Post by Hrungr on Jun 7, 2017 17:47:09 GMT
Patch 1.08 Combat Balance Updates
by Author - Conal PiersePosted on - June 7, 2017
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
by Author - Conal PiersePosted on - June 7, 2017
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