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Post by RedCaesar97 on Dec 20, 2020 18:57:34 GMT
What balance changes would you make throughout the Mass Effect Trilogy? What powers or power evolutions do you think need be buffed to make them more viable? What powers or evolutions do you think need to be nerfed because they are currently too strong? Or do you think some powers need big fundamental changes instead of just minor buffs or nerfs? The following are some ideas to get started. I will keep it simple to start (simple = minor value changes in code). Mass Effect 2 Singularity: - Wide Singularity evolution: increase maximum number of targets from 4 to 6
- Heavy Singularity evolution: decrease maximum number of targets from 6 to 4.
(Basically, switch the maximum number of targets assigned to each evolution. It never made sense that Wide Singularity could not hold as many targets as the smaller Heavy Singularity.) Mass Effect 2 Concussive Shot: - Remove barrier damage multiplier
- Decrease base cooldown for Soldier Shepard from 6 seconds to 3 seconds
- Decrease base cooldown for squadmates from 12 seconds to 9 seconds
- May also require a damage decrease to compensate for the decreased cooldown (-50%?)
Mass Effect 2 Revenant Assault Rifle: - Decrease base damage modifier versus armor from x1.4 to x1.2
- Increase base damage modifier versus shields/barriers from x1.2 to x1.4
(Basically, switch the defense modifiers. The Revenant should deal more damage to shields than armor.) Mass Effect 3 Defense Matrix (single player): - Increase base damage protection from 15% to 25%.
Mass Effect 3 Barrier (single player): - Increase base damage protection from 15% to 25%.
- Increase lift duration of purge by at least +100%
I have some crazier ideas, but I'll stop here for now.
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Post by RedCaesar97 on Dec 25, 2020 22:02:52 GMT
Here a couple of my slightly crazy ideas, some of which would require larger code changes than just small value changes. Mass Effect 1 Commando Specialization (Soldier, Infiltrator): - Add cooldown bonuses to both Carnage and Overkill
One of the bonuses for Commando improves the cooldown for Marksman (Pistols) and Assassination (Sniper Rifles). The Infiltrator starts with Pistol and Sniper Rifle talents. The Infiltrator can unlock the Sniper Rifles talent after spending enough points in the Pistols talent. Infiltrator can add Assault Rifles or Shotgun as a bonus talent. The Soldier has all four weapons, but must unlock Sniper Rifles by putting enough points in Assault Rifles. While you can max all four weapon talents, you may typically only max 2 or 3 of the weapons talents. Adding cooldown bonuses for all weapon types would make Commando more attractive to Soldier, while still improving Infiltrator. Mass Effect 2 Warp Ammo, AP Ammo, and Shredder Ammo: I am going to lump all the bonus ammo powers into one section here, since you can compare them to each other anyway. With these ammo powers, I think they should be specialized a little more. Warp Ammo: - Keep bonus damage to armor and barriers
- Remove bonus health damage, but still keep bonus damage to lifted targets
AP Ammo: - Remove bonus damage to armor
- Change damage to health to synthetic-only health damage
- Change health damage from +30% > +40% > +50% > +70% (Tungsten Ammo evolution) to +40% > +60% > +80% > +100% (Tungsten evolution)
Shredder Ammo: - Change health damage from +40% > +50% > +60% > +80% (Heavy Shredder Ammo evolution) to +40% > +60% > +80% > +100% (Heavy Shredder evolution)
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Post by a_mouse on Feb 13, 2021 0:19:26 GMT
For ME1 it's hard to say. I found the game mechanics a bit hard to get used to, and the levels themselves are so unbalanced that I have a hard time separating mechanics vs. level design.
For ME2 I have a clearer picture. I have always felt the different classes have very uneven access to a native disabling power with short (3 second) cooldown. Also, these powers should have shorter cooldowns on squad mates (6 seconds). Soldier: Concussive Shot should have a 3 second cool down, 6 seconds on squad mates.
Infiltrator: Replace AI Hacking with native Neural Shock, which should also briefly disable synthetics. 6 second cooldown on Mordin.
Vanguard: already has Pull, no change needed. But reduce squadmate cooldowns to 6 sec.
Sentinel: Cryo Blast should have 3 second cooldown. Increase Mordin's to 6 seconds, and eliminate 4.5 sec cooldown at level 10.
Adept: already has 2 excellent short cool own powers: Pull & Throw, no change needed. But reduce squad mate cooldowns to 6 sec.
Engineer: needs two short cool down powers, only has one (Drone). Cryo Blast should have 3 second cooldown (see above). Decrease drone on squadmates to 12 seconds.
For ME3 it's hard to suggest balance changes since everything feels so overpowered when fully leveled up. Maybe decrease overall power creep and judge from there? Also, seems like a lot of useless extraneous powers, maybe just get rid of them and have multiple squad mates with the same (good) powers?
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Post by RedCaesar97 on Feb 14, 2021 16:46:28 GMT
For ME3 it's hard to suggest balance changes since everything feels so overpowered when fully leveled up. Maybe decrease overall power creep and judge from there? Also, seems like a lot of useless extraneous powers, maybe just get rid of them and have multiple squad mates with the same (good) powers? My opinion: ME3 seemingly has a lot of useless extraneous powers because the game encourages powers combos (electrical, cryo, fire, biotic), making powers that prime or detonate more appealing. This means you tend to look for powers that compliment your class's power set or fills a hole in the power set. If two bonus powers fill the same function, then one power feels extraneous if one power provides more utility. Powers that do not prime or detonate must fill another useful function (such as damage protection) or it will be useless. Examples: - Dark Channel is pretty useless since Reave exists: Reave can hit multiple enemies at once (not just one), and can both prime and detonate (Dark Channel only primes). - Carnage is pretty useless since all classes have primers and detonators good against armor. It can knock enemies down, but it requires an evolution, and either most classes have a knockdown power, or another bonus power does it better. Mass Effect 2 had a similar problem: - Barrier, Geth Shield Boost, and Fortification all performed the same function (restore shields) with very little to differentiate them. - Incendiary Grenade had some design problems, but was mostly useless because each class already had an anti-armor ability (Incinerate or Warp), or could use Reave instead. - No real reason to use Shredder Ammo (organic health only) when AP Ammo was nearly as damaging and worked on all health (and armor). Mass Effect 1 probably had the right idea: you could unlock most class powers as bonus powers for other classes. With some design tweaks, some bonus powers in ME2 or ME3 could be power evolutions instead of their own powers. For example, Energy Drain could be an evolution of Overload, or Reave and evolution of Warp. Just some ideas for the next game, maybe.
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Post by RedCaesar97 on Feb 14, 2021 17:43:30 GMT
I have been trying to figure out how to rebalance Fortification, Geth Shield Boost, and Barrier in Mass Effect 2, but it seems to require -- at least in part -- some fundamental redesigning of class passive cooldown bonuses. This also affects Sentinel's Tech Armor Let me explain.
Fortification, Geth Shield Boost, Barrier, and Tech Armor all have a base 12-second cooldown for Shepard. All classes except Soldier have cooldown bonuses in their passive talent that apply to all powers. Max possible cooldown bonuses from passive talents: - Sentinel: 30% - Engineer: 20% - Adept: 20% - Infiltrator: 15% - Vanguard: 15% - Soldier: 0%
Tech and Biotic powers can get an additional +20% cooldown with research upgrades, after researching three tech/biotic damage upgrades.
This means that Sentinel can get Geth Shield Boost, and Barrier down to 6 second cooldown, but it already has Tech Armor which can do the same thing (restore shields) but with an added benefit. Engineer and Adept is next closest cooldown at 7.2 seconds, Infiltrator and Vanguard at 7.8 seconds, and then Soldier at 9.6 seconds. No reason to take Fortification.
So I think the Sentinel with Tech Armor shows that a max cooldown of 6 seconds is fairly balanced for these powers. We can work backwards from there and do some tweaking later. So how do we make it so each power or class can achieve 6 second cooldowns with these powers? A few possibilities: 1. Change each class passive so each class can get the same cooldown bonuses, and then add combat power damage, duration, and cooldown research upgrades. 2. Change existing class passive bonuses (and power base cooldowns) so they are specific to biotic, tech, and/or combat, fitting to each class. This is my preferred method, as it allows us to skew each class passive a bit more toward tech or biotic.
So going from method 2, the game specifically provides research upgrades for tech and biotic talents, not combat/ammo talents. I actually think this is fine. So going from this: 1. Change Sentinel cooldown bonuses so they are specific to tech and biotic 2. Change Engineer and Infiltrator cooldown bonuses so they are specific to tech 3. Change Adept and Vanguard cooldown bonuses so they are specific to biotic
Next, what should be the max tech and biotic cooldown? Currently it is Sentinel with +50% with max passive cooldown and research upgrades. Next is Adept and Engineer at +40%. So should the max be +50% or +40%. I actually think it should be +40%, not +50%.
So here are my proposed basic redesigns: 1. Change Sentinel passive so it provides only tech and biotic cooldown bonuses. Tech and biotic cooldown at +10% at rank 3. Add +10% (total +20%) tech cooldown for rank 4 Raider. Add +10% (total +20%) biotic cooldown for rank 4 Guardian. 2. Change Engineer passive so it provides only tech cooldown bonuses. 3. Change Adept passive so it provides only biotic cooldown bonuses. 4. Change Vanguard so it provides only biotic cooldown bonuses. Biotic cooldown and weapon damage at +10% at rank 3. Add +10% (total +20%) biotic cooldown for rank 4 Champion. Rank 4 Destroyer can have +10% weapon damage (total +20%). 5. Change Infiltrator so it provides only tech cooldown bonuses. Tech cooldown and weapon damage at +10% at rank 3. Add +10% (total +20%) tech cooldown for rank 4 Champion. Rank 4 Destroyer can have +10% weapon damage (total +20%). 6. Change Soldier passive to provide +20% weapon damage at rank 4. 7. Change Tech Armor from a tech power to a combat power, then change its cooldown to 6 seconds. With the previous changes, it is now always a 6-second cooldown. 8. Change Fortification cooldown to 6 seconds. With the previous changes, it will always be 6 seconds on every class. 9. Change Barrier and Geth Shield Boost base cooldown on Shepard to either: - 10 seconds, so it can be max 6-second cooldown on all classes. But that may have a side effect where you would then always take Fortification since it pretty much does the same thing as Barrier or Geth Shield Boost without needing specific bonuses. - 8 seconds, so it can have a max 4.8-second cooldown on all non-Soldier classes. Or is this too short a cooldown?
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Post by a_mouse on Feb 14, 2021 21:52:36 GMT
I have been trying to figure out how to rebalance Fortification, Geth Shield Boost, and Barrier in Mass Effect 2, but it seems to require -- at least in part -- some fundamental redesigning of class passive cooldown bonuses. Yes! I agree these changes would definitely help balance shield powers, make them more useful, and tailor them to specific classes (helping to differentiate them). However, one thing that has always bothered me about these supplemental shield powers is their encroachment on Tech Armor as a unique class power. All the other classes get something entirely unique that only they can do. But as they are currently implemented, Fortification, Geth Shield Boost and Barrier are sort of a poor-man's version of Tech Armor, which at the same time are hard to use *with* Tech Armor due to cooldown overlap (and having to press multiple buttons to activate). Tech Armor allows Sentinels to tank, run in and basically explode in enemies' faces. This effect needs a cooldown because it is such a powerful, playstyle-defining offensive ability. But do the others? One thought I had is to make them more like Ammo powers, where you activate them once, and they just boost you shields, barrier, or add a layer of armor (and that's all they do). Another option is they reduce the delay for shield or barrier regeneration. But basically they act as a passive bonus, not an active power. This would allow players a bit more maneuverability out of cover, at the cost of giving up another bonus power. Part of what shapes my view here is my own learning curve playing ME2 on Insanity. Some classes are bit like a glass cannon. So when you are first playing them, it's very hard going. It would have been great to have a passive boost of shields that doesn't interfere with regular power use and play style. Then when you finally get the hang of it and need less shielding, you can switch to something else as a bonus (or not). The key here in game design is not making the passive bonus too OP, so other bonus powers can't compete. Probably requires play testing to establish the right level.
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Post by a_mouse on Feb 14, 2021 22:14:31 GMT
My opinion: ME3 seemingly has a lot of useless extraneous powers because the game encourages powers combos (electrical, cryo, fire, biotic), making powers that prime or detonate more appealing. This means you tend to look for powers that compliment your class's power set or fills a hole in the power set. If two bonus powers fill the same function, then one power feels extraneous if one power provides more utility. Powers that do not prime or detonate must fill another useful function (such as damage protection) or it will be useless. Yes, I totally agree. I think another problem is that the overall power in SP ME3 is so high that anything you cast on the enemy more or less works. Play style is largely defined by what you hold back from doing in order to do something else. You don't get that same sense (as in ME2) when a certain combination of synergistic elements really clicks, allowing them to become greater than a sum of their parts.
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Post by RedCaesar97 on Feb 15, 2021 15:32:35 GMT
However, one thing that has always bothered me about these supplemental shield powers is their encroachment on Tech Armor as a unique class power. All the other classes get something entirely unique that only they can do. But as they are currently implemented, Fortification, Geth Shield Boost and Barrier are sort of a poor-man's version of Tech Armor, which at the same time are hard to use *with* Tech Armor due to cooldown overlap (and having to press multiple buttons to activate). Tech Armor allows Sentinels to tank, run in and basically explode in enemies' faces. This effect needs a cooldown because it is such a powerful, playstyle-defining offensive ability. But do the others? One thought I had is to make them more like Ammo powers, where you activate them once, and they just boost you shields, barrier, or add a layer of armor (and that's all they do). Another option is they reduce the delay for shield or barrier regeneration. But basically they act as a passive bonus, not an active power. This would allow players a bit more maneuverability out of cover, at the cost of giving up another bonus power. Part of what shapes my view here is my own learning curve playing ME2 on Insanity. Some classes are bit like a glass cannon. So when you are first playing them, it's very hard going. It would have been great to have a passive boost of shields that doesn't interfere with regular power use and play style. Then when you finally get the hang of it and need less shielding, you can switch to something else as a bonus (or not). The key here in game design is not making the passive bonus too OP, so other bonus powers can't compete. Probably requires play testing to establish the right level. In this respect, Mass Effect 3 did a better job of differentiating between Tech Armor, Fortification, Barrier, and Defense Matrix, by having them perform the same basic function (always-on damage protection) but having them perform different secondary functions when purged (damage in an area, increased melee damage, biotic lift in an area, shield restore). I think Barrier, Fortification, and Geth Shield Boost need a cooldown. All powers in ME2 have a cooldown, even ammo powers. These shield-restore powers are mostly basically just different flavors of the function. Shield regeneration happens automatically when you do not take damage after a short period of time. It makes sense that if you want to restore your shields immediately, you need to spend a cooldown. Upgraded First Aid has the shortest cooldown for restoring shields (base 3 second cooldown). Since Mass Effect 2 puts cooldowns in the class passive -- with power-focused classes getting better bonuses -- it can make it harder to balance certain things since you need to balance for class not just the individual power. Squadmates also have this issue, where some squadmates get cooldown bonuses in their passive; and some powers inexplicably get cooldowns with certain evolutions as well (Mordin's Cryo Blast, Unstable Warp). Mass Effect 3 sort of fixed the Shepard cooldown issue, but did not fix the squadmate cooldown issue. This is something you could 'fix' with the next Mass Effect. We all have ideas I am sure. Mass Effect Andromeda had some interesting ideas, but lack of time and/or poor implementation caused all sorts of problems.
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Post by sentinel87 on Feb 15, 2021 17:03:05 GMT
Not sure if this would classify as a balance change, it’s a bit more mechanical in nature. So a crazier idea I guess.
I’d bring over the health/armor/shield mechanic from ME2 into ME3. I always liked this part of combat in the game. You would have to strip the armor or shields from enemies before you could start to ragdoll them around the arena.
It bugs me still how easy it is in ME3 to combo/ragdoll your way through basic enemies even on higher difficulty levels. The change always felt like it was done for the benefit of MP where it makes more sense do to the larger amounts of enemies you face at any given time. But you rarely face that many in SP.
On the smaller end and porting a change the other way, I liked how in ME3 Energy Drain also worked on barriers. So taking that back to ME2 would be nice.
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Post by a_mouse on Feb 15, 2021 23:52:47 GMT
I think Barrier, Fortification, and Geth Shield Boost need a cooldown. All powers in ME2 have a cooldown, even ammo powers. These shield-restore powers are mostly basically just different flavors of the function. Oh, I see. Sure, I agree that a shield power that *restores* shields needs a cooldown. But what I actually meant was that non-TA shield powers would ONLY be passive. Recasting them would not restore your shields. You either would not cast it at all, or cast it once (like an ammo power), and it's only role would be to boost your shield stats by some amount (perhaps with a ME3-like cooldown penalty). Boosted shields could still be broken, and recasting the boost would not instantly restore them. This would leave TA as the only active shield power with an offensive buff. As I understand you, you are fine with the shield powers being differentiated simply by the flavor of the offensive buff (as in ME3). Sure - I agree this would be better, but still not particularly unique (like Charge or Cloak). I would take it a step further and remove offensive buffs from everything except TA.
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Post by nannerb on Feb 22, 2021 19:28:05 GMT
The first thing that comes to mind is the Biotic Charge + Nova synergy from ME3. It's a fun way to play but is definitely overpowered. It works so well that it shifted the playstyle of the Vanguard from "high risk/high reward" in ME2 to "low risk/high reward" in ME3.
In ME2, the cooldown penalties are longer and the only means to restore your barrier is by seeking cover - which makes the Vanguard play a strategic play (assign your squad to cover, pick your target, identify where you can run to cover, etc), i.e. you can't just rush in blindly.
In ME3, the Vanguard play is reduced to 1) Biotic charge 2) Nova 3) repeat
The change I would suggest is to either increase the cooldown penalty or break the synergy between the two powers.
Unpopular opinion: I would drop the Nova power entirely (or move it to another class) and give the Vanguard another power that allows phasing through objects and traversing the battlefield. The biotic charge would be the offensive power and a defensive strafe would be the defensive power. I believe Andromeda had a strafe that allowed you to phase through matter.
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Post by a_mouse on Feb 23, 2021 0:09:49 GMT
The ME2-style Vanguard's life is more complicated in ME3 due to better AI (flanking your position) without commensurate improvements in cover mechanics and level design. ME3 has a lot of scenarios where post-charge cover is unavailable or is too 1-directional, and many enemies just stand in the open. So it's hard to get rid of Nova without compensating factors. Some suggestions:
1) Improved bullet time following charge, so you an get one well-aimed headshot off before having to maneuver (this was much better in ME2). 2) Better freeze probability on cryo ammo. 3) longer shield gate (as in ME2), to give cover animations time to finish. 4) You must choose between barrier restore on charge -or- zero cooldown on Nova, but not both.
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Post by nannerb on Feb 23, 2021 15:43:44 GMT
The ME2-style Vanguard's life is more complicated in ME3 due to better AI (flanking your position) without commensurate improvements in cover mechanics and level design. ME3 has a lot of scenarios where post-charge cover is unavailable or is too 1-directional, and many enemies just stand in the open. So it's hard to get rid of Nova without compensating factors. Some suggestions: 1) Improved bullet time following charge, so you an get one well-aimed headshot off before having to maneuver (this was much better in ME2). 2) Better freeze probability on cryo ammo. 3) longer shield gate (as in ME2), to give cover animations time to finish. 4) You must choose between barrier restore on charge -or- zero cooldown on Nova, but not both. You've made some great points. Technically there is no cooldown on Nova - it can be used as long as you have barriers, but I get where you're going. Biotic charges consumes both the cooldown timer and barriers. Nova only consumes barriers. Perhaps the fix might be to also require Nova to be tied to the cooldown penalty as well? Either way, we have to break the synergy that allows one power to "refuel" the other and thus eliminate the charge+nova spam. I like the idea of bringing back the bullet time from ME2 following a charge.
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Post by a_mouse on Feb 23, 2021 16:46:31 GMT
Exactly. What makes Nova broken is the ability to infinitely chain together charge (which refills barriers) + Nova (which consumes them) with only one cooldown, much of which is taken up by the Nova animation (during which Shep is immune).
Maybe one simple solution is to eliminate the immunity, so that use of Nova has more meaningful risk - a real choice of protection following charge vs. delivering an offensive blow. Another is to have Nova reset (or extend) the cooldown. Then in the evolution tree you might have various options to mitigate these effects, but only at some cost. For example, you can have a Nova that does not reset cooldown, but it also does less damage (mostly stuns enemies).
I have some sympathy for the devs on Nova. It makes sense on paper, and the development cycle only allows for limited playtesting for balance. This is why shutting down BSN never made sense to me - it was like having an army of free expert playtesters to help figure out stuff like this.
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Post by RedCaesar97 on Feb 24, 2021 16:59:12 GMT
Unpopular opinion: I would drop the Nova power entirely (or move it to another class) I would be in favor of removing the new class-specific powers added in ME3. Vanguard and Engineer got interesting new powers -- Nova and Sentry Turret -- while every other class got 'grenade'. However, that has nothing to do with balance whatsoever.
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Post by RedCaesar97 on Feb 24, 2021 17:15:14 GMT
The first thing that comes to mind is the Biotic Charge + Nova synergy from ME3. It's a fun way to play but is definitely overpowered. It works so well that it shifted the playstyle of the Vanguard from "high risk/high reward" in ME2 to "low risk/high reward" in ME3. ... In ME3, the Vanguard play is reduced to 1) Biotic charge 2) Nova 3) repeat The change I would suggest is to either increase the cooldown penalty or break the synergy between the two powers. .. Technically there is no cooldown on Nova - it can be used as long as you have barriers... Biotic charges consumes both the cooldown timer and barriers. Nova only consumes barriers. Perhaps the fix might be to also require Nova to be tied to the cooldown penalty as well? Either way, we have to break the synergy that allows one power to "refuel" the other and thus eliminate the charge+nova spam. Exactly. What makes Nova broken is the ability to infinitely chain together charge (which refills barriers) + Nova (which consumes them) with only one cooldown, much of which is taken up by the Nova animation (during which Shep is immune). Maybe one simple solution is to eliminate the immunity, so that use of Nova has more meaningful risk - a real choice of protection following charge vs. delivering an offensive blow. Another is to have Nova reset (or extend) the cooldown. Then in the evolution tree you might have various options to mitigate these effects, but only at some cost. For example, you can have a Nova that does not reset cooldown, but it also does less damage (mostly stuns enemies). I have some sympathy for the devs on Nova. It makes sense on paper, and the development cycle only allows for limited playtesting for balance. This is why shutting down BSN never made sense to me - it was like having an army of free expert playtesters to help figure out stuff like this. Nova on its own seems okay. It does not take a cooldown, but as a trade-off it consumes shields. Two factors make it broken with Biotic Charge: - Half Nova (or whatever the evolution is called) that only consumes 50% shields when Nova is used. - Immunity duration for Nova which is 1.5 seconds. So you can use Nova twice for a combined 3-seconds of immunity. You can get Biotic Charge cooldown to about 3 seconds. It should also be noted that the 1.5 seconds of immunity is a set duration from when you start Nova. You can actually cancel Nova with a melee, but the immunity duration is fixed. So as long as you have some shields, it is possible to cancel Nova repeatedly until all your shields come back while you exploit the immunity duration (I have done it; I have a video of it somewhere but I do not have much time right now so I will not bother linking it.) Putting Nova on the global cooldown means no one would actually end up using it on the Vanguard except for crazy one-off builds. If Nova takes a cooldown, why use Nova when you can just charge again, or use another power like Pull? Back on the old BSN forums, I know some people proposed to give Nova only 0.5 seconds of immunity, enough to cover the startup animation. I think certain gameplay mods made that change as a balance technique. I think Nova needs some immunity, just so you do not lose all your shields in the process of losing your shields (if that makes sense). I know someone else also once proposed making Nova do scaling damage based on how much shields you have.
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Post by a_mouse on Feb 24, 2021 18:09:35 GMT
Putting Nova on the global cooldown means no one would actually end up using it on the Vanguard except for crazy one-off builds. If Nova takes a cooldown, why use Nova when you can just charge again, or use another power like Pull? Maybe. But I think the original intent of Nova was to give Vanguards a AOE attack at the location of the charge target. If you give it a cooldown*, the player will be in the same cooldown state following the Charge + Nova as they would be following a regular Charge. Either way they have their shotgun. So the choice would be between 1) having no shields, but getting a AOE attack that staggers/strips multiple enemies or 2) having full shields and more mobile enemies. I can imagine many situation where I'd rather have the former as an option, or visa-versa. To me, good gameplay mechanics give you tactical options that are better than others in certain situations, not OP powers (like Charge-Nova spam) that are almost always better than any other option. (*by cooldown I mean for other powers following the use of Nova. You would still be able to fire Nova on cooldown, using up all your shields). Back on the old BSN forums, I know some people proposed to give Nova only 0.5 seconds of immunity, enough to cover the startup animation. I think certain gameplay mods made that change as a balance technique. I think Nova needs some immunity, just so you do not lose all your shields in the process of losing your shields (if that makes sense). I know someone else also once proposed making Nova do scaling damage based on how much shields you have. ME3 seems to have a much shorter shield gate than ME2, which makes maneuvering in the open much more difficult in general. That's especially frustrating given the number of grenades encouraging you to move out of cover! So one possible solution might be to bring back the longer shield gate, and get rid of the Nova immunity altogether. If you half-blast you have shields left, and can take some damage before you hit the shield gate. If you full-blast you break shields and only get a brief window of immunity due to the gate.
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Post by a_mouse on Feb 24, 2021 19:24:37 GMT
btw, do you think anyone at Bioware reads any of this stuff and takes back to devs? I am an optimist, working under the assumption/chance that they do!
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Post by sentinel87 on Feb 24, 2021 19:52:17 GMT
I don't think anyone at Bioware reads here, but I could be absolutely wrong.
I seem to remember sometime after the migration from the BSN that one of the ME devs mentioned these forums existed but it didn't sound like that they visited them if I recall. I'd love for them to do so. I think these forums are better than the BSN was in terms of toxicity.
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Post by RedCaesar97 on Feb 24, 2021 22:04:01 GMT
ME3 seems to have a much shorter shield gate than ME2, which makes maneuvering in the open much more difficult in general. That's especially frustrating given the number of grenades encouraging you to move out of cover! So one possible solution might be to bring back the longer shield gate, and get rid of the Nova immunity altogether. If you half-blast you have shields left, and can take some damage before you hit the shield gate. If you full-blast you break shields and only get a brief window of immunity due to the gate. ME3 player health and shield gate mechanics documented here. Player damage reduction (DR) formula here (external link). Basically, you take about more 40% damage when out of cover. To be completely immune to damage, you need 100% DR when docker in cover, or 140% when out of cover. Changing player health and shield gates would affect more than just (non-invincible) Nova, especially since Energy Drain and Defense Matrix purge can get you shields back sooner than they could in ME2. Boy would I really love to change ME3 to be more like ME2 but that falls into remake territory, not balance. Really hard to balance around flexible cooldowns and power combos. Mostly just trying to balance around differences in kind. But your idea is interesting. I will need to think about it some more.
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Post by a_mouse on Feb 24, 2021 23:30:37 GMT
^ That reminds me: All Hail Caesar for preserving this information from BSN, and making it available to the community! I am sure it was a TON of work, and hope everyone appreciates it!
Anyway, yes, I totally agree that adjusting the shield gate in ME3 would have major implications for other powers. Though I am guessing after making appropriate adjustments, it might lead to overall balance improvements for all classes.
One fundamental problem with a 0.1 s shield gate is that this is shorter than human reaction time, so is almost like not having one. This means that for expert players on Insanity, aggressive play requires eating into the health pool almost all the time. While you can certainly play this way, it is generally annoying, both in terms of visual animations & sound effects, but also constant management of health (which in ME3 is a non-renewable resource). In general I don't think the game mechanics should be designed to subliminally encourage players to stay in cover more.
A longer shield gate basically says "If you can consistently remain aware of your surroundings, control enemies, protect yourself, or maneuver quickly enough, the game will not intentionally punish you with degraded vision and hearing for every small mistake that you make." It remains a hard challenge to stay alive, but the time you are alive is more enjoyable!
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Post by RedCaesar97 on Feb 25, 2021 4:17:38 GMT
One fundamental problem with a 0.1 s shield gate is that this is shorter than human reaction time, so is almost like not having one. I think having it at 0.1 second is just so certain enemies -- like the Cerberus Nemesis snipers -- cannot one-shot you dead. Yes it is shorter than human reaction time. Shield and health gate gets shorter as you increase the difficulty, which I think is fine. I do think the cooldown on the health and shield gate is annoying, but that may be a balancing gimmick for the short cooldowns for shield-restoring powers. I believe Mass Effect 2 had a hard 1-second shield gate. ME2 did not have a health gate, but it did have fully-replenishing health. What do you think should be the lowest-end duration for the player health and shield gate? I am fine with 0.1 seconds. But should it be 0.5 seconds at the low end? Should health and shield gate have different durations, like 0.1 seconds for health gate and 0.5 seconds for shield gate?
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Post by a_mouse on Feb 25, 2021 5:29:25 GMT
Sure, that makes sense. Basically they wanted to get rid of the shield gate for continuous fire, while not allowing one-shot sniper deaths.
From what I have read, human decision latency for single tasks spans 0.77 to 1.0 seconds, depending on task and age. So a shield gate of 1 second at all difficulty levels (as in ME2) actually makes a lot of sense to me. I'd rather have increased difficulty come from other sources, such as juggling more, harder-to-kill enemies at one time (stressing CC skills), rather than Shep being more afflicted by fog of war. Harder difficulties should be more challenging and fun for skilled players (not more challenging and annoying!).
In general I find ME3 Insanity to be a cake walk (difficulty wise) compared to ME2 Insanity. And yet, despite feeling less challenged in ME3, I also feel like I take more health damage and suffer a lot more fog of war. So to me the shield gate is less an issue of fairness and balance, it's more of a game-design issue.
I don't think the game benefits from a health gate (should be zero on harder difficulties). If you are on health, you should be vulnerable to being one-shotted by snipers! But I am OK with ME3's partial return to non-renewable health. Actually I think their use of sub-bars (that only allow partial health regeneration) is a clever mechanic that nicely balances the convenience of health regeneration vs. the player suffering a resource penalty for taking health damage.
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Post by capn233 on Feb 26, 2021 3:02:58 GMT
The longer shield gate works within ME2 because you do not have the movement speed or dodge capability, so moving between cover can take more time. Also my recollection is that the enemies are more accurate in ME2, so you are also more likely to take damage due to this. The lock-on time in ME3 is what seems to allow your freedom of movement in ME3.
There are a lot of interesting ideas in this thread. I don't know where I would start exactly but can throw out some things that stick out to me.
ME1
Million dollar question is whether Shepard and co should be so powerful with end game gear, but I suppose it is an RPG.
Ignoring that, Damping needs fixed, reworked, or removed. It basically does nothing to enemies. Good talent for an enemy to use on the player, but shit for the player to use on an enemy. The player needs to spam talents since they are outnumbered, but enemies don't have very many talents and are at a numerical advantage anyway. The stun part of this power overlaps a bit with Neural Shock as well.
To an extent, it reminds me of a few spells in Dragon Age Origins, like Curse of Mortality. An even closer analogue to CoM in ME1 is "toxic damage." In DAO or ME1, the player needs to regen health due to the numbers disadvantage. Enemies often don't really regen health at all, so this sort of spell / ability is pretty pointless for the player to cast.
ME2
I still think this one is the most well balanced after all these years, and there are not a lot of balance changes I would make.
Ammo powers were mentioned earlier. The main problem with the bonus ammos is they do not have any special effects. The "real" ammo powers all have crowd control properties which are arguably more important than the bonus damage by mid to late game. Shredder especially makes hardly any sense in this game with the protection scheme. Maybe it should have had a slow effect against organic targets, it would at least be something unique.
As far as weapon multipliers go, Mantis needs a spare ammo buff. For multipliers, the only one that stands out to me is the Incisor, which I would push towards shields/barriers and away from armor. Could fix squadmate capability with it. Mattock could have the max rate of fire trimmed a bit so it isn't as great under ARush. Avenger needs a little buff to make it closer in usefulness to the Locust.
The heavy vs area evolutions are a little off on Insanity. Reave on Samara is really the only one where taking the area version has much of a downside, and that is only realized at level 30. Heavy overload with a damage taken debuff might be interesting.
Defensive bonus talents don't work well just due to the amount of damage enemies put out, as well as the long cooldowns. Probably set-and-forget makes some sense for these as mentioned.
ME3
This game is better than at release due to some balance changes from MP being ported into SP.
Generally, cooldowns can be dropped too low. Weapon power vs weight is inconsistent.
Enemy shield gate should be reduced. More enemies per encounter are needed.
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Post by RedCaesar97 on Feb 26, 2021 14:22:56 GMT
ME2I still think this one is the most well balanced after all these years, and there are not a lot of balance changes I would make. As far as weapon multipliers go, Mantis needs a spare ammo buff. For multipliers, the only one that stands out to me is the Incisor, which I would push towards shields/barriers and away from armor. Could fix squadmate capability with it. Mattock could have the max rate of fire trimmed a bit so it isn't as great under ARush. Avenger needs a little buff to make it closer in usefulness to the Locust. The heavy vs area evolutions are a little off on Insanity. Reave on Samara is really the only one where taking the area version has much of a downside, and that is only realized at level 30. Heavy overload with a damage taken debuff might be interesting. I think Incisor needs an ammo pickup fix/buff for Shepard to even make it worth using. Regarding ammo for Mantis, maybe 1|16? And reduce Widow to 1|8? Heavy versus Area: This is a tricky one since the balance would also affect lower difficulties. A lot of Heavy evolutions make sense for Normal and Veteran where only a few enemies have protections. I have some ideas for some weapon balance changes that I will share later I think.
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