What 3 powers in the current MP game need to be completely revamped and changed for the next version of Mass Effect MP?
#1
Posté 19 février 2014 - 03:32
#2
Posté 19 février 2014 - 03:36
But im not clear as to what you are asking...almost different?
Modifié par Nik6454, 19 février 2014 - 03:41 .
#3
Posté 19 février 2014 - 03:43
Shockwave should be made like ME2 shockwave, and you should be able to pick radius evo.
Carnage could use a slightly lower CD.
I think since singularity got its buff, and the most significant IMO, pull could have been given a choice at rank 6 to at least prime armor.
#4
Posté 19 février 2014 - 03:47
Flamer needs more drawbacks
#5
Posté 19 février 2014 - 03:58
6a)Use extra power
6b)While in marksman mode you can use both of your guns simultaneously (with all the RoF + accuracy bonuses ofc) Also while doing this your character will scream "VAMONOS, PUTAS!".
#6
Posté 19 février 2014 - 03:58
PyroByte wrote...
Any grenade depending power that gives you bonus shield/ health or a damage boost should be scrapped
Flamer needs more drawbacks
I don't really care about OP stuff like flamer, but it would be funny if players had a "tank" on thier backs like pyros and if you take too much dmg while using flamer the tank explodes resulting in a sync kill you cannot be revived from just for lulz
#7
Posté 19 février 2014 - 04:09
#8
Posté 19 février 2014 - 04:15
#9
Posté 19 février 2014 - 04:15
I would want pull to prime all defenses intrinsically and the choice for last evo should be to ragdoll armored humanoids or increase BE strength
As i said in some other similar topic, let biotic sphere be a non homing projectile which primes intrinsically and the last choice be increase BE or DR....if taking a defense spec, let it detonate doing some damage but having a high force component when cast around the bubble
TC, remove the universal damage boost and implement some mechanism to prevent that ridiculously small CD even when your capacity is at -200%.
#10
Posté 19 février 2014 - 04:18
Make power use while in cloak as an evo like AR
Nerf the damage boost
Cool down should be independent of time spent cloaked
#11
Posté 19 février 2014 - 04:22
Hardcoresalmon wrote...
The only power I really care about is dominate and it should actually be in the game next time.
How does one balance Dominate?
Does not seem possible in MP.
#12
Posté 19 février 2014 - 04:24
Wow, you would make TC utterly worthless on the higher difficulties by doing. The cooldown is fine als it is, since infiltrators mainly use heavy snipers or shotguns. So, I don't get why you'd want to nerf good powers like that. On the other powers, I like your ideas as those powers need a buff. Nerfing good powers doesn't make sense. If it ain't broken, don't fix it.Nik6454 wrote...
Based on some of these replies...
I would want pull to prime all defenses intrinsically and the choice for last evo should be to ragdoll armored humanoids or increase BE strength
As i said in some other similar topic, let biotic sphere be a non homing projectile which primes intrinsically and the last choice be increase BE or DR....if taking a defense spec, let it detonate doing some damage but having a high force component when cast around the bubble
TC, remove the universal damage boost and implement some mechanism to prevent that ridiculously small CD even when your capacity is at -200%.
#13
Posté 19 février 2014 - 04:29
Cain Mines - should be made into an actual "trap" mine like they were intended to be, instead of replenishable Cobra Missiles. Make the maximum # of active mines 5 or something like that, or just make mines disappear when you exceed the maximum.
Cryo Blast - needs to prime Cryo Explosions on all targets. Right now, it's really just a short-cooldown debuffer or Incinerate-buffer that is occasionally useful as an anti-Husk tool. Increase the cooldown to the same as Overload/Incinerate, increase the duration slightly (maybe by 1 second) and keep everything else the same. It would fill an important niche then - it would be a better debuff than Warp and Snap Freeze, but couldn't detonate explosions or do any damage.
Modifié par Miniditka77, 19 février 2014 - 04:30 .
#14
Posté 19 février 2014 - 04:32
How would it be any harder than balancing Sabotage?Stardusk wrote...
Hardcoresalmon wrote...
The only power I really care about is dominate and it should actually be in the game next time.
How does one balance Dominate?
Does not seem possible in MP.
#15
Posté 19 février 2014 - 04:33
#16
Posté 19 février 2014 - 04:37
#17
Posté 19 février 2014 - 04:40
Miniditka77 wrote...
How would it be any harder than balancing Sabotage?Stardusk wrote...
Hardcoresalmon wrote...
The only power I really care about is dominate and it should actually be in the game next time.
How does one balance Dominate?
Does not seem possible in MP.
Because 90% of the enemies are organics...spam dominate on everything...boom.
#18
Posté 19 février 2014 - 04:40
Cryo blast is great as is. I wish everyone could see that.Miniditka77 wrote...
Cryo Blast - needs to prime Cryo Explosions on all targets. Right now, it's really just a short-cooldown debuffer or Incinerate-buffer that is occasionally useful as an anti-Husk tool. Increase the cooldown to the same as Overload/Incinerate, increase the duration slightly (maybe by 1 second) and keep everything else the same. It would fill an important niche then - it would be a better debuff than Warp and Snap Freeze, but couldn't detonate explosions or do any damage.
#19
Posté 19 février 2014 - 04:40
That would really hurt the Mercenary, and he wouldn't be as effective as a speedruncharacter. I would hate that. The guy is actually balanced now. He can't take much damage, the omni-bow exposes him to the enemy and their damage is okay, so the mines are his lifesaver when he's surrounded. You can just spam the mines, and actually make it out of tricky situations like that. If the mines get nerfed, he would be the weakest, most ineffective character in the game.Miniditka77 wrote....
Cain Mines - should be made into an actual "trap" mine like they were intended to be, instead of replenishable Cobra Missiles. Make the maximum # of active mines 5 or something like that, or just make mines disappear when you exceed the maximum.
Cryo Blast - needs to prime Cryo Explosions on all targets. Right now, it's really just a short-cooldown debuffer or Incinerate-buffer that is occasionally useful as an anti-Husk tool. Increase the cooldown to the same as Overload/Incinerate, increase the duration slightly (maybe by 1 second) and keep everything else the same. It would fill an important niche then - it would be a better debuff than Warp and Snap Freeze, but couldn't detonate explosions or do any damage.
#20
Posté 19 février 2014 - 04:44
I'd like for barrier to detonate instead of priming.
SO nothing very new here, neither deep reflexion ...
#21
Posté 19 février 2014 - 04:44
Yes, I think Cryo Blast is a very useful power. I'm not saying that these changes would necessarily make it a more useful power. They would make it less.... boring. Right now, Cryo Blast is just something you do before you shoot an enemy to make your shots more powerful, or something you do to make your Incinerate more powerful. That's it. That's useful, but it's boring.b00g13man wrote...
Cryo blast is great as is. I wish everyone could see that.Miniditka77 wrote...
Cryo Blast - needs to prime Cryo Explosions on all targets. Right now, it's really just a short-cooldown debuffer or Incinerate-buffer that is occasionally useful as an anti-Husk tool. Increase the cooldown to the same as Overload/Incinerate, increase the duration slightly (maybe by 1 second) and keep everything else the same. It would fill an important niche then - it would be a better debuff than Warp and Snap Freeze, but couldn't detonate explosions or do any damage.
#22
Posté 19 février 2014 - 04:46
bgsam1990 wrote...
Pull should have a shield penetration evo as well, like lash.
That wld be my third too
#23
Posté 19 février 2014 - 04:46
b00g13man wrote...
Cryo blast is great as is. I wish everyone could see that.Miniditka77 wrote...
Cryo Blast - needs to prime Cryo Explosions on all targets. Right now, it's really just a short-cooldown debuffer or Incinerate-buffer that is occasionally useful as an anti-Husk tool. Increase the cooldown to the same as Overload/Incinerate, increase the duration slightly (maybe by 1 second) and keep everything else the same. It would fill an important niche then - it would be a better debuff than Warp and Snap Freeze, but couldn't detonate explosions or do any damage.
One of the most underrated power in the game imo. People should just stop trying to use it as a quasi-Snap Freeze.
#24
Posté 19 février 2014 - 04:47
So? Geth are 100% synthetics, and people aren't running around EZ-moding Geth simply by spamming Sabotage all the time. Make Dominate work the same way as Sabotage.Stardusk wrote...
Miniditka77 wrote...
How would it be any harder than balancing Sabotage?Stardusk wrote...
Hardcoresalmon wrote...
The only power I really care about is dominate and it should actually be in the game next time.
How does one balance Dominate?
Does not seem possible in MP.
Because 90% of the enemies are organics...spam dominate on everything...boom.
#25
Posté 19 février 2014 - 04:47
Stardusk wrote...
Hardcoresalmon wrote...
The only power I really care about is dominate and it should actually be in the game next time.
How does one balance Dominate?
Does not seem possible in MP.
It didn't affect banshees or praetorians in SP and you can only control one target at a time. I've also messed around with sabotage on pc giving it an infinite duration and it takes turrets 2 minutes to kill atlases with berzerk. Sabotage and Dominate will never be op when bosses have so much health.





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