Which nerf was most stupid?
#76
Posté 29 mai 2013 - 08:08
2)Geth Pyro nerf, aka the grab-immunity
#77
Posté 29 mai 2013 - 08:17
Modifié par Endorlf, 29 mai 2013 - 08:17 .
#78
Posté 29 mai 2013 - 08:21
#79
Posté 29 mai 2013 - 09:14
HusarX wrote...
1)Combat Drone & Decoy nerf. Herpderpin' 2 Brutes, 2 Banshees and a couple of Husks with 1 Combat Drone... sweet memories.
2)Geth Pyro nerf, aka the grab-immunity
it was easier to nerf (buff?) the pyros than write a better AI (by default they should avoid places where they can be grabbed).
those nerfs were stupid which literally caused weapons (or powers, even kits) disappear in the actual games.
i can't even remember when i saw last time vindicator, krysae, even carnifex.
although there are weapons (harrier, claymore, wraith, acolyte, talon, hurricane...) which make all other weapons obsolate either way, no matter how "good" they are considered. simply there is no reason to use most of the weapons, except you want to gimp yourself by purpose for the sake of some challenge...
Modifié par koschwarz74, 29 mai 2013 - 09:22 .
#80
Posté 29 mai 2013 - 09:18
#81
Posté 29 mai 2013 - 09:18
HusarX wrote...
1)Combat Drone & Decoy nerf. Herpderpin' 2 Brutes, 2 Banshees and a couple of Husks with 1 Combat Drone... sweet memories.
2)Geth Pyro nerf, aka the grab-immunity
1 It really made the Salarian Engineer obsolete to be superseded by new characters like the Paladin . Bit of a shame really
#82
Posté 29 mai 2013 - 09:24
> Typhoon nerf - I wish they would buff it back to 1.75x multiplier
> Krysae nerfs - Its almost as if they nerfed it out of spite lol
> Vindicator nerf - dafuq
#83
Posté 29 mai 2013 - 09:26
stricko wrote...
HusarX wrote...
1)Combat Drone & Decoy nerf. Herpderpin' 2 Brutes, 2 Banshees and a couple of Husks with 1 Combat Drone... sweet memories.
2)Geth Pyro nerf, aka the grab-immunity
1 It really made the Salarian Engineer obsolete to be superseded by new characters like the Paladin . Bit of a shame really
but it's worth mention that salarian engineer is still extremely powerful against the geth by using decoy.
i mean it. it's a piece of cake, a walk in the park. salarian engineer with decoy against geth is STILL an option to camp and to collect credits easy. not to mention 4 SEs...
so THAT nerf didn't reach its goal...but made SE not too good against any other faction.
#84
Posté 29 mai 2013 - 09:35
koschwarz74 wrote...
stricko wrote...
HusarX wrote...
1)Combat Drone & Decoy nerf. Herpderpin' 2 Brutes, 2 Banshees and a couple of Husks with 1 Combat Drone... sweet memories.
2)Geth Pyro nerf, aka the grab-immunity
1 It really made the Salarian Engineer obsolete to be superseded by new characters like the Paladin . Bit of a shame really
but it's worth mention that salarian engineer is still extremely powerful against the geth by using decoy.
i mean it. it's a piece of cake, a walk in the park. salarian engineer with decoy against geth is STILL an option to camp and to collect credits easy. not to mention 4 SEs...
so THAT nerf didn't reach its goal...but made SE not too good against any other faction.
Yes agree 100% great v Geth
#85
Posté 29 mai 2013 - 09:41
#86
Posté 29 mai 2013 - 09:44
Sabotage was a bad one. At least the cooldown should've been massively reduced once a character other than the QFI got it, and the Decoy nerf was a mess. Completely tying up Banshees was an issue but them ignoring it totally instead was just utterly wrong. Have them give it a couple of swipes before realising what it is.
Have to say looking back over the nerf complaints there seem to be a lot of players who'd claim that missile glitching isn't OP and if it was legit shouldn't be nerfed. Oh hang on, there was the original Krysae...
Modifié par Reorte, 29 mai 2013 - 09:46 .
#87
Posté 29 mai 2013 - 09:47
JediHarbinger wrote...
Stim packs... The stim pack nerf was warranted for the TGI obviously, but it also hurt the Havoc..
They should have keep the stim pack in its original state for the Havoc..
Agreed. However, as I understand it, they couldn't do one without the other, as the power trees for that ability were, erhm, tied together.
Same thing happened with Hunter Mode.
Couldn't change it without hitting both characters, despite them being in different classes. I imagine that with more resources, they won't code it that way for the next MP, and will be able to have distinct changes made to each class/characters powers when needed.
#88
Posté 29 mai 2013 - 12:26
#89
Posté 29 mai 2013 - 12:35
1m of innate penetration? How many of the sniper rifles could do that?
#90
Posté 29 mai 2013 - 12:42
#91
Posté 29 mai 2013 - 12:46
March 13, 2012
----------------------------------------------------------------------------
Vindicator Assault Rifle
- Damage decreased from [68.6-85.8] to [62.4-78.0]
- Encumbrance increased from [1.0-0.5] to [1.25-0.7]
Sabotage Power
- Damage from weapon backfire increased from 150 to 200
- Rank 4 weapon backfire damage bonus increased from 30% to 50%
- Maximum number of simultaneous hacked robots reduced from 2 to 1
- Base cooldown increased from 8 to 14 seconds
- Rank 5 cooldown bonus increased from 25% to 35%
- Base hack duration reduced from 12 to 10 seconds
- Rank 6 Berserk upgrade damage bonus reduced from 100% to 50%
- Delay before enemies can attack hacked robots increased from 2 to 8 seconds
Geth Trooper
- Weapon damage increased from 30 to 35
- (Bronze) Health increased from 750 to 825
- (Silver) Health increased from 1125 to 1238
- (Gold) Health increased from 1688 to 1856
Geth Pyro
- Damage of flamethrower increased from 50 to 65
- (Bronze) Shields increased from 750 to 1170
- (Silver) Shields increased from 1125 to 1755
- (Gold) Shields increased from 1688 to 2633
- (Silver & Gold) Evades less frequently from weapon damage
- (Silver & Gold) Evades less frequently from projectile powers
Geth Hunter
- Fixed a bug where Hunters would never re-cloak after decloaking to fire on Gold
- (Bronze) Health increased from 750 to 900
- (Bronze) Shields increased from 675 to 1013
- (Silver) Health increased from 1125 to 1350
- (Silver) Shields increased from 1013 to 1519
- (Silver) Movement speed modifier while cloaked increased from 75% to 90%
- (Gold) Health increased from 1688 to 2025
- (Gold) Shields increased from 1519 to 2278
- (Gold) Movement speed modifier while cloaked increased from 80% to 110%
- (Gold) Aim delay before firing decreased from 0.5 to 0.25 seconds
Geth Prime
- (Silver) Reduced chance to play hit reactions from 35% to 27.5%
- (Gold) Reduced chance to play hit reactions from 30% to 15%
#92
Posté 29 mai 2013 - 12:54
#93
Posté 29 mai 2013 - 01:03
Star fury wrote...
----------------------------------------------------------------------------
March 13, 2012
----------------------------------------------------------------------------
Vindicator Assault Rifle
- Damage decreased from [68.6-85.8] to [62.4-78.0]
- Encumbrance increased from [1.0-0.5] to [1.25-0.7]
Sabotage Power
- Damage from weapon backfire increased from 150 to 200
- Rank 4 weapon backfire damage bonus increased from 30% to 50%
- Maximum number of simultaneous hacked robots reduced from 2 to 1
- Base cooldown increased from 8 to 14 seconds
- Rank 5 cooldown bonus increased from 25% to 35%
- Base hack duration reduced from 12 to 10 seconds
- Rank 6 Berserk upgrade damage bonus reduced from 100% to 50%
- Delay before enemies can attack hacked robots increased from 2 to 8 seconds
Geth Trooper
- Weapon damage increased from 30 to 35
- (Bronze) Health increased from 750 to 825
- (Silver) Health increased from 1125 to 1238
- (Gold) Health increased from 1688 to 1856
Geth Pyro
- Damage of flamethrower increased from 50 to 65
- (Bronze) Shields increased from 750 to 1170
- (Silver) Shields increased from 1125 to 1755
- (Gold) Shields increased from 1688 to 2633
- (Silver & Gold) Evades less frequently from weapon damage
- (Silver & Gold) Evades less frequently from projectile powers
Geth Hunter
- Fixed a bug where Hunters would never re-cloak after decloaking to fire on Gold
- (Bronze) Health increased from 750 to 900
- (Bronze) Shields increased from 675 to 1013
- (Silver) Health increased from 1125 to 1350
- (Silver) Shields increased from 1013 to 1519
- (Silver) Movement speed modifier while cloaked increased from 75% to 90%
- (Gold) Health increased from 1688 to 2025
- (Gold) Shields increased from 1519 to 2278
- (Gold) Movement speed modifier while cloaked increased from 80% to 110%
- (Gold) Aim delay before firing decreased from 0.5 to 0.25 seconds
Geth Prime
- (Silver) Reduced chance to play hit reactions from 35% to 27.5%
- (Gold) Reduced chance to play hit reactions from 30% to 15%
that day kicked ass. players' ass.
#94
Posté 29 mai 2013 - 01:17
Bleachrude wrote...
I'm not sure how people can defend the Typhoon in its original state.
1m of innate penetration? How many of the sniper rifles could do that?
(they nerfed the penetration almost immediately.) Another problem with the original state was the stability factor was screwed up and as you leveled it up it got way less stable. Look at the platinum solos with it and you notice the PC guy had on both the stability mod on the gun and barrage gear. After the factor nerf from 2.0 to 1.5 it only became good again after they fixed the stability bug two months later and you were able to put the eb on it to help the damage.
Modifié par ryoldschool, 29 mai 2013 - 01:18 .
#95
Posté 29 mai 2013 - 01:23
koschwarz74 wrote...
that day kicked ass. players' ass.
Exactly, it's the worst day of balance changes, biower not only nerfed gun and power to the ground but they started a line of infamous Geth buffs.
#96
Posté 29 mai 2013 - 02:06
#97
Posté 29 mai 2013 - 02:33
Sinful Force wrote...
Uh, can't ou see what they did there? Basically Hunter Vision almost stayed the same because while going down in Rank 6, it went up in Rank 5. Thus I assume this was done so those that don't want the extra vision in Rank 6, they still don't lose as much is they choose Rank 5. This more people win. What' wrong with that?
i think the balance change has a typo. In Nardia and N7HQ the rank 5 choice is between rof and power damage.
#98
Guest_Ghostknife72_*
Posté 29 mai 2013 - 02:37
Guest_Ghostknife72_*
The decoy nerf. Why even have it now?
My personal hatred was for the Falcon RoF nerf. It may have been necessary at the time, but since then other guns have surpassed it in it's original state. Should have bumped it back to it's original glory.
#99
Posté 29 mai 2013 - 02:57
#100
Posté 29 mai 2013 - 03:02
Titus Thongger wrote...
sabotage damage nerf which was a nerf to the QFI, arguably the most heavily nerfed infiltrator in the entire game. at least she still has dem hips
The QFI got left in a mess for sure.
You get Sniper Damage upgrade on your Tac Cloak, but you get SMG weight on your QD. The default sticky grenade radius is paltry. The delay on Sabotage staggering makes it a mediocre snipe-pin tool.
The tech bonus on Sabo is always nice but, there's probably better classes to take it from like the Turian Engineer.





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