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sip sip hooray!
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dreamowl
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Mass Effect Trilogy, Dragon Age Inquisition, Mass Effect Andromeda
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Post by Chenowl Blanc on May 3, 2017 21:21:25 GMT
My biggest concern in this game is how weak powers are, combos in particular. When u create a big sexy fire explosion and it hurts the mob less then a melee swing it really gets my mood down. Same with biotic and force, throw someone above the clouds and when he hits the ground again its like he just tripped and fell ^ Word! I might not be the most experienced player, but even I noticed that. I'm trying really hard to get a grip on good timing on priming & detonating, and always when I feel I did a good job, there is a slightly underwhelming boom and as soon as the guys hit the ground, they're happily fighting back again as if I had merely given them some kind of free sky jump experience. Then another player (mostily it's Krogans) comes along, gives them one tiny melee hit and they're gone. Doesn't seem very balanced to me, and doesn't really give me that epic biotic ME:3 feeling. Also, on a different note, why are those Kett wraiths so much more annoying than the adhis?! They seem to be everywhere, I cannot even get to the bigger enemies because the place is swamped with those nasty buggers. Feels much more balanced to me when fighting against outlaws (like, the creepy pet to humanoid ratio) - or is that just me?!
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t41rdeye
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Jade Empire, Mass Effect Andromeda
Origin: T41rdEye
Posts: 164 Likes: 420
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t41rdeye
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Jade Empire, Mass Effect Andromeda
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Post by t41rdeye on May 4, 2017 16:58:19 GMT
Yea, breaks immersion a bit when you launch someone into orbit, watch them fall for 12 seconds and bounce back up like nothing happened with very little damage. Space magic?
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KLGChaos
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Jade Empire, Mass Effect Andromeda
Origin: KLGChaos
XBL Gamertag: KLGChaos
Posts: 639 Likes: 1,009
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Mar 26, 2017 16:21:26 GMT
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klgchaos
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Jade Empire, Mass Effect Andromeda
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Post by KLGChaos on May 4, 2017 21:38:51 GMT
So, I was thinking about a way to buff rage a bit and bring it more in line with the other defensive passives.
First, I think it should be a base of 3 kills or 33% health. Right now, nearly everyone takes 6a because of that and the reduction in kills needed. If rage triggered on low health at base, then people wouldn't feel pressured to take Berserker all the time.
Berserker can keep the -1 kill reduction, the extra melee damage and maybe gain a speed boost while enraged.
Inspirational wouldn't have to change much. Let the 30 DT stack with the rest of the Rage tree. It can remain at 3 kills and with low health rage being base, it would provide a Krogan with some extra DR (50) to survive along with some extra health and shields, making it more in line with Saving Barrier and Hold the Line. If making 33% health baseline is a bit much, then possible moving it to Inspirational might be better and just keeping Berserker as the less melee kills needed, better melee killing upgrade.
Thoughts?
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Post by malanek on May 4, 2017 21:43:31 GMT
I think one of the best ways to buff Rage would be to give Krogan a proper charging melee attack like in ME3MPer. Although I admit rage does need to be buffed anyway, I have only played Krogan a couple of times but was so underwhelmed by the level 1 vanguard.
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Post by christsuperstar on May 4, 2017 21:59:24 GMT
What we need is more melee variety, charge and heavy melee back...
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BDaddy1968
N3
Games: Mass Effect Trilogy
PSN: BDaddy1968
Posts: 395 Likes: 1,102
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Mass Effect Trilogy
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Post by BDaddy1968 on May 5, 2017 12:37:12 GMT
The point that y'all are missing is jetpacks. C'mon guys, this IS 2017.
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lennybusker
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lennybusker
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
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Post by lennybusker on May 5, 2017 14:25:13 GMT
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Post by sctrojanbulldog on May 5, 2017 15:01:01 GMT
My biggest concern in this game is how weak powers are, combos in particular. When u create a big sexy fire explosion and it hurts the mob less then a melee swing it really gets my mood down. Same with biotic and force, throw someone above the clouds and when he hits the ground again its like he just tripped and fell ^ Word! I might not be the most experienced player, but even I noticed that. I'm trying really hard to get a grip on good timing on priming & detonating, and always when I feel I did a good job, there is a slightly underwhelming boom and as soon as the guys hit the ground, they're happily fighting back again as if I had merely given them some kind of free sky jump experience. Then another player (mostily it's Krogans) comes along, gives them one tiny melee hit and they're gone. Doesn't seem very balanced to me, and doesn't really give me that epic biotic ME:3 feeling. Also, on a different note, why are those Kett wraiths so much more annoying than the adhis?! They seem to be everywhere, I cannot even get to the bigger enemies because the place is swamped with those nasty buggers. Feels much more balanced to me when fighting against outlaws (like, the creepy pet to humanoid ratio) - or is that just me?! When I read this all I can think about is biotic lance and how I hoped it would be the same as the N7 Slayer palm projectile thing (I can't remember the name). That was one of my favorite risk reward weapons (combined with BC shield recharge). My Huntress is spec'ed for BL and shield restore mele but I don't use it that much as BL doesn't do the damage that I can get out of a mele or sniper shot.
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t41rdeye
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Jade Empire, Mass Effect Andromeda
Origin: T41rdEye
Posts: 164 Likes: 420
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t41rdeye
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Jade Empire, Mass Effect Andromeda
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Post by t41rdeye on May 6, 2017 3:24:27 GMT
So glad the multiplayer beta I paid $60 to participate in is almost over. Would be a disaster if the game released in it's current state.
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Post by legacyoftheash on May 9, 2017 6:20:09 GMT
Fortunately the paltry combo damage (among other issues) is being addressed in the upcoming update. There is a somewhat cursory discusion about it in Bioware's latest Twitch video.
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Heroicmass
N3
XBL Gamertag: HeroicMass
Prime Posts: Not sure
Prime Likes: ALL OF THEM
Posts: 599 Likes: 2,866
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Post by Heroicmass on May 10, 2017 17:28:02 GMT
Patch 1.06 notes added to OP. A lot of great changes made by bioware in this patch. Let's hope they keep up the good work going forward. Hopefully, we will get more interaction with some devs in here about community feedback going forward. I do hope they open themselves up to the possibility.
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Post by fenrir4life on May 10, 2017 18:30:15 GMT
The patch notes show definite effort, and will constitute a significant quality of life improvement for most kits. If nothing else, we're likely to see a greater variety of kits and guns running around at level 20, being played for fun rather than prestige.
That said... Scrappers overall are squishier, which is not really something the game needed(given that they were dominating playnumbers more due to the frustration and disappointment of skirmisher and caster play, respectively, leaving marksmen as the only other rewarding playstyle outside of a small collection of high-performing guns). Admittedly, Barrier Drain and Saving Barrier were arguably the two best talents in the game, but I truly don't understand why the Kroggaurd needed a 17% nerf to his already embarrassingly weak shields, given that he had neither of those talents. Never understand why ME devs have always been convinced that melee should be squishy, that durability is the logical tradeoff to CQC damage, but it does seem like they're doubling down on it. Why, of all the things to faithfully translate from ME3, they picked that... I do not know. Give us some more talents where we can pick between gun damage and melee, or power damage and health(or vice-versa, of course)!
AA is more of a glass cannon, now, but she's a hell of a cannon, and the possibilities of overlapping AFs are intriguing. Do two Draining Fields stack, for example? Will say that cutting the durability on a class with a <10m engagement range seems like a poor choice, although the huge increase in combo damage suggests that she'll utterly melt anything within that range, so I'll reserve judgment.
Long-term balance hope is that, with guns and powers now being viable choices, they'll roll back the 1.05 melee nerf.
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Post by ramsen on May 11, 2017 15:36:08 GMT
The patch notes show definite effort, and will constitute a significant quality of life improvement for most kits. If nothing else, we're likely to see a greater variety of kits and guns running around at level 20, being played for fun rather than prestige. That said... Scrappers overall are squishier, which is not really something the game needed(given that they were dominating playnumbers more due to the frustration and disappointment of skirmisher and caster play, respectively, leaving marksmen as the only other rewarding playstyle outside of a small collection of high-performing guns). Admittedly, Barrier Drain and Saving Barrier were arguably the two best talents in the game, but I truly don't understand why the Kroggaurd needed a 17% nerf to his already embarrassingly weak shields, given that he had neither of those talents. Never understand why ME devs have always been convinced that melee should be squishy, that durability is the logical tradeoff to CQC damage, but it does seem like they're doubling down on it. Why, of all the things to faithfully translate from ME3, they picked that... I do not know. Give us some more talents where we can pick between gun damage and melee, or power damage and health(or vice-versa, of course)! AA is more of a glass cannon, now, but she's a hell of a cannon, and the possibilities of overlapping AFs are intriguing. Do two Draining Fields stack, for example? Will say that cutting the durability on a class with a <10m engagement range seems like a poor choice, although the huge increase in combo damage suggests that she'll utterly melt anything within that range, so I'll reserve judgment. Long-term balance hope is that, with guns and powers now being viable choices, they'll roll back the 1.05 melee nerf. Pretty disappointed in the kroguard nerf. The apex 6b cooldown removal was enough. Was my favorite vanguard but now he's just too squishy.
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Post by CHRrOME on May 12, 2017 0:57:19 GMT
So I've been playing quite a few games today. All in all this is obviously a step forward despite some oddities as I've said elsewhere. Some interesting facts about some of the guns I've been using today:
*Mattock still sucks: what they did with this patch was bringing the old damage model back, which was terrible on its own already, the catch is that you can now fire at 400 RPM or some shit, basically spam fire, mag increase to 20 rounds helped. However bad accuracy for sustained fire (spammy spammy in this case) prevents from landing most of your shots to crit spots, thus it still takes 1 entire mag to kill one thing, but it's more annoying than some other weaps because you have to spam fire instead of just hold the trigger like any other weapon. My recommendation will be buff the hell out of this thing and reduce the stupid 400 RPM to 200 or something, keep this gun a slow RoF gun, but with great damage.
*Ruzaad shotgun has a real nice buff, one shot at point blank is usually enough to kill most basic unshielded enemies on Silver (in gold, expect to use gun AMPs), however is a bit inconsistent and only works in very close range. As a side note, technically the Disciple has more DPS than the Ruzaad due to its mag capacity, it out-dps the Ruzaad by almost 100%.
On to other stuff:
*Power combos feel awesome. They actually kill now.
*I have the feeling that the off-host critical spot for NPCs is still not fixed.
*This is the first time I've being using a Krogan (was trying krogan eng.) for more than one match in a row, and I gotta say, they feel squishy AF. What gives? they're Krogan, they're supposed to be quite strong, it doesn't help the fact that they move at the speed of slugs either. I have more survivability with a basic human character than with this guy.
*Disconnects are still a thing. Annoying AF.
*Fiend sync kill BS. As soon as he gets on range (if he even needs to be on range, that is) he sync kills you. Jesus fuck, could be tone down a notch this? GEE
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kpeter
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Post by kpeter on May 17, 2017 7:55:48 GMT
yesterday i encountered a new bug. game did not let me ready up. I unplugged and replugged keyboard. even pluggen an another one. it did not let me ready up, not with keyboard not with mouse. I was kicked from my own lobby. It was so hard to find people willing to play kett gold T_T....
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Darks1te
N2
?
Games: Mass Effect Trilogy, Dragon Age Inquistion, Mass Effect Andromeda
Origin: Darks1te
Posts: 221 Likes: 337
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November 2016
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Mass Effect Trilogy, Dragon Age Inquistion, Mass Effect Andromeda
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Post by Darks1te on May 17, 2017 15:12:48 GMT
It was so hard to find people willing to play kett gold T_T.... Dunno, created magma/kett/gold last night and lobby was filled in 5 min maximum.
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Post by spiffthespaceman on May 20, 2017 17:20:45 GMT
The patch sure increased the diversity of good weapons, there are even cases where an assault rifle has a use now. Compiling a list based on the weapon DPS thread (http://bsn.boards.net/thread/8882/weapon-dps-chart-reloads), of weapons with similar DPS or burst to the bet weapons or some kind of other advantage (e.g. predator is nearly weightless, lanat has high damage to no-cover time ratio, halberd doesn't restrict your sight yet can headshot far-away targets):
Advantageous weapons now (1.06): Scoped long-range burst: Isharay, Lanat, Widow Scoped long-range: Vanquisher, Naladen, Shadow, Valiant, Inferno No-scope long-range: Ushior, Scorpion, Halberd Mid-range: Hornet, Rozerad, Soned, Ghost Mid-range light: Sidewinder, Predator Close range: Disciple, Hesh, Piranha, Scattershot, Crusader, Hurricane Close range burst: Ruzad, Dhan 8 SR, 3 AR, 7 pistols, 7 shotguns
Advantageous weapons before (1.05): Scoped long-range burst: Isharay, Lanat, Widow Scoped long-range: Vanquisher, Inferno No-scope long-range: Scorpion Mid-range light: Sidewinder, Predator Close range: Talon, Hesh, Piranha, Hurricane 5 SR, 0 AR, 4 pistols, 2 shotguns
That's more than a doubling of weapon choice.
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