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#1
GrimmTruth

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So i thought about this...semi-throughly so bear with me or run with this if you want.

Biotics in ME2 take a back seat on higher difficulties.  With almost everything running around with armor/shields/barriers.  This favors weapon based classes on higher difficulties.

My suggestion,  Changing the amounts of health/armor/shields on "minion" type enemies.  Dont change Heavy mechs/Harbinger collectors/Praetorians/Scions.

35% increased health (excluding heavy weapon minions and krogan)
-25% armor/shields for humanoid minion (excluding krogan and husks)

+50% health for husks.  Remove armor from husks.

With this i think biotics would come into play alot more and weapon based classes will still be there to dish out damage.  The goal is to give biotic classes more of a chance to use their abilities.

Just a suggestion, flame me if you want.

#2
Kusy

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First of all... why the hell Varen have armor? I know it's insanity but that doesn't make any sense.

#3
GrimmTruth

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Mr.Kusy wrote...

First of all... why the hell Varen have armor? I know it's insanity but that doesn't make any sense.


I thought about that too.

Thick scales unfortunately.

/sigh

#4
rabbitchannel

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Mr.Kusy wrote...

First of all... why the hell Varen have armor? I know it's insanity but that doesn't make any sense.

Hahaha. True.

On topic:

I think it would be better if biotics could still affect shielded/armored enemies but only at a lesser rate. For example, pull would only have 50% of it's duration on a shielded enemy and 100% on an unshielded enemy.

#5
Atheist Peace

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GrimmTruth wrote...

So i thought about this...semi-throughly so bear with me or run with this if you want.

Biotics in ME2 take a back seat on higher difficulties.  With almost everything running around with armor/shields/barriers.  This favors weapon based classes on higher difficulties.

My suggestion,  Changing the amounts of health/armor/shields on "minion" type enemies.  Dont change Heavy mechs/Harbinger collectors/Praetorians/Scions.

35% increased health (excluding heavy weapon minions and krogan)
-25% armor/shields for humanoid minion (excluding krogan and husks)

+50% health for husks.  Remove armor from husks.

With this i think biotics would come into play alot more and weapon based classes will still be there to dish out damage.  The goal is to give biotic classes more of a chance to use their abilities.

Just a suggestion, flame me if you want.



First off i dont agree that there is a balance problem between weapons/abilities.

In response to your suggested changes though, don't you think that this would simply magnify the power of AoE defense strips like overload/reave? In addition it would completley overpower abililties like pull/throw/singularity. So instead of resolving perceived balance problems you have merley shifted the balance in the opposite direction.

Lets take your husk change as an example, it's pretty plain to see that husk are intended to make the player panic a bit and make them run around frantically trying to bring them down before they get in melee range. With your suggested fix and adept could simply stand on the spot and trivialize husk encounters by just spamming throw field/pull/shockwave etc.

#6
Looy

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I think this would skew things the other way instead, biotics would trivialise most encounters. Instead just have Biotic powers have a gradualy greater affect on protected foes as their armour level drops. If they only have 1 pixel in their armour bar, they should have virtually no resistance to biotics etc.

#7
GrimmTruth

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Atheist Peace wrote...

First off i dont agree that there is a balance problem between weapons/abilities.

In response to your suggested changes though, don't you think that this would simply magnify the power of AoE defense strips like overload/reave? In addition it would completley overpower abililties like pull/throw/singularity. So instead of resolving perceived balance problems you have merley shifted the balance in the opposite direction.

Lets take your husk change as an example, it's pretty plain to see that husk are intended to make the player panic a bit and make them run around frantically trying to bring them down before they get in melee range. With your suggested fix and adept could simply stand on the spot and trivialize husk encounters by just spamming throw field/pull/shockwave etc.


Really...no balance issue between weapon focused classes and biotics based classes?

Have you played on insane?  I have been through the game twice now on insane and i gaurantee ill never try to run through with an adept/engineer. 

I flat out dropped all squad member in my party that used biotics in favor of high damage weapon based
squadies.

Jack, Samara, and Jacob are next to useless on insane mode.  Not only that but there have been many times where my squad dies and i leave them dead to not waste medi-gel and solo kill everything.

On higher difficulties biotic classes get the shaft, that is not percieved, its the truth.  This suggestion wasnt for anything below hardcore/insane.  The game is fine on normal...if not incredibly easy for Soldiers/Infiltrators.

#8
mundus66

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GrimmTruth wrote...

So i thought about this...semi-throughly so bear with me or run with this if you want.

Biotics in ME2 take a back seat on higher difficulties.  With almost everything running around with armor/shields/barriers.  This favors weapon based classes on higher difficulties.

My suggestion,  Changing the amounts of health/armor/shields on "minion" type enemies.  Dont change Heavy mechs/Harbinger collectors/Praetorians/Scions.

35% increased health (excluding heavy weapon minions and krogan)
-25% armor/shields for humanoid minion (excluding krogan and husks)

+50% health for husks.  Remove armor from husks.

With this i think biotics would come into play alot more and weapon based classes will still be there to dish out damage.  The goal is to give biotic classes more of a chance to use their abilities.

Just a suggestion, flame me if you want.



There are 3 biotic classes... Sentinel is probably the best class in the game, Vanguard have no problem with any of the mobs you listed in fact they own husks and varren more than any class. And adept has singularity which basically prevents you from getting swarmed so you argument fails and yes im talking about insanity here.

#9
Atheist Peace

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GrimmTruth wrote...

Atheist Peace wrote...

First off i dont agree that there is a balance problem between weapons/abilities.

In response to your suggested changes though, don't you think that this would simply magnify the power of AoE defense strips like overload/reave? In addition it would completley overpower abililties like pull/throw/singularity. So instead of resolving perceived balance problems you have merley shifted the balance in the opposite direction.

Lets take your husk change as an example, it's pretty plain to see that husk are intended to make the player panic a bit and make them run around frantically trying to bring them down before they get in melee range. With your suggested fix and adept could simply stand on the spot and trivialize husk encounters by just spamming throw field/pull/shockwave etc.


Really...no balance issue between weapon focused classes and biotics based classes?

Have you played on insane?  I have been through the game twice now on insane and i gaurantee ill never try to run through with an adept/engineer. 

I flat out dropped all squad member in my party that used biotics in favor of high damage weapon based
squadies.

Jack, Samara, and Jacob are next to useless on insane mode.  Not only that but there have been many times where my squad dies and i leave them dead to not waste medi-gel and solo kill everything.

On higher difficulties biotic classes get the shaft, that is not percieved, its the truth.  This suggestion wasnt for anything below hardcore/insane.  The game is fine on normal...if not incredibly easy for Soldiers/Infiltrators.


Yes i have completed insanity with Adept, engineer and soldier. I am currently half way through a vanguard play through. The adept was the class i liked the most.

Samara is an excellent teammate on insanity, jack and jacob are also not too bad.

Biotics work fine on insanity, and if anything i found the adept play through easier than the soldier. If you are really struggling that much to use biotic's on insanity there are several threads on this forum that may be able to assist.

#10
GrimmTruth

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mundus66 wrote...

GrimmTruth wrote...

So i thought about this...semi-throughly so bear with me or run with this if you want.

Biotics in ME2 take a back seat on higher difficulties.  With almost everything running around with armor/shields/barriers.  This favors weapon based classes on higher difficulties.

My suggestion,  Changing the amounts of health/armor/shields on "minion" type enemies.  Dont change Heavy mechs/Harbinger collectors/Praetorians/Scions.

35% increased health (excluding heavy weapon minions and krogan)
-25% armor/shields for humanoid minion (excluding krogan and husks)

+50% health for husks.  Remove armor from husks.

With this i think biotics would come into play alot more and weapon based classes will still be there to dish out damage.  The goal is to give biotic classes more of a chance to use their abilities.

Just a suggestion, flame me if you want.



There are 3 biotic classes... Sentinel is probably the best class in the game, Vanguard have no problem with any of the mobs you listed in fact they own husks and varren more than any class. And adept has singularity which basically prevents you from getting swarmed so you argument fails and yes im talking about insanity here.


Wow...thats the first time ive seen anyone suggest setinel is the best class in the game.  Sorry but i disagree with that, your view on Vangaurds, and adepts.  All those classes felt very weak on insane.

#11
D Amiri

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The problem is not with Biotics, it's just the bio-kinetic powers (pull, throw, slam, and shockwave). these moves are not balanced versus the s-tier abilities (warp, reave, and incinerate). The S-tier skill work against everything. They kill shield, barrier, organic, and synthetics plus get a damage buff against certain defenses. Bio-kinetics only work on red bars and do tiny damage to defenses. The easiest balance change would to allow those skills to do semi-decent damage to defenses. Lvl 4 shockwave should take off half the armor of swarming husk or varen packs.

#12
mundus66

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GrimmTruth wrote...

mundus66 wrote...

GrimmTruth wrote...

So i thought about this...semi-throughly so bear with me or run with this if you want.

Biotics in ME2 take a back seat on higher difficulties.  With almost everything running around with armor/shields/barriers.  This favors weapon based classes on higher difficulties.

My suggestion,  Changing the amounts of health/armor/shields on "minion" type enemies.  Dont change Heavy mechs/Harbinger collectors/Praetorians/Scions.

35% increased health (excluding heavy weapon minions and krogan)
-25% armor/shields for humanoid minion (excluding krogan and husks)

+50% health for husks.  Remove armor from husks.

With this i think biotics would come into play alot more and weapon based classes will still be there to dish out damage.  The goal is to give biotic classes more of a chance to use their abilities.

Just a suggestion, flame me if you want.



There are 3 biotic classes... Sentinel is probably the best class in the game, Vanguard have no problem with any of the mobs you listed in fact they own husks and varren more than any class. And adept has singularity which basically prevents you from getting swarmed so you argument fails and yes im talking about insanity here.


Wow...thats the first time ive seen anyone suggest setinel is the best class in the game.  Sorry but i disagree with that, your view on Vangaurds, and adepts.  All those classes felt very weak on insane.


I have played through the game with every class on insanity. And i agree the 2 hardest are probably adept and engineer. They are by no means weak, but you have to rely on your squad a lot more than other classes (although i use my squad a lot with every class, i have always been good a micromanagement) . This is about biotics though and not engineers.

Husks are dead from any power once their armor is down. So putting a singularity on a pack of husks means they are dead in 1 bullet from a heavy pistol with warp, incendiary or armor piercing rounds. They just get owned.

Sentinel is definitely the best class they cant die, i made a full playthough with a sentinel without dying once on insanity, they are the only class i managed to do that with. And they got some of the best tools to deal with situations.

As for vanguards all melee mobs are super easy for them, they can just chain charge all day to get their barrier back up and most mobs are dead in 2 shotgun bullets (1 if you have claymore or the DLC shotgun but i prefer the assault shotgun) except for krogan, which are super easy for vanguards. Since if you charge simultaneously as them, there is a bug which lets keep the cooldown on charge which means you can use it again and you are immune to damage while charging.

Go check the vanguard and adept threads if you are in doubt and you will see how its done. There aren't many sentinel vidoes around though, but thats beacuse they don't need one, seriously tech armor is ridiculous.

#13
Atheist Peace

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D Amiri wrote...

The problem is not with Biotics, it's just the bio-kinetic powers (pull, throw, slam, and shockwave). these moves are not balanced versus the s-tier abilities (warp, reave, and incinerate). The S-tier skill work against everything. They kill shield, barrier, organic, and synthetics plus get a damage buff against certain defenses. Bio-kinetics only work on red bars and do tiny damage to defenses. The easiest balance change would to allow those skills to do semi-decent damage to defenses. Lvl 4 shockwave should take off half the armor of swarming husk or varen packs.


 Throw already does pretty decent damage against barriers. The bio kinetics can also "1 shot" enemies once their defence's are stripped which warp/reave/incenerate can not. Shockwave does seem to be the weakest of the biotics(on insanity) so probably does deserve a buff of some kind.

#14
VirtualAlex

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I think giving all biotic powers a %chance to pierce defenses that increased as you level up the skill would be a find way to balance.

#15
GrimmTruth

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VirtualAlex wrote...

I think giving all biotic powers a %chance to pierce defenses that increased as you level up the skill would be a find way to balance.


I support this.