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Looking Back - Balance Changes


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#201
millahnna

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I think I would have rebalanced the krysae one more time to put it somehwere between where it started and where it is now (closer to the now end but still between).  I've just never been able to decide what exactly to do with it  Maybe a slight boost to the ROF (but nothing like how it was)? 

 

Rebuff the pets a bit.  Not so that they completely derp the geth the way they used to but I definitely don't use them as much as I used to (vanialla human engineer was my first solid MP character so I still get some use out of the drone but not much). 



#202
Dunvi

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Hurricane damage nerf, remove or decrease Talon shield modifier (breaking shield gate and having access to 40% barrel is enough) and/or a weight nerf, Acolyte weight increase (same as Paladin), Wraith weight increase, Arc Pistol damage nerf, Grenade Capacity nerf to 3, AIU health/shields nerf (should be 500/500 base), Reegar armor damage nerf (to 10% instead of 50%), Phantom palm blaster nerf.

Buffs to several if not all rare ARs, Indra buff, Saber buff, Crusader aim delay fix (it is a modifiable variable afterall), Krysae buff, Spitfire buff, Typhoon buff, GPSMG ramp time reduced, Cryo/explosive ammo buffs, Punisher buff, Valiant buff (don't care about paper sustained-DPS numbers.. needs to be able to OSK shielded mooks with a headshot on a sniping infiltrator), Executioner buff, Suppressor ammo buff.

That's all I got for now.. I could do an entire other post on powers.

Just pointing out, Talon shield modifier, AIU base health/shields, Reegar armor modifer, Crusader aim delay, and I think the GPSMG ramp time are all not-possible via the weekly balance change format. Whether or not I agree or disagree with the rest of them I don't care like getting into.

 

And because I don't want this becoming a false nugget of fact on the forums, no, the crusader aim delay is not due to a modifiable variable, else we could have hacked it into our coalesceds on the PC to fix it. It requires a full patch.



#203
megabeast37215

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Just pointing out, Talon shield modifier, AIU base health/shields, Reegar armor modifer, Crusader aim delay, and I think the GPSMG ramp time are all not-possible via the weekly balance change format. Whether or not I agree or disagree with the rest of them I don't care like getting into.
 
And because I don't want this becoming a false nugget of fact on the forums, no, the crusader aim delay is not due to a modifiable variable, else we could have hacked it into our coalesceds on the PC to fix it. It requires a full patch.


Really? I thought I read just the other day that it was a number..

#204
Dunvi

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Really? I thought I read just the other day that it was a number..

Yeah, it came up just a few days ago and I said something about it myself. It's just a single variable that's wrong, but it's not one they can fix with the balance changes.



#205
megabeast37215

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Yeah, it came up just a few days ago and I said something about it myself. It's just a single variable that's wrong, but it's not one they can fix with the balance changes.


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#206
Genghis Johnson

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BTW if anyone is interested: Sabotage at the height of its power.

 

I didn't start multiplayer until after the sabotage nerfs were already in effect, and only recently got an idea of how potent the power can be. A couple of weeks back I did some ME3 single player, using a combat engineer for the first time. There's  a sequence toward the end of the Priority: Rannoch mission where the squad steps off an elevator and encounters three angry Geth Primes. That battle was pretty uncomforable in some earlier play-throughs, but it was straight up trivial this time around.

 

All ya need do when playing as an engineer is take cover and sabotage the Primes as they come into view. At that point you can kick back and lol as the Primes seige pulse the snot out of each other -- the power's duration in SP is ridicuously long compared to MP -- or hasten their demise by deploying pets (you get a combat drone AND a sentry turret in SP) and raining down incinerate + overload fire explosions.  Easy peasy.

 

Can't imagine that the multiplayer version of sabotage was ever quite THAT good.



#207
Vanelsa

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When Sabotage's Tech Vulnerability was set at 100%, you could have four FQI's melt Reapers without barely firing a shot. The backfire damage would stack, and it was funny to see the enemies barrier/armor/health deplete so quickly.

 

I haven't run into a four FQI team since the changes, so I don't know if it would still be effective.



#208
capn233

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^You actually need to fire your weapon every once and a while now.



#209
NuclearTech76

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When Sabotage's Tech Vulnerability was set at 100%, you could have four FQI's melt Reapers without barely firing a shot. The backfire damage would stack, and it was funny to see the enemies barrier/armor/health deplete so quickly.

 

I haven't run into a four FQI team since the changes, so I don't know if it would still be effective.

It still works but it takes a while longer; Banshees take quite a few sabotages to take down. We've done without firing a single shot on Gold.



#210
NuclearTech76

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I didn't start multiplayer until after the sabotage nerfs were already in effect, and only recently got an idea of how potent the power can be. A couple of weeks back I did some ME3 single player, using a combat engineer for the first time. There's  a sequence toward the end of the Priority: Rannoch mission where the squad steps off an elevator and encounters three angry Geth Primes. That battle was pretty uncomforable in some earlier play-throughs, but it was straight up trivial this time around.

 

All ya need do when playing as an engineer is take cover and sabotage the Primes as they come into view. At that point you can kick back and lol as the Primes seige pulse the snot out of each other -- the power's duration in SP is ridicuously long compared to MP -- or hasten their demise by deploying pets (you get a combat drone AND a sentry turret in SP) and raining down incinerate + overload fire explosions.  Easy peasy.

 

Can't imagine that the multiplayer version of sabotage was ever quite THAT good.

It was pretty good. Unhacked enemies turned on the hacked ones quicker then. You could hack a Prime and watch the other enemies lose their minds and attack him like the bastard owed them money.


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#211
Chealec

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Well I respectfully disagree.  Not to rehash it at length but there wasn't ever much point to cloak duration, even when it was long, especially considering the context in which the nerf occurred (pre-Shadow and Huntress, which are specialized cases in a way).  Also the SR Damage evo nerf predated the proposed corresponding sniper rifle damage buffs by several months.  And in the end with better ammos and less shield gate the SR infiltrators ended up a good deal better than they were a long time ago anyway.

 

Really this is another example where design problems cannot be fixed very well when your modifiable variables are finite and many of them are only peripherally related to the problem with the power or the weapon.  But then again there were other variables sitting around that they could have manipulated, such as minimum cooldown, time before cancel, and bonus removal delay.

 

Fair point - but I like the idea behind the change (I remember the group that proposed it vaguely); initially you could have a massive damage spike and enough time to defuse a bomb whilst cloaked (there was basically no point in taking duration, ever). Now you can have a massive damage spike or enough time to defuse a bomb whilst cloaked (combined with a slightly less massive damage spike - but there's now a tiny reason to perhaps take duration).

 

With everything else you've mentioned that happened around that power, yeah, it's not ended up as much of a nerf... but - I think it is a slightly more intersting power now. I've got 2 duration specced Infiltrators whereas, had the power not been changed, I'd have 1... and I'm quite glad for the duration when we land a 1,2,3,4 objective on Jade or Glacier.



#212
PeteRock23

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IIRC, the nerf of the Falcon was to benefit off-host users. Because of the higher rate of fire it was causing dud grenades for those who don't like to host.

#213
Sket

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Damn, this thread is bringing back some memories. Godless Paladin's balance all the things thread was pretty good for it's time too....



#214
OniGanon

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IIRC, the nerf of the Falcon was to benefit off-host users. Because of the higher rate of fire it was causing dud grenades for those who don't like to host.

 

I think the projectile weapon fix was a separate thing, since it also benefitted stuff like the Scorpion and Striker.



#215
ajscott819

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This thread made me dust off the Krysae. I should have left it dusty. It may have been the first time I had used it since the nerf (though I may have used it for the sniper challenge and blocked the memory). Definitely overshot the nerfing on that one.

#216
capn233

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Krysae is ultra niche now... basically for infiltrators with detonator powers.



#217
BridgeBurner

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Infiltrators lost 10% additive damage and 15% SR damage and snipers like the javelin saw a 55% damage buff during MP's lifetime.

 

But yes, complaints about the infiltrator class and the "nerfed sniper damage" are totally warranted...


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#218
capn233

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Where are these complaints about "the infiltrator class and the 'nerfed sniper damage'?"



#219
BridgeBurner

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Where are these complaints about "the infiltrator class and the 'nerfed sniper damage'?"

I think I eradicated them a while back when I posted something similar about the damage "loss" (they still deal ridiculous damage even in their "nerfed" state) and how the weapon buffs meant that sniper infiltrators were stronger than ever.



#220
coldflame

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The best buff out of all... no more ramp-up time for Cobra missiles... :P

Thank you console missile glitchers.


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#221
capn233

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I think I eradicated them a while back when I posted something similar about the damage "loss" (they still deal ridiculous damage even in their "nerfed" state) and how the weapon buffs meant that sniper infiltrators were stronger than ever.

 

They are definitely stronger than ever.  At least now that we have super-anti-shield ammo, shieldgate dropped from 100 to 90 to 75%, and then the across the board damage boosts.

 

It was interesting though in the historical context of the tac cloak change though, way back in June of 2012.  SR's weren't particularly important in the metagame at least not relative to SMG or Shotgun infiltrators.  You also only had the first two DLCs so we were up through the QMI.  There was a month window in there where SR's were the weakest they were basically for the course of the game up until the first shield gate reduction at the end of July.



#222
Miniditka77

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Yeah, strange why that happened. Probably because a high level carnifex was better than a low level paladin. Then of course, they then buffed the (non-UR) arc pistol to the point where it puts all other pistols to shame. You can't explain that.

 

Edit: forgot about the talon which was also buffed...but that's a UR.

 

I'm pretty sure they cited usage rates when they nerfed the Carnifex, which is why I said they nerfed it because players liked it.  I believe it was the #1 most used gun across all difficulties.  I don't think the devs had a problem with a high level Rare being better than a low-level UR (or things like the Claymore, Raider, Arc Pistol, CSR, etc. wouldn't exist).

 

Also, I don't have so much of a problem with the Arc Pistol, because it's a charge weapon.  There is a large portion of the player base that just can't use charge weapons correctly, and so it isn't extremely accessible.  It also has the disadvantages of not necessarily being ready to fire when you need it, and being awkward to use in hard cover.



#223
PeteRock23

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I think the projectile weapon fix was a separate thing, since it also benefitted stuff like the Scorpion and Striker.


Perhaps it was needed twice? I don't think the Striker was around for the RoF fix but I might be talking out my butt.

#224
OniGanon

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The best buff out of all... no more ramp-up time for Cobra missiles... :P

Thank you console missile glitchers.

 

Y'know, I'd totally forgotten about this. That was indeed a pretty awesome change.



#225
RazrStorm

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Nerfed too many things and buffed not enough things.  The only change i was okay with was the TC change choosing between duration or power.  I never really understood nerfing items in a coop game.  There are still plenty of "op" things.  Also wasn't happy that balancing was done around silver.  I really disliked how certain things became un-useable.

 

Kind of unrelated but i wish powers like slam and defense matrix made it into MP.  Also I just don't get some choices of powers on some characters (like the batarian sentinel) and it feels like some characters were slapped together (vorcha and male quarians.)

Over all i enjoyed the MP and picked it up again recently.

 

My biggest pet peeve is how many grenade like powers exist.