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Post by JRandall0308 on Jun 7, 2017 13:33:29 GMT
Twitchy Questioning 7: Questions Are Foreverstream is complete, see below for linkageAs in the past several weeks, I will attend the Bioware Twitch stream and ask questions in the text chat. This is on Thursday, 8 June 2017 at 10:00 AM Pacific / 13:00 Eastern / 17:00 UTC . Last week, Fernando Melo (MEA Producer) asked me to create a reddit thread with questions for Bioware to address. As of 8 June 2017, they have not responded to that thread. Anything they don't answer on reddit, I can ask again in this week's Twitch chat. Let's focus on new questions for this week. Please propose them below.
Questions are housed in my Google Drive and also shown below. Please review the questions and if you think something is phrased badly, let me know. Questions for this week: INTRO As usual I have gathered up questions from fellow players on BSN (the Bioware Social Network forum, bsn-dot-boards-dot-net). This week we have some questions about the 1.08 patch as well as general bug and gameplay questions. NEW QUESTIONS On XB1, consistently, about 30 seconds into a new game, the game stutters and then recovers. What is happening at that time? What is the design intent behind sync kills? It’s not fun as a player to spend most of a wave in spectator mode, particularly when you got sync’d due to off-host connection issues. Many enemies have a lack of audio cues. (Ex. Fiend and Destroyer are nearly silent when near a player until their big attacks happen.) What is the design intent behind this? When you Respec a character that is not yet Rank X, it resets to that number of skill points, and further character ranks do *not* grant the missing skill points. This is particularly harmful for Ultra-Rare characters that are hard to rank up. Can this be looked at? With 1.08, almost all melee attacks have improved damage, except the Angaran Firran and the Biotic Punch. What is the design rationale for this? 1.08 made improvements to basic melee attack damage almost across the board, yet jump-melee was untouched. What was the design rationale behind this decision? With 1.08, Shockwave is now the only multi-detonator power that has a penalty to combo detonations. Is this intended design and if so, why? From 1.06 to 1.08, many Assault Rifles received significant improvements, but not the Sandstorm. What is the intended niche for this weapon? Regarding the new 1.08 packs, Reserves and Arsenal: does the improved chance for characters and weapons respectively affect the Rare chances, the Ultra-Rare chances, or both? The Annihilation power doesn't prime enemies for about 5 seconds after it is activated. (Particularly noticeable when you’ve just turned it back on after being revived.) Can this be looked at? In ME3, the Ammo Pack equivalent (Thermal Clip pack) granted bonus weapon damage for a short time, which made them more useful. Could a similar bonus be added in MEA? This would encourage players to use this currently underused consumable. In ME3, the First Aid Pack equivalent (Ops pack) granted brief damage and stagger immunity (i-frames), which made it more useful for skilled play. Could First Aid Packs be modified to work this way in MEA? Is there an upper limit on the number of consumables a player can own? In ME3 the limit was 255, which made it possible to obtain (what we now call) boosters once we had a large supply of all four consumables. Could you rotate different Boosters per day/week for Mission Funds (MF), in addition to the XP Boosters currently available? This would allow players to spend MF on their preferred playstyle Boosters (ex. Ammo Capacity, weapon Rail Amps, melee, etc.). Why do I keep getting matched with people I've blocked on Origin? For MP armor color customization, would you consider adjustable finishes like matte, glossy, etc? REPEAT QUESTIONS www.reddit.com/r/MECoOp/comments/6eomml/twitch_chat_questions_for_bioware/ FOLLOW UPS A few weeks ago you said you were looking into unlocking FOV (field of view) settings on console. Is that still a possibility? ANSWERED by DiscoBabaloo: i'll need to follow up now that i'm back, but that was something on the list to look into A few weeks ago you said you were looking into allowing console players to re-map powers. Is that still a possibility? ANSWERED by DiscoBabaloo: ya same A few weeks ago you said you were looking into allowing PC players to re-map the console button (currently tilde) away from other buttons that are used for powers. Is that still a possibility? Deeper into the Ruins was popular and everyone liked the dynamic map. Can this map or others like it be added to the regular map rotation? Can the 'Random' matchmaking filter be changed to search specifically for lobbies also set to 'Random'? Currently, 'Random' acts unintuitively like 'Any' which severely limits joining options. ‘Any’ appears heavily weighted towards Apex and popular maps/enemies, instead of being more varied as the proposed ‘Random’ would be. DESIGN INTENT Some actions have unintuitive priorities. Landing interrupts a reload. Rockets, cover vaulting, and revive interactions cannot interrupt a reload. Almost anything interrupts and puts away an equipped rocket. Is this something you will look at, to improve game flow? ANSWERED by DiscoBabaloo: will check, but i think in this case some things are not easy to tweak (not without touching a lot of other systems) :/ Also Patch 1.08 states: Equipping the Cobra RPG now interrupts reloading Shotguns are fully blocked by Shieldgate: all pellets’ damage is blocked by even 1 remaining hitpoint in shields. Is this intentional design, or something that should be reported as a bug? ANSWERED by DiscoBabaloo: pretty sure that's being looked at Chain Overloads do not detonate Combos (they did in ME3). Intentional design or bug? Throw and Shockwave have combo detonation penalties -- is that intended? If so is it also intended for other area detonators to not have a combo detonation penalty? Patch 1.08: Throw now does standard combo detonation damage (previous damage was -25%) For weapon accuracy, is there a cap or point of diminishing returns? Ex: stacking a weapon scope, the Turian Soldier passive tree, Turbocharge, and Fortify accuracy. Certain enemy behavior seems suicidal, particularly dogs, who will charge through weapons fire or sustained powers (Flamethrower) to get to the player. Is this the intended design? Observers still feel frustrating to fight -- their detection range is enormous and they seem to lock onto the player instantly with a hitscan weapon. Is this the intention with this enemy? Charge-up weapons (ex: Venom) don’t hold their charge when the player performs any other action, which makes those weapons frustrating and not fun to use in this fast-paced game. What was the design intent behind this mechanic? Projectile tracking for the Thokin is significantly more detrimental to the weapon in MP than it is useful. Is there consideration to make the projectiles travel faster or make the tracking more forgiving? (like able to hit an enemy by shooting over cover they're ducking behind) How does matchmaking work? Does it take into account geographical distance (like Europe to U.S.A. or vice versa)? BUGS Are you aware of the issue that a downed ally who can be revived within view will prevent melee use? (This happens even on PC where revive and melee are on different keybinds!) This is extremely frustrating and cripples melee dependent classes. ANSWERED: They are aware of melee bug when ally is downed. Also Patch 1.08 states: Fixed issue that prevented melee attacks if the revive icon was near center screen When reporting bugs, is there a way to know what game patch / version to report them? Ex: Common weapon challenges were partially fixed in the last live update but most Common weapon challenges are still not progressing. Under what patch / version should the latter bug be reported? USER INTERFACE Can the U.I. text size be made adjustable, primarily for console users? The current text size is too small to read on TVs from more than a few feet away. Would you consider adding an optional, more detailed killfeed with detailed damage information and timings? This would make testing much easier for both you and the dedicated fan community. Is there any inclination to unhide the "hidden" stats on weapons? For example, reload time (in seconds), headshot multiplier, modifiers against defense types, etc. Previously you stated this might fit into a U.I. update. Various timers are not shown in the game’s U.I. Why is this information hidden from the player? (Examples: time until next Saving Barrier, Rage / Ascension kill count to goal, Rage countdown timer, Martial Artist killcount / bonus amount & countdown timer, Biotic Warrior countdown timer) Would you consider allowing player to purchase multiples of the same pack using Credits / APs, or multiples of the same item using MFs? This would be a big help when you need to refill Consumables. Would you consider adding manageable loadouts to the Character Customization screen, to allow players to save multiple sets of weapons and equipment? JUST FOR FUN Why do all the Asari MP characters have the same face? Any chance of more, and different, melee options being added? Note that 1.08 patch increased melee damage across the board. OUTRO Thank you very much for answering our questions! Keep up the good work.
Billy Buskell (MEA Producer) has stated that there are categories of questions Bioware cannot answer, particularly around upcoming content. Therefor, going forward, I will not ask about upcoming content. This includes any questions about characters, weapons, enemy factions, maps, and so forth. Things we know they will not answer: - When will the next patch be released? (They are not allowed to give dates until the patch is confirmed; when it is, they announce it.)
- Can Bioware make balance changes without a patch? (Yes, they have such a framework in place, but they won't go into specifics.)
- Are we getting DLC? (Not in traditional form, but new content will arrive piecemeal as has already happened. I personally strongly suspect SP DLC will drop in conjunction with EA Play which starts on 10 June 2017, and MP will begin getting that content thereafter.)
- Are they doing anything about cheating? (Yes, but they don't want to say what countermeasures they take. Please continue to report cheating via the EA form)
Previous Twitchy Questioning threads: MEA patch notes: Please report bugs on EA Answers HQ. The devs and producers have confirmed multiple times that this is the preferred method. Please report cheating directly to EA, in addition to using your platform's cheater reporting feature. See also: How to report hacking and cheating websites, EA Rules of Conduct. People to follow on Twitter: - @ bioware
- @ masseffect
- @ MEA_APEXHQ (the smartphone app)
- @ DiscoBabaloo (MEA Producer; often answers questions in Twitch chat)
- @ ehlien (Billy Buskell) (MEA Producer; plays the game during Twitch streams and answers questions verbally)
- Note that Bastiaan Frank does not have a Twitter account as far as I know. (He's the other producer who is on-screen during Twitch streams.)
- @ GambleMike (Michael Gamble) (MEA Producer; has Tweeted about upcoming patches)
- @ tibermoon (Ian Frazier) (MEA Lead Designer)
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Post by unclemonster on Jun 7, 2017 13:40:30 GMT
fix Annihilation Field as it doesn't prime for about 5 seconds after it is cast.
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Post by jloco11 on Jun 7, 2017 13:55:59 GMT
In ME3, they wanted us to use Thermal clips more as a consumable and added an additional bonus gun damage for a limited time after use.
Does that exist in MEA (I don't think it does), and if not can they add that perk to Thermal clips. Considering there isn't a great need for ammo clips with weight increases allowing us to carry 2 weapons.
Is there a limit on consumables? It used to be 255, and currently there seems no end to the number of items you can carry. It would be nice to have SOME maximum number, so that you have a better chance of having gun & power amps drop from the store.
I don't think anyone is going to get through 1,000 ammo clips and 900 health packs. But gun & power amps are more used more and drop far less frequently in the store.
Can they rotate different consumables per day/week for mission funds. Besides XP boosters, how about Ammo Capacity ones today, Pistol Amps tomorrow, Melee boosts the day after etc.
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Post by kaileena_sands on Jun 7, 2017 14:00:08 GMT
In ME3, they wanted us to use Thermal clips more as a consumable and added an additional bonus gun damage for a limited time after use. Does that exist in MEA (I don't think it does), and if not can they add that perk to Thermal clips. Considering there isn't a great need for ammo clips with weight increases allowing us to carry 2 weapons. Is there a limit on consumables? It used to be 255, and currently there seems no end to the number of items you can carry. It would be nice to have SOME maximum number, so that you have a better chance of having gun & power amps drop from the store. I don't think anyone is going to get through 1,000 ammo clips and 900 health packs. But gun & power amps are more used more and drop far less frequently in the store. Can they rotate different consumables per day/week for mission funds. Besides XP boosters, how about Ammo Capacity ones today, Pistol Amps tomorrow, Melee boosts the day after etc. I really want to second those questions! 1) Thermal packs - can they give a short dmg boost to actually make them somehow useful. 2) Can they put a (reasonable lol, not at like 10k) limit on consumables? And another one from me, correct me if this has already been answered: 3) What is the status on the off-host headshots issue? Does anyone care about that?
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Post by Urizen on Jun 7, 2017 14:01:51 GMT
3) What is the status on the off-host headshots issue? Does anyone care about that? Apparently addressed in 1.08.
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Post by kaileena_sands on Jun 7, 2017 14:03:47 GMT
3) What is the status on the off-host headshots issue? Does anyone care about that? Apparently addressed in 1.08. Ah, thanks! Where does it say so? The "official" post for the patch so far didn't mention them so I must have missed some further discussion on this.
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Post by Kazu on Jun 7, 2017 14:05:59 GMT
Regarding the lag/stutter. Doesn't really happen on PC like that. Sometimes people have longer loading times than others. Sometimes there is a small lag when a new player drops in mid match.
For blocking I asked on EA Answers last week and bumped it a bit. Sadly I didn't get any kind of reply yet.
What interests me and what hasn't been answered yet, I guess. The possibility of not being thrown back into the lobby I just left. That get's boring after a minute.
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Post by vomder on Jun 7, 2017 14:16:51 GMT
Why couldn't the free pack from last weekend contain a guaranteed UR? Also what was the player drop off like last weekend?
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Post by Feneckus on Jun 7, 2017 14:17:00 GMT
Can they play with the Isharay off-host ?
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Post by CHRrOME on Jun 7, 2017 14:29:20 GMT
They haven't looked into last week's questions yet? gee...
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Post by Urizen on Jun 7, 2017 14:31:43 GMT
Apparently addressed in 1.08. Ah, thanks! Where does it say so? The "official" post for the patch so far didn't mention them so I must have missed some further discussion on this. Cursed be my "memory". I thought I had read it in the official announcement. But they know about it and are atleast addressing it. (But where the fuck did I read it being addressed already??????????HALP I´M NUTS!)
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Post by brannigans1ove on Jun 7, 2017 14:42:16 GMT
Has the issue with missing points when using respec cards been fixed?
Nerf observers?
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Post by TheThirdRace on Jun 7, 2017 15:21:19 GMT
Instead of putting a cap on Boosters, maybe they should simply give an increase chance of dropping for those you have less than 5. For example, you have: - 0 Pistol Rail Amp
- 5 Sniper Rail Amp
- 15 Shotgun Amp
- 16 Disruptor Ammo
Then you get a much higher chance to get Pistol Rail Amp and Sniper Rail Amp since you have 5 or less. The advantages of going this way is it doesn't block you from receiving other Boosters, it doesn't require to code a limit to the RNG store and it brings home what you use the most. Higher chance could be 50% to stay "fair", but at least we'd get what we need.
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Post by JRandall0308 on Jun 7, 2017 16:47:19 GMT
Here's what I have so far. OP (will be) updated with both new questions and last week's questions.
There are a lot of repeats here. Please, if you know something was already asked, don't keep asking it. They can only say "nothing to announce at this time" so often.
Lazy quoting (without attribution).
"The Annihilation power doesn't prime enemies for about 5 seconds after it is activated. (Particularly noticeable when you’ve just turned it back on after being revived.) Can this be looked at?"
"In ME3, the Ammo Pack equivalent (Thermal Clip pack) granted bonus weapon damage for a short time, which made them more useful. Could a similar bonus be added in MEA? This would encourage players to use this currently underused consumable."
Is there an upper limit on the number of consumables a player can own? In ME3 the limit was 255, which made it possible to obtain (what we now call) boosters once they had a large supply of all four consumables.
(will rephrase and ask)
REPEAT, see below.
OP Q – Hit registration off host is poor which makes certain weapons and characters unsatisfying when used off host. Is hit registration something you are looking to improve? Edit: fairly extreme example - starting at 0:14 even repeated headshots from Ghost AR aren't registering
BB – We continue to investigate issues related to lag and connections, but nothing to announce at this time.
REPEAT.
OP Q – Any plans for lobby improvements? (such as: AFK indication / Countdown timer when 3 people ready / Join an actual 'Random/Random' game, not the same Apex lobby repeatedly)
BB – Nothing to announce at this time.
When you Respec a character that is not yet Rank X, it resets to that number of skill points, and further character ranks do *not* grant the missing skill points. Can this be fixed?
ON LAST WEEK'S LIST.
Observers still feel frustrating to fight -- their detection range is enormous and they seem to lock onto the player instantly with a hitscan weapon. Is this the intention with this enemy?
(I thought this had already been asked, but I can't find a reference. Perhaps it was asked verbally during one of the streams. I feel like this question would better be asked of the Origin support team, not the MEA Producers.)
Oh yeah, this is my question. I'm asking it.
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Post by Abramsrunner on Jun 7, 2017 17:09:47 GMT
When are we getting the UR "S" version of the uncommon weapons?
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Post by hanskey on Jun 7, 2017 17:39:55 GMT
When are we getting the UR "S" version of the uncommon weapons? "That's coming in the DLC ... In fact, that IS the DLC, good idea!"
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Post by gib on Jun 7, 2017 17:44:54 GMT
Puh-lease can we get the option to remap the powers on controller?
Jumping then hovering and trying to use your LB power while mid air (like flamethrower on krogan for example) is simply awkward unless you claw.
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Post by JRandall0308 on Jun 7, 2017 17:44:58 GMT
Combat balance updates announced: blog.bioware.com/2017/06/07/patch-1-08-combat-balance-updates/ We’re continuing to improve weapon and power balance based on player feedback and our own tests.
In particular, we’ve addressed weapon bloom and accuracy. We’ve halved the maximum reticle size for automatic weapons and decreased the speed at which it reaches maximum size. We’ve improved accuracy for these weapons across the board.
Melee balance has also been addressed. We wanted melee builds to be viable for some kits at all difficulty levels, and to reduce reliance on the Juggernaut Shield. We’ve buffed base damage of nearly all melee attacks and introduced more passive bonuses to skill trees. We’ve reduced the melee bonus on the Juggernaut Shield to make it less of a required factor for these builds.
We’re addressing issues with teleporting enemies and reducing unfair sync kills. We paid particular attention to the Fiend, reducing its speed and preventing sprinting once it gets within 10 meters of a target. We’ve prevented enemies from sync attacking for two seconds after they jump up to a different level.
We’ve also made improvements to our pack offerings. For those of you looking to round out your roster, we introduced the Reserves Pack, a premium pack focused on characters. And if what you’re hoping for is that gun you’ve been missing, there’s now the Arsenal Pack. To speed up your refreshes between rounds, we’ve added a Jumbo Supply pack that contains five times as many consumables as a regular supply pack. Finally, you’ll now be able to purchase a Mod Pack from the item store, which contains a random weapon mod.
You can find a full list of the notes below. For notes in other languages, please check here.
Melee
Omni-blade Increased base damage from 275 to 400 Cryo Gauntlet Increased base damage from 200 to 400 Asari Sword Increased base damage from 400 to 740 Krogan Hammer Increased base damage from 400 to 650 Increased radius from 1m to 2m Krogan Headbutt Increased base damage from 330 to 740 Powers
Salarian Infiltrator Offensive Tech Rank 6: Technical Synergy upgrade will now trigger for all three powers, not just Energy Drain. Energy Drain Decreased Rank 6 Shields Restored bonus from 30% to 25% Cryo Beam Now grants 25% assist score instead of support score Shockwave Increased damage from 245 to 350 Overload Increased the chaining damage when fully-charged from 100 to 300. Rank 6: Maximum Charge now grants +30% to all Overload damage, not just chain damage. Damage from Frag Grenade now bypasses enemy shield gates. Damage from Sticky Grenade now bypasses enemy shield gates. Damage from Trip Mine now bypasses enemy shield gates. Combos
Increased the Tech Combo base damage from 225 to 257 on Bronze, from 350 to 400 on Silver, and from 432 to 494 on Gold. The damage over time was not affected. Throw now does standard combo detonation damage (previous damage was -25%) Weapons
Accuracy improved for automatic weapons Reduced maximum reticle size and speed of reticle bloom for automatic weapons Assault Rifles
Sweeper (changes made May 19 in server-side update) Increased damage from 64–77 to 96–115 reduced recoil changed hit reaction to a short interrupt Cyclone (changes made May 19 in server-side update) Increased damage from 37–47 to 59–74 Avenger S Damage increased from 55–66 to 66–79 Charger S Damage increased from 47–56 to 57–68 Viper S Damage increased from 460–552 to 610–732 Pistols / SMGs
Talon Damage increased from 76–91 to 84–101 Force decreased from 50 to 35 Weight increased from 28 to 30 Sniper Rifles
Vanquisher Weight increased from 45 to 55 Widow Weight decreased from 65 to 50 Indra Removed large camera shake on the Indra’s first shot Incisor Reduced Incisor’s recoil per shot Enemies
Fiends, Hydra, Adhi, and Ascendants now wait at least two seconds to initiate a sync attack after jumping up from a lower level Bronze enemies now do 5% more damage with all attacks Silver enemies now do 10% more damage with all attacks Gold enemies now do 10% more damage with all attacks Decreased enemy shield gate duration from 0.25 seconds to 0.1 second [SP] Increased enemy shield gate amount by 50% [MP] Increased enemy shield gate amount on Bronze/Silver/Gold from 330/640/950 to 495/1152/1995 [MP] Enemies in cover take less time to attack targets that are in the open Increased the distance enemies are willing to travel to execute a downed player from 9 meters to 12 meters Reduced distance from which downed player can be executed Kett
Slowed the wind-up for the Fiend and Ascendant’s sync attack by 20% [MP] Fiend no longer sprints when within 10 meters of target, and will decelerate to base speed Remnant
Increased Assembler weapon damage by 10%. Changed Assembler firing pattern from 4–8 shots per salvo to 4–9. Damage spike at the end of the Destroyer damage field now ignores player’s health gate. Observers now have a short charge-up time before attacking. Outlaws
Converted the Pariah’s armor bar evenly into health and shields Hydra’s sync attack wind-up is 20% faster and kills the target if successful
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Post by hanskey on Jun 7, 2017 17:47:25 GMT
Combat balance updates announced: blog.bioware.com/2017/06/07/patch-1-08-combat-balance-updates/ We’re continuing to improve weapon and power balance based on player feedback and our own tests.
In particular, we’ve addressed weapon bloom and accuracy. We’ve halved the maximum reticle size for automatic weapons and decreased the speed at which it reaches maximum size. We’ve improved accuracy for these weapons across the board.
Melee balance has also been addressed. We wanted melee builds to be viable for some kits at all difficulty levels, and to reduce reliance on the Juggernaut Shield. We’ve buffed base damage of nearly all melee attacks and introduced more passive bonuses to skill trees. We’ve reduced the melee bonus on the Juggernaut Shield to make it less of a required factor for these builds.
We’re addressing issues with teleporting enemies and reducing unfair sync kills. We paid particular attention to the Fiend, reducing its speed and preventing sprinting once it gets within 10 meters of a target. We’ve prevented enemies from sync attacking for two seconds after they jump up to a different level.
We’ve also made improvements to our pack offerings. For those of you looking to round out your roster, we introduced the Reserves Pack, a premium pack focused on characters. And if what you’re hoping for is that gun you’ve been missing, there’s now the Arsenal Pack. To speed up your refreshes between rounds, we’ve added a Jumbo Supply pack that contains five times as many consumables as a regular supply pack. Finally, you’ll now be able to purchase a Mod Pack from the item store, which contains a random weapon mod.
You can find a full list of the notes below. For notes in other languages, please check here.
Melee
Omni-blade Increased base damage from 275 to 400 Cryo Gauntlet Increased base damage from 200 to 400 Asari Sword Increased base damage from 400 to 740 Krogan Hammer Increased base damage from 400 to 650 Increased radius from 1m to 2m Krogan Headbutt Increased base damage from 330 to 740 Powers
Salarian Infiltrator Offensive Tech Rank 6: Technical Synergy upgrade will now trigger for all three powers, not just Energy Drain. Energy Drain Decreased Rank 6 Shields Restored bonus from 30% to 25% Cryo Beam Now grants 25% assist score instead of support score Shockwave Increased damage from 245 to 350 Overload Increased the chaining damage when fully-charged from 100 to 300. Rank 6: Maximum Charge now grants +30% to all Overload damage, not just chain damage. Damage from Frag Grenade now bypasses enemy shield gates. Damage from Sticky Grenade now bypasses enemy shield gates. Damage from Trip Mine now bypasses enemy shield gates. Combos
Increased the Tech Combo base damage from 225 to 257 on Bronze, from 350 to 400 on Silver, and from 432 to 494 on Gold. The damage over time was not affected. Throw now does standard combo detonation damage (previous damage was -25%) Weapons
Accuracy improved for automatic weapons Reduced maximum reticle size and speed of reticle bloom for automatic weapons Assault Rifles
Sweeper (changes made May 19 in server-side update) Increased damage from 64–77 to 96–115 reduced recoil changed hit reaction to a short interrupt Cyclone (changes made May 19 in server-side update) Increased damage from 37–47 to 59–74 Avenger S Damage increased from 55–66 to 66–79 Charger S Damage increased from 47–56 to 57–68 Viper S Damage increased from 460–552 to 610–732 Pistols / SMGs
Talon Damage increased from 76–91 to 84–101 Force decreased from 50 to 35 Weight increased from 28 to 30 Sniper Rifles
Vanquisher Weight increased from 45 to 55 Widow Weight decreased from 65 to 50 Indra Removed large camera shake on the Indra’s first shot Incisor Reduced Incisor’s recoil per shot Enemies
Fiends, Hydra, Adhi, and Ascendants now wait at least two seconds to initiate a sync attack after jumping up from a lower level Bronze enemies now do 5% more damage with all attacks Silver enemies now do 10% more damage with all attacks Gold enemies now do 10% more damage with all attacks Decreased enemy shield gate duration from 0.25 seconds to 0.1 second [SP] Increased enemy shield gate amount by 50% [MP] Increased enemy shield gate amount on Bronze/Silver/Gold from 330/640/950 to 495/1152/1995 [MP] Enemies in cover take less time to attack targets that are in the open Increased the distance enemies are willing to travel to execute a downed player from 9 meters to 12 meters Reduced distance from which downed player can be executed Kett
Slowed the wind-up for the Fiend and Ascendant’s sync attack by 20% [MP] Fiend no longer sprints when within 10 meters of target, and will decelerate to base speed Remnant
Increased Assembler weapon damage by 10%. Changed Assembler firing pattern from 4–8 shots per salvo to 4–9. Damage spike at the end of the Destroyer damage field now ignores player’s health gate. Observers now have a short charge-up time before attacking. Outlaws
Converted the Pariah’s armor bar evenly into health and shields Hydra’s sync attack wind-up is 20% faster and kills the target if successful
I'll believe it when I see the same numbers in Hello_Isaac's config file dump. Oh shit - server-side weapon damage changes?! Will those still appear in the local game files, I wonder, or is that maybe what they call balance changes between Patches!?
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Pounce de León
Praise the Justicat!
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catastrophy
caustic_agent
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Post by Pounce de León on Jun 7, 2017 17:50:47 GMT
Combat balance updates announced: blog.bioware.com/2017/06/07/patch-1-08-combat-balance-updates/ We’re continuing to improve weapon and power balance based on player feedback and our own tests.
In particular, we’ve addressed weapon bloom and accuracy. We’ve halved the maximum reticle size for automatic weapons and decreased the speed at which it reaches maximum size. We’ve improved accuracy for these weapons across the board.
Melee balance has also been addressed. We wanted melee builds to be viable for some kits at all difficulty levels, and to reduce reliance on the Juggernaut Shield. We’ve buffed base damage of nearly all melee attacks and introduced more passive bonuses to skill trees. We’ve reduced the melee bonus on the Juggernaut Shield to make it less of a required factor for these builds.
We’re addressing issues with teleporting enemies and reducing unfair sync kills. We paid particular attention to the Fiend, reducing its speed and preventing sprinting once it gets within 10 meters of a target. We’ve prevented enemies from sync attacking for two seconds after they jump up to a different level.
We’ve also made improvements to our pack offerings. For those of you looking to round out your roster, we introduced the Reserves Pack, a premium pack focused on characters. And if what you’re hoping for is that gun you’ve been missing, there’s now the Arsenal Pack. To speed up your refreshes between rounds, we’ve added a Jumbo Supply pack that contains five times as many consumables as a regular supply pack. Finally, you’ll now be able to purchase a Mod Pack from the item store, which contains a random weapon mod.
You can find a full list of the notes below. For notes in other languages, please check here.
Melee
Omni-blade Increased base damage from 275 to 400 Cryo Gauntlet Increased base damage from 200 to 400 Asari Sword Increased base damage from 400 to 740 Krogan Hammer Increased base damage from 400 to 650 Increased radius from 1m to 2m Krogan Headbutt Increased base damage from 330 to 740 Powers
Salarian Infiltrator Offensive Tech Rank 6: Technical Synergy upgrade will now trigger for all three powers, not just Energy Drain. Energy Drain Decreased Rank 6 Shields Restored bonus from 30% to 25% Cryo Beam Now grants 25% assist score instead of support score Shockwave Increased damage from 245 to 350 Overload Increased the chaining damage when fully-charged from 100 to 300. Rank 6: Maximum Charge now grants +30% to all Overload damage, not just chain damage. Damage from Frag Grenade now bypasses enemy shield gates. Damage from Sticky Grenade now bypasses enemy shield gates. Damage from Trip Mine now bypasses enemy shield gates. Combos
Increased the Tech Combo base damage from 225 to 257 on Bronze, from 350 to 400 on Silver, and from 432 to 494 on Gold. The damage over time was not affected. Throw now does standard combo detonation damage (previous damage was -25%) Weapons
Accuracy improved for automatic weapons Reduced maximum reticle size and speed of reticle bloom for automatic weapons Assault Rifles
Sweeper (changes made May 19 in server-side update) Increased damage from 64–77 to 96–115 reduced recoil changed hit reaction to a short interrupt Cyclone (changes made May 19 in server-side update) Increased damage from 37–47 to 59–74 Avenger S Damage increased from 55–66 to 66–79 Charger S Damage increased from 47–56 to 57–68 Viper S Damage increased from 460–552 to 610–732 Pistols / SMGs
Talon Damage increased from 76–91 to 84–101 Force decreased from 50 to 35 Weight increased from 28 to 30 Sniper Rifles
Vanquisher Weight increased from 45 to 55 Widow Weight decreased from 65 to 50 Indra Removed large camera shake on the Indra’s first shot Incisor Reduced Incisor’s recoil per shot Enemies
Fiends, Hydra, Adhi, and Ascendants now wait at least two seconds to initiate a sync attack after jumping up from a lower level Bronze enemies now do 5% more damage with all attacks Silver enemies now do 10% more damage with all attacks Gold enemies now do 10% more damage with all attacks Decreased enemy shield gate duration from 0.25 seconds to 0.1 second [SP] Increased enemy shield gate amount by 50% [MP] Increased enemy shield gate amount on Bronze/Silver/Gold from 330/640/950 to 495/1152/1995 [MP] Enemies in cover take less time to attack targets that are in the open Increased the distance enemies are willing to travel to execute a downed player from 9 meters to 12 meters Reduced distance from which downed player can be executed Kett
Slowed the wind-up for the Fiend and Ascendant’s sync attack by 20% [MP] Fiend no longer sprints when within 10 meters of target, and will decelerate to base speed Remnant
Increased Assembler weapon damage by 10%. Changed Assembler firing pattern from 4–8 shots per salvo to 4–9. Damage spike at the end of the Destroyer damage field now ignores player’s health gate. Observers now have a short charge-up time before attacking. Outlaws
Converted the Pariah’s armor bar evenly into health and shields Hydra’s sync attack wind-up is 20% faster and kills the target if successful
Look at der melee damage buff!
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hanskey
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Post by hanskey on Jun 7, 2017 17:52:19 GMT
Combat balance updates announced: blog.bioware.com/2017/06/07/patch-1-08-combat-balance-updates/ We’re continuing to improve weapon and power balance based on player feedback and our own tests.
In particular, we’ve addressed weapon bloom and accuracy. We’ve halved the maximum reticle size for automatic weapons and decreased the speed at which it reaches maximum size. We’ve improved accuracy for these weapons across the board.
Melee balance has also been addressed. We wanted melee builds to be viable for some kits at all difficulty levels, and to reduce reliance on the Juggernaut Shield. We’ve buffed base damage of nearly all melee attacks and introduced more passive bonuses to skill trees. We’ve reduced the melee bonus on the Juggernaut Shield to make it less of a required factor for these builds.
We’re addressing issues with teleporting enemies and reducing unfair sync kills. We paid particular attention to the Fiend, reducing its speed and preventing sprinting once it gets within 10 meters of a target. We’ve prevented enemies from sync attacking for two seconds after they jump up to a different level.
We’ve also made improvements to our pack offerings. For those of you looking to round out your roster, we introduced the Reserves Pack, a premium pack focused on characters. And if what you’re hoping for is that gun you’ve been missing, there’s now the Arsenal Pack. To speed up your refreshes between rounds, we’ve added a Jumbo Supply pack that contains five times as many consumables as a regular supply pack. Finally, you’ll now be able to purchase a Mod Pack from the item store, which contains a random weapon mod.
You can find a full list of the notes below. For notes in other languages, please check here.
Melee
Omni-blade Increased base damage from 275 to 400 Cryo Gauntlet Increased base damage from 200 to 400 Asari Sword Increased base damage from 400 to 740 Krogan Hammer Increased base damage from 400 to 650 Increased radius from 1m to 2m Krogan Headbutt Increased base damage from 330 to 740 Powers
Salarian Infiltrator Offensive Tech Rank 6: Technical Synergy upgrade will now trigger for all three powers, not just Energy Drain. Energy Drain Decreased Rank 6 Shields Restored bonus from 30% to 25% Cryo Beam Now grants 25% assist score instead of support score Shockwave Increased damage from 245 to 350 Overload Increased the chaining damage when fully-charged from 100 to 300. Rank 6: Maximum Charge now grants +30% to all Overload damage, not just chain damage. Damage from Frag Grenade now bypasses enemy shield gates. Damage from Sticky Grenade now bypasses enemy shield gates. Damage from Trip Mine now bypasses enemy shield gates. Combos
Increased the Tech Combo base damage from 225 to 257 on Bronze, from 350 to 400 on Silver, and from 432 to 494 on Gold. The damage over time was not affected. Throw now does standard combo detonation damage (previous damage was -25%) Weapons
Accuracy improved for automatic weapons Reduced maximum reticle size and speed of reticle bloom for automatic weapons Assault Rifles
Sweeper (changes made May 19 in server-side update) Increased damage from 64–77 to 96–115 reduced recoil changed hit reaction to a short interrupt Cyclone (changes made May 19 in server-side update) Increased damage from 37–47 to 59–74 Avenger S Damage increased from 55–66 to 66–79 Charger S Damage increased from 47–56 to 57–68 Viper S Damage increased from 460–552 to 610–732 Pistols / SMGs
Talon Damage increased from 76–91 to 84–101 Force decreased from 50 to 35 Weight increased from 28 to 30 Sniper Rifles
Vanquisher Weight increased from 45 to 55 Widow Weight decreased from 65 to 50 Indra Removed large camera shake on the Indra’s first shot Incisor Reduced Incisor’s recoil per shot Enemies
Fiends, Hydra, Adhi, and Ascendants now wait at least two seconds to initiate a sync attack after jumping up from a lower level Bronze enemies now do 5% more damage with all attacks Silver enemies now do 10% more damage with all attacks Gold enemies now do 10% more damage with all attacks Decreased enemy shield gate duration from 0.25 seconds to 0.1 second [SP] Increased enemy shield gate amount by 50% [MP] Increased enemy shield gate amount on Bronze/Silver/Gold from 330/640/950 to 495/1152/1995 [MP] Enemies in cover take less time to attack targets that are in the open Increased the distance enemies are willing to travel to execute a downed player from 9 meters to 12 meters Reduced distance from which downed player can be executed Kett
Slowed the wind-up for the Fiend and Ascendant’s sync attack by 20% [MP] Fiend no longer sprints when within 10 meters of target, and will decelerate to base speed Remnant
Increased Assembler weapon damage by 10%. Changed Assembler firing pattern from 4–8 shots per salvo to 4–9. Damage spike at the end of the Destroyer damage field now ignores player’s health gate. Observers now have a short charge-up time before attacking. Outlaws
Converted the Pariah’s armor bar evenly into health and shields Hydra’s sync attack wind-up is 20% faster and kills the target if successful
Look at der melee damage buff! So buffed back to what they were, before the Patch 1.06 nerf?
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kazu
Mass Effect Trilogy, Mass Effect Andromeda
IOrzhov
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Post by Kazu on Jun 7, 2017 18:04:52 GMT
Already asked about the blocked thing on EA Answers, but no Answer yet.
Also:
SOOOOOOOOOOOOOOOOOOOOOOOOOOOO......................... 10% damage increase for every enemy unit in gold and silver.................
Why exactly are we getting this without any increase to player survivability? How is this a good idea? Where the matches too quick? People had too much fun? I would really like to hear the reasoning behind this choice.
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OneWomanArmy
N5
Queen of BSN
I’m a brilliant brunette with lots of blonde moments 😜
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
XBL Gamertag: Theonewomanarmy
PSN: HypnoticEyes
Prime Posts: A great deal, I'm an old timer
Prime Likes: A LOT....
Posts: 4,360 Likes: 12,217
inherit
Queen of BSN
823
0
12,217
OneWomanArmy
I’m a brilliant brunette with lots of blonde moments 😜
4,360
August 2016
onewomanarmy
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Theonewomanarmy
HypnoticEyes
A great deal, I'm an old timer
A LOT....
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Post by OneWomanArmy on Jun 7, 2017 18:12:27 GMT
WILL WE GET THE REEGAR CARBINE SOON? 😍❤️ Ask that please...
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Asker of Questions
833
0
Aug 27, 2024 17:27:08 GMT
11,041
JRandall0308
4,276
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jrandall0308
Mass Effect Trilogy, Mass Effect Andromeda
JRandall0308
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Post by JRandall0308 on Jun 7, 2017 18:17:12 GMT
WILL WE GET THE REEGAR CARBINE SOON? 😍❤️ Ask that please... No. You know they won't answer this type of question and it's tedious for you to keep asking it.
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OneWomanArmy
N5
Queen of BSN
I’m a brilliant brunette with lots of blonde moments 😜
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
XBL Gamertag: Theonewomanarmy
PSN: HypnoticEyes
Prime Posts: A great deal, I'm an old timer
Prime Likes: A LOT....
Posts: 4,360 Likes: 12,217
inherit
Queen of BSN
823
0
12,217
OneWomanArmy
I’m a brilliant brunette with lots of blonde moments 😜
4,360
August 2016
onewomanarmy
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Theonewomanarmy
HypnoticEyes
A great deal, I'm an old timer
A LOT....
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Post by OneWomanArmy on Jun 7, 2017 18:19:44 GMT
WILL WE GET THE REEGAR CARBINE SOON? 😍❤️ Ask that please... No. You know they won't answer this type of question and it's tedious for you to keep asking it.
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