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February 27th Multiplayer Balance Changes


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#51
Kalas Magnus

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meh

#52
Kinom001

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Cool. Thanks, gents.

#53
Malanek

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I completely missed these. Stasis cooldown is sensible, the power simply isn't comparable to when it needed to be nerfed earlier due to the new enemies. I think it can probably be dropped another 2 seconds still, back to the original.

Certainly won't complain about Batarians being given some more brute force. A nice little change.

#54
Asebstos

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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
Grotaiche

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Underwhelming but I guess it was to be expected given the release of the DLC. Thanks for the Stasis buff, my Asari Vanguard will appreciate it (3.93s cooldown to 3.28s with a 180% bonus) !

#56
GodLovesATrier

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All buffs, and when you look back at recent balance changes they're overwhelmingly buffs too, and yet all these complaints!

#57
ImHimTheButcher

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I'm sure someones said it but talon needs serious buffs. Arrow damage bonuses need to be at least 3X what they are. Trip mines need to work a lot better than they do maybe a strait line of X shaped moving sensors to coat the line. Heck just turn it into an explosive impact arrow with almost the same damage and radius spec that would be amazing even halve the damage would still be amazing. Character is nearly useless as is compared to the base characters that came out with the game, and defiantly useless compared to the rest of the new characters that just came out.

#58
ImHimTheButcher

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oh and I see know reason adas shouldn't be buffed to single player specs

#59
morphisiusz

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[quote]Adragalus wrote...

[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
Cole Frehlen

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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
King Ptolemy IV

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congrats everyone we have 2 more weeks with any OP stuff so enjoy it while u can.

#62
Kuato Livezz

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They need more data from the DLC before making decisions. It would be foolish to implement change based on 3-4 days worth of data when everyone is playing them.

#63
Darkstar Aurora

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Thank you for the Stasis adjustment :)

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
Miniditka77

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Both good buffs that are justified.  Now buff the AR's.

#65
N7-RedFox

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I really don't see how these 2 balance changes are gonna help more pressing matters. Matters such as half of the newly released DLC weapons being over-nerfed compared to their SP counterparts.

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
MVestala

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-Sxx- wrote...

Ziegrif wrote...

I tried Plat Geth today and the Geth stunlock has not decreased at all.
But hey! Batarian POWER!

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...

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
eddie1111

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is it me or does gold difficulty seem a bit harder?

#68
Beerfish

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Stasis didn't need a buff and I'm saying this as a serial stasis user. I'll take it however.

#69
Darkstar Aurora

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Beerfish wrote...

Stasis didn't need a buff and I'm saying this as a serial stasis user. I'll take it however.

As someone who has played the Asari Adept almost exclusively since the demo, I can tell you emphatically that it did.

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
Aerialight

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Will the new banners be added in the next update?

#71
Beerfish

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Darkstar Aurora wrote...

Beerfish wrote...

Stasis didn't need a buff and I'm saying this as a serial stasis user. I'll take it however.

As someone who has played the Asari Adept almost exclusively since the demo, I can tell you emphatically that it did.

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
a load of stanton

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lol

#73
RNG God

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a load of stanton wrote...

lol

what a load of stanton.

#74
Uchimura

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Are we going to wait 2 weeks again for the next changes or is there an exception because of the DLC?

#75
jotun04

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Just need about 4 more of these Incisor buffs, and it might become a decent weapon!