Hmmm I think there were hardly any nerfs relative to the number of buffs. I was looking back through the old thread with them the other day.
Looking Back - Balance Changes
#251
Posté 26 avril 2014 - 10:27
#252
Posté 26 avril 2014 - 10:32
That's the thing. It's easy to say that you used silver games as your balancing standards, but evidence suggests otherwise.
Even then, what's OP on Gold/Plat is generally downright broken on Silver.
Biotic Charge and Phantom stagger threshold is proof that they took other difficulties into account.
#253
Posté 26 avril 2014 - 10:33
You're a ****** moron.
#254
Posté 26 avril 2014 - 10:34
You're a ****** moron.
... Just to be sure the concept gets in. You never know with such a ******.
You're a ****** moron, man.
#255
Posté 26 avril 2014 - 10:39
Anyone have the original source quote regarding balancing around Silver?
I mostly remember them talking about frequency of usage for a variety of things being one of the most important things as far as getting something flagged for possible balance. And that applied across all difficulties.
#256
Posté 26 avril 2014 - 11:00
Overall I would say I supported most of the balance changes, Its actually quite rare to see a developer continue updating their game so long after release.
I was surprised they never decided to nerf the Harrier, Reegar and or Talon despite how OP they were compared to other guns.
Good
- The Tactical Cloak and Krysae Nerfs were definitely needed, as everyone was pretty much only using an infiltrator and Kysae. I think they should have returned the Kysae Scope zoom as that didn't curb missile glitching.
- The Scion Nerf was definitely need especially until they fixed the BEs damage multiplier vs Collectors as Scion could literally on shot kill you.
- AIU was just completely OP with how Repair Matrix worked when 1st released, that kit literally destroyed the concept of team work.
- The Singularity buff revived the HA and PA and made them actually playable as there was little incentive to use them before.
- Consumables now show statistics in their descriptions. This helped alot with actually knowing what ammos and equipment did. I just wish they added statistics to the DLC equipment too.
- Buffed the Drell original Turians kit. Drell were incredibly rare to see on the field before this buff, pretty much if you saw a Drell they either sucked badly or were a pro.
- Seeing the Phantoms DR Sphere helped as most of us were clueless as why a Phantom would all of a sudden become immune to damage.
- R5 grenade cap was good as before it felt it wasn't worth choosing it when you only got 1 extra grenade. It helped make grenade kits shine.
Bad
- The Carnifex and Paladin nerf were just dumb, especially after they decided to decrease all the other pistols encumbrance. These pistol pretty much became obsolete after the Arc Pistol buff.
- Stasis increased recharge made no since. Everyone use stasis as it was the best way to deal with Phantoms.
- Sabotage never recovered from the nerf early on. What's the point of radius if you can only hack one unit? I feel the duration should have been longer it took 5 sec just for an hacked enemy to actually start fighting against their allies.
- Vindicator buff is just lol, that gun is probably one of the worse guns in the game.
- I feel tech powers/combos got buffed too much and as a result biotics are pretty much 2nd class when it comes to power kits.
- Increasing the number of melees for melee medals, I don't see why they did this as very feel people meeled in games, I only went out of my way to melee as the medals (Bronze 5, Silver 10, Gold 15) were easy to get but once they increased the requirements it seemed pointless to try and get them.
- Capping the rest cards was a dumb choice as they are already hard to acquire.
Neutral
- I was surprised by the Phase Disruptor buff
- Stims were OP imo so I didn't care about the nerf as 4k was an insane amount of shields.
- Surprised what they did with with the later waves of Gold Geth to make room for the bombers, W8, W10, W11, were a lot more difficult before the arrival of the bombers.
- I don't like Dragoons but I understand why they were needed as Cerberus could be crippled by stasis alone. I just wish they didn't have to replace so many Guardian waves with Dragoons as before Guardians appeared on W2, W3, W4, W6, W7, W9, W11. Now Guardians are an "endangered Cerberus unit."
- Making Pyros immune to grabs was needed as before they were a joke and no threat before the change. I liked grabbing them but overall it helped end the camping of White Geth Gold.
- millahnna et TheNightSlasher aiment ceci
#257
Posté 26 avril 2014 - 11:07
Anyone have the original source quote regarding balancing around Silver?
I believe it was in BroJo's Q&A thread from last month.
#258
Posté 26 avril 2014 - 11:23
I believe it was in BroJo's Q&A thread from last month.
In that thread he talks about them mainly playing Silver during development, in regards to a question about the balance of devices, specifically on Jade Platinum.
The balance changes didn't occur during development. ![]()
Also I remember this fact or rumor from much longer ago than last month, but from what I can recall it was always "Bioware says" or "so and so said" with regards to balancing on Silver. But as Cyonan points out, they did specifically talk about frequency of some things being used on certain difficulties. Geth changes and White redesign were nearly completely based on Gold habbits. As Glacier changes had to do with Platinum mainly.
#259
Posté 27 avril 2014 - 04:54
For the record I was laughing at you saying Dunvi must not have played in the beginning. Who do you think is one of the core testing geeks who figured out all of the math nerd behind the scenes meta game crap?
#260
Posté 27 avril 2014 - 04:57
#261
Posté 27 avril 2014 - 10:51
Wat
#262
Posté 27 avril 2014 - 10:54
Lemme see, Pedro, corlist, vironblood, Cyonan...
You're not trying to say you took part are you?
Feel free to link me some of your mechanics posts if you are.
She was talking about Dunvi.
- millahnna aime ceci
#263
Posté 27 avril 2014 - 10:54
Lemme see, Pedro, corlist, vironblood, Cyonan...
You're not trying to say you took part are you?
Feel free to link me some of your mechanics posts if you are.
She was talking about Dunvi
- millahnna aime ceci
#264
Posté 27 avril 2014 - 10:55
holy **** what
- Deerber et Dr. Tim Whatley aiment ceci
#265
Posté 27 avril 2014 - 11:02
Lemme see, Pedro, corlist, vironblood, Cyonan...
You're not trying to say you took part are you?
Feel free to link me some of your mechanics posts if you are.
I'm not sure if anyone told you yet, but she was talking about Dunvi.
- millahnna aime ceci
#266
Posté 27 avril 2014 - 11:22
Anno... She was talking about Dunvi!
#267
Posté 27 avril 2014 - 11:55
#268
Posté 27 avril 2014 - 12:02
WAT
#270
Posté 27 avril 2014 - 01:47
I know it would contradict all three single player games but I would have liked them to separate weapon damage from Tactical Cloak. How does popping out and yelling "Surprise, Motherf*cker!" cause a bullet to do more damage?
I think the Infiltrator class should have had a built in 100% damage bonus to Sniper Rifles leaving Tactical Cloak as a... wait for it... tactical cloak.
Off the top of my head something like this might work:
4a. Duration (current durations, not original state)
4b. Shield Recharge - Shields recharge while cloaked but at a reduced rate of 50%
5a. Recharge Speed
5b. Melee Damage (unlike weapon damage it makes sense that if you punch someone in the face while invisible and they didn't know it was coming you would do more damage)
6a. Bonus Power
6b. Objective Expert - Can cloak while escorting drone/retrieving object and gives a 10% increase to the speed with which you hack devices/contribute to circle hack.
What does everyone think? Would Tactical Cloak in this form be balanced? OP? Underwhelming? Could players deal with the class working so differently that the single player version?
- FuriousFelicia aime ceci
#271
Posté 27 avril 2014 - 01:58
+100% always-on bonus to SRs? Waaaay too much. 75%, tops (probably less than that).
Other than that, it seems pretty pointless to do anything other than bbb with those evolutions.
#272
Posté 27 avril 2014 - 03:08
+100% always-on bonus to SRs? Waaaay too much. 75%, tops (probably less than that).
Other than that, it seems pretty pointless to do anything other than bbb with those evolutions.
But including Rank 6 half the Infiltrators already have 105% with Tactical Cloak. 75% would be okay due to it being always on, as you said, but definitely no less.
Do you think that the two options I changed in Tactical Cloak are OP or that the alternatives are just meh? Because many powers have evolutions considered to be pretty useless (Lifting Shockwave) or just not nearly as good as the alternative (Slow on Proximity Mine). Plus I'm pretty sure the vast majority of players, if maxing Tactical Cloak, will take 4b and 6b already with both rank 5 options considered pretty worthless.
#273
Posté 27 avril 2014 - 03:14
She was talking about Dunvi.
She was talking about Dunvi
I'm not sure if anyone told you yet, but she was talking about Dunvi.
Lol XD
Anno... She was talking about Dunvi!
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Who was she talking about again? (I am sorry, but I came to check the thread and now I am in stitches. Carry on.)
- millahnna et Deerber aiment ceci
#274
Posté 27 avril 2014 - 03:25
Who was she talking about again? (I am sorry, but I came to check the thread and now I am in stitches. Carry on.)
Shaft.
We can dig it.
#275
Posté 27 avril 2014 - 04:53
I know it would contradict all three single player games but I would have liked them to separate weapon damage from Tactical Cloak. How does popping out and yelling "Surprise, Motherf*cker!" cause a bullet to do more damage?
Theory is that the energy of the cloak is taken up by the weapon or power and delivered to the target.
Who was she talking about again? (I am sorry, but I came to check the thread and now I am in stitches. Carry on.)
Let me be the next to say, Dunvi.





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