepts powers they should still be viable for their primary purpose (crowd control, damage, or debuff) even if not fully evolved.
Add to that the targets break free as soon as they take a sliver of health damage (including shield gate bleed through) means that combos with the power either required well coordinated teamwork or exceptional luck with the Bonus Power evolution.
Modifié par Darkstar Aurora, 01 mars 2013 - 05:07 .
#70
Posté 01 mars 2013 - 07:38
#71
Posté 01 mars 2013 - 09:51
Darkstar Aurora wrote...
As someone who has played the Asari Adept almost exclusively since the demo, I can tell you emphatically that it did.Beerfish wrote...
Stasis didn't need a buff and I'm saying this as a serial stasis user. I'll take it however.
3.69 seconds to crowd control ONE enemy is excessive, the bubble can only hold two at a time, and the recharge evolutions at rank 5 did not increase enough to compensate with the day one change. While I always recommend maxing all of the Adepts powers they should still be viable for their primary purpose (crowd control, damage, or debuff) even if not fully evolved.
Add to that the targets break free as soon as they take a sliver of health damage (including shield gate bleed through) means that combos with the power either required well coordinated teamwork or exceptional luck with the Bonus Power evolution.
I've always been able to keep my cooldowns sufficient to be able to make what I consider near full use of stasis because after I stasis anything I usually want to do some thing else other than stasis whether that be casting another ability, shooting or grenading. I just disagreed with people who spec'd out of stasis 'because of the long cooldown' for the vangaurd.
#72
Posté 02 mars 2013 - 01:05
#73
Posté 02 mars 2013 - 05:58
what a load of stanton.a load of stanton wrote...
lol
#74
Posté 03 mars 2013 - 10:12
#75
Posté 04 mars 2013 - 08:20





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