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Post by Deleted on Jun 7, 2017 18:36:11 GMT
Would it be worth asking them to add sound fx for the footsteps of a fiend that's within maybe 10 meters or so?
I see the patch is announcing some very welcome improvements to its ability to snag you from across the map unawares, but I still think footstep sound fx for such a large beast would be a good addition.
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Post by hanskey on Jun 7, 2017 18:41:05 GMT
There's no excuse for the general lack of audio cues on enemies. Is that by design or accidental??
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Post by Abramsrunner on Jun 7, 2017 18:45:02 GMT
There's no excuse for the general lack of audio cues on enemies. Is that by design or accidental?? MEA needs more Praetorians imo.
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Post by JRandall0308 on Jun 7, 2017 18:46:21 GMT
Combining the two above, something like:
"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?"
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Post by hanskey on Jun 7, 2017 18:48:06 GMT
SURPRISE BITCHES. U DED.
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Post by hanskey on Jun 7, 2017 18:50:00 GMT
There's no excuse for the general lack of audio cues on enemies. Is that by design or accidental?? MEA needs more Praetorians imo. ME:A Plat will be all Praetorians from what I hear. They won't be in SP, but in MP the Collectors will begin taking over in 3 ... 2 ...
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Post by Uchimura on Jun 7, 2017 18:59:43 GMT
1) Sandstorm buff?
2) Kett have exploding heads, but Outlaw don't. Is there consideration to add exploding heads to additional enemies?
3) Helmets for humans that don't have them, and helmet toggles for all humans?
4) The Outlaw faction in terms of audio ambience feel lacking in character compared to the Cerberus faction in ME3MP. Possible that the faction could see improved 'banter'?
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Post by Kenny Bania on Jun 7, 2017 19:09:37 GMT
Why isn't Biotic Punch deserving of a buff?
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Post by christsuperstar on Jun 7, 2017 19:10:30 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! Except the biotic punch was left untouched, or am I missing something? Leaving the melee vanguard dead (imo).
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Post by TheThirdRace on Jun 7, 2017 19:11:12 GMT
1. Since Shockwave is now the only power that suffers a penalty on combo damage, Throw not having a penalty anymore in patch 1.08, any intention to look at it? Either by reducing the major 50% penalty or by reducing the long cooldown? Don't you guys think it's a bit unfair to impose a combo damage penalty, a long cooldown, "short" range on a power than cannot track and can miss often?
2. Melee have been looked at in patch 1.08, any reason the Angara melee haven been touched at all? Particularly worrisome since the Angara Avenger is the embodiment of Melee... Same for Biotic Melee Punch on the Human Adept and Human Vanguard, will they be adjusted too?
3. Any intention of having a search option for a lobby literally Random/Random? I mean, right now Random acts as "Any" meaning it goes wherever there's space for you. But Random/Random would bring you to a lobby where Map is set to Random and Enemy is set to Random.
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Post by christsuperstar on Jun 7, 2017 19:12:30 GMT
Btw, Mistah Randall - can you inquire BioWerr (plz), if they have any future plans for more melee options - mainly heavy melee, and perhaps variety? And not just make it "for fun".
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Post by JRandall0308 on Jun 7, 2017 19:27:38 GMT
Twitch stream confirmed for Thursday 8 June 2017, 10:00 AM Pacific / 1:00 PM Eastern / 5:00 PM UTC
Is that yet another new map or just a weird view of Firebase Paradox?
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Post by Uchimura on Jun 7, 2017 19:32:48 GMT
Twitch stream confirmed for Thursday 8 June 2017, 10:00 AM Pacific / 1:00 PM Eastern / 5:00 PM UTC Is that yet another new map or just a weird view of Firebase Paradox? Looks like Kadara to me, definitely new.
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Post by JRandall0308 on Jun 7, 2017 19:39:38 GMT
New questions. I ignored repeats.
Also I ignored trivial things like helmets. This is our once chance a week to get their attention. I'm not asking about fucking helmets.
With 1.08, almost all melee attacks have improved damage, except the Angaran Firran and the Human Biotic Punch. What is the design rationale for this? 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?
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Post by Transcended One on Jun 7, 2017 19:44:10 GMT
3) Helmets for humans that don't have them, and helmet toggles for all humans?
Hiding the female engineer behind a helmet wouldn't be such a bad idea to me! But maybe just besides helmet on/of a choice of different hairstyles... and... lipstick color...
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Post by Uchimura on Jun 7, 2017 19:59:29 GMT
3) Helmets for humans that don't have them, and helmet toggles for all humans?
Hiding the female engineer behind a helmet wouldn't be such a bad idea to me! But maybe just besides helmet on/of a choice of different hairstyles... and... lipstick color... Yes, they stole my engi's helmet. She's still level 1..
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Post by Transcended One on Jun 7, 2017 20:55:41 GMT
Hiding the female engineer behind a helmet wouldn't be such a bad idea to me! But maybe just besides helmet on/of a choice of different hairstyles... and... lipstick color... Yes, they stole my engi's helmet. She's still level 1.. Yeah mine too, I vowed that I'd level her last (of the last 6 humans), and I don't intend to break that vow
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Post by JRandall0308 on Jun 7, 2017 22:29:30 GMT
Patch dropping Thursday 800 PT 1100 ET 1600 UTC.
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Post by Uchimura on Jun 7, 2017 22:34:28 GMT
Now I'm curious if Arsenal/Reserve packs have any sway on if the UR is a character or weapon.
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Post by Abramsrunner on Jun 7, 2017 22:45:10 GMT
You should ask them when is the 1.08 Patch is coming out.
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Post by Qui-Gon GlenN7 on Jun 7, 2017 22:45:54 GMT
3) What is the status on the off-host headshots issue? Does anyone care about that? Apparently addressed in 1.08. Source?
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Post by theghostoftimmy on Jun 7, 2017 22:53:58 GMT
Now I'm curious if Arsenal/Reserve packs have any sway on if the UR is a character or weapon. I second the hell out of this. I want the sal operator, not another rank of the eagle dammit
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Post by rtrnofdmax on Jun 7, 2017 23:56:20 GMT
How do you feel about people stealing your questioning shtick?
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Post by JRandall0308 on Jun 8, 2017 0:27:06 GMT
How do you feel about people stealing your questioning shtick? Same answer I gave last time: I am confident in our ability to generate high quality questions. Plus with Matobar from Reddit tag-teaming last week, we actually extracted quite a lot of info from DiscoBabaloo (Fernando Melo).
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Post by JRandall0308 on Jun 8, 2017 0:27:45 GMT
Now I'm curious if Arsenal/Reserve packs have any sway on if the UR is a character or weapon. Uhh... read the patch notes bro?
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