In your opinion, what were the top 3 changes made to ME3 multiplayer during your time playing?
#51
Posté 27 août 2013 - 05:44
Vanguard charge fix (although most Vanguards are still much better on host at least we don't have to worry about floating around the map anymore)
3. Challenge system.
#52
Posté 27 août 2013 - 09:33
2. Gear (Grenade Capacity - Asari Vanguard
3. Tech Combos
nerf Dinkles
#53
Posté 27 août 2013 - 09:47
Reduce geth stun lock
Collectors
#54
Posté 27 août 2013 - 09:55
2. Adding the Collectors as a new faction and Platinum as a new difficulty
3. Many of the DLC weapons, like Reegar, Lancer, Venom, Indra, Blood Pack Punisher et.c and DLC characters like Shadow, Slayer, Brawler, Talon, Collector, Male Quarians, Fury etc.
Well and the power amplifies mods for pistols and SMGs... :-)
Oh, yeah, and making tech explosions equal to biotic detonations by not requiring a kill anymore to take effect.
Oh, and of course the Vanguard fix, when it finally was successful. Though I am not sure if the price we paid for that was worth it...
Modifié par Tronar, 27 août 2013 - 10:02 .
#55
Posté 27 août 2013 - 10:13
- Vanguard fix
- The Challenge system
- The earth DLC with new Maps/Chars that really differed from the former
Collectors as a new faction as well, but not as much as the three above
#56
Posté 27 août 2013 - 12:05
The challenge system also had a big impact on the game and how players play it.
The most suprising thing after all was the addition of Collectors enemy faction, that was a hell lot of work and they didn't eve use them for SP. We all know EA just loves the money, giving us Collectors for free is a good indicator how important (read: profitable) ME3MP was in the eyes of EA.
#57
Posté 27 août 2013 - 04:20
Adepts don't really need the Acolyte to be useful. I use Adepts more than any other class, and I rarely use the Acolyte on any of them. The only time I use it is with the Hurricane on a Pull-Reave Justicar (very effective up to Gold, BTW), and I sometimes use it as a backup weapon on the Drell, Krogan, or Fury, but that's about it. With most Adepts, you should be using a good, light weapon like the Talon, Hurricane, CSMG, or Lancer with Warp Ammo. That's the way they are most effective.parico wrote...
adding the acolyte so adepts were more useful
Anyway, my top 3 are:
- Tactical cloak changes: Returned at least some semblance of balance to the game
- Introduction of Grenade Gear: Turned grenade classes into awesome destroyers of everything
- Changes to Tech explosion detonations: Engineers and other tech classes were really lagging in performance, and this made them really shine
Honorable mention - Singularity reworking: not as impactful as the others, but made the game a lot more fun
Modifié par Miniditka77, 27 août 2013 - 04:21 .
#58
Posté 27 août 2013 - 04:50
#59
Posté 27 août 2013 - 06:56
#60
Posté 27 août 2013 - 08:15
- Tech Explosions rework
- The decision to start experimenting out with less standard combat styles and weapons. I feel like the Phoenix was where we first hit this and it opened the gate to a lot of interesting kits
Edit: I don't know that I'd say these were the top changes we ever made, just some of my favorite ones!
Modifié par Chris Schanche, 27 août 2013 - 08:17 .
#61
Guest_Element 0_*
Posté 27 août 2013 - 08:22
Guest_Element 0_*
Chris Schanche wrote...
- Singularity rework
- Tech Explosions rework
- The decision to start experimenting out with less standard combat styles and weapons. I feel like the Phoenix was where we first hit this and it opened the gate to a lot of interesting kits
Edit: I don't know that I'd say these were the top changes we ever made, just some of my favorite ones!
Your creativity and quality really topped with Earth DLC. That one was by far the best and most unique.
#62
Posté 27 août 2013 - 08:26
Chris Schanche wrote...
- The decision to start experimenting out with less standard combat styles and weapons. I feel like the Phoenix was where we first hit this and it opened the gate to a lot of interesting kits
I felt there was definitely a gradual evolvement where the powers and kits became "sexier" over time. Interesting to hear a dev give an opinion on where this started. Personally I felt the Justicars Biotic sphere and the way it could detonate BEs pre-empted the Phoenix if we are talking about the same thing. I really liked hearing all these ideas from you on this, helps keep the excitement up for me4.
#63
Posté 27 août 2013 - 08:35
> Addition of new characters in general
> Doing weekly balance changes
My favourite is probably the balance changes. Even if I didn't always agree with that they did(or didn't) change, it was nice to have that weekly chance to get something on the weak side boosted up or something on the overpowered side brought back down.
A good chance of pace from having played WoW where Blizzard might go months before doing balance changes(though they do a lot more at once), or give you the dreaded "We'll fix it next expansion".
#64
Posté 27 août 2013 - 08:39
#65
Posté 27 août 2013 - 08:44
2. Retaliation DLC (Challenge Points)
3. Unlocking Tech Explosions
#66
Posté 27 août 2013 - 08:44
Hurricane buff (x3, or was it 4?)
Typhoon Nerf
"Fixing" the geth prime's combat drone.
#67
Posté 27 août 2013 - 09:01
2. Biotic Charge fix.
3. Singularity re-work.
But above all: Thank you for the N7 Fury.
Modifié par tetsutsuru, 27 août 2013 - 09:03 .
#68
Posté 27 août 2013 - 09:03
There is actually a thread for thatAnnomander wrote...
Worst changes:
social.bioware.com/forum/1/topic/343/index/17214864/2#17216887
#69
Posté 27 août 2013 - 09:08
- Phase disruptor
- intro of the Collector Adept (I ain't gonna lie, I was one of those who had an issue with Prothean's as a character kit but this was an ingenious way of getting them in there and the character is fun as hell)
#70
Posté 27 août 2013 - 09:10
Chris Schanche wrote...
- Singularity rework
- Tech Explosions rework
- The decision to start experimenting out with less standard combat styles and weapons. I feel like the Phoenix was where we first hit this and it opened the gate to a lot of interesting kits
Edit: I don't know that I'd say these were the top changes we ever made, just some of my favorite ones!
I definitely agree with your frist two. Singularity went from one of the worst powers in the game to a very good one.
#71
Posté 27 août 2013 - 09:11
- some awesome new characters (N7 Shadow, N7 Paladin e.g.)
- weekly balance review (this place was crazy then, too. I miss it.)
- FB White redone
- a successful redo of Singularity (most iconic power of the whole series, imo)
- reave sound
- FB Gost Hazard
- AIU melee before the nerf
- Challenge system
No changes but some personal "achievement":
Figuring out dodges, the headbutts and the Krogan Vanguard.
#72
Posté 27 août 2013 - 09:20
Stim Pack nerf
Repair Matrix nerf
Honorable mentions: White/Glacier farming nerf
#73
Posté 27 août 2013 - 09:56
Platinum
Challenges and banners
#74
Posté 27 août 2013 - 10:55
Fire/Tech burst made easier.
Respec keeping character models/names and removing the starter 1 skill point.
#75
Posté 27 août 2013 - 11:04
2.) Flamer buff.
3.) Widow Mine buff. owait wrong game.





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