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Post by kalil on Apr 6, 2017 15:57:11 GMT
Scorpion looks like it could be okish now
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Post by hieroglyph on Apr 6, 2017 15:57:19 GMT
Yeah, these changes only confirm that Bioware has no idea how to balance this game. I mean what is the maximum input frequency on the Mattock that required nerfing its damage? On a controller I'll be lucky to fire 2-3 rounds per second making it max at less than 200 rpm. Compare this to the Predator that got both an rpm and damage buff and why did they nerf the Mattock's damage at all?
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Post by What Else You Need To Know? on Apr 6, 2017 15:57:52 GMT
Why the fuck did they think the Mattock needed less damage? Why was the Hesh the only shotgun touched? I hope these changes give us some actual damage, because melee is looking a hell of a lot less effective. Their notes seem to indicate with the Mattock's RoF debugged, it's DPS was too high for their liking. So I think they debugged the RoF (so it's higher now) but nerfed the damage to compensate. I also realized they didn't touch powers and combos. Idk. I can find those notes he shared anyways. I wouldn't have a had time believing that is what they did...especially the changes to melee lmao....but I'd like to see an official post. That is a jacked up patch lol. Scratch that. page updated now.. His post is legit.
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Post by gethadept on Apr 6, 2017 15:58:33 GMT
Why the fuck did they think the Mattock needed less damage? Why was the Hesh the only shotgun touched? I hope these changes give us some actual damage, because melee is looking a hell of a lot less effective. Their notes seem to indicate with the Mattock's RoF debugged, it's DPS was too high for their liking. So I think they debugged the RoF (so it's higher now) but nerfed the damage to compensate. I also realized they didn't touch powers and combos. Wow.. I seriously was thinking Mattock needed some damage buff... I guess I was dead wrong.
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Post by hieroglyph on Apr 6, 2017 16:00:38 GMT
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Post by bjorndadwarf on Apr 6, 2017 16:01:56 GMT
Very disappointing to see no mentions of powers, power damage, combo damage or shotgun damage.
Some of those buffs are quite big though, at least the Shadow might be a Silver weapon now rather than a Bronze only.
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Post by NathanS84 on Apr 6, 2017 16:02:02 GMT
Mattock
Fixed an issue that prevented the Mattock from reaching its designed rate of fire Lowered damage per round to partially offset increase in rate of fire Lowered damage per round from 71–89 to 50–63 Increased spare ammo capacity from 112–140 to 160–200
I don't know if I should laugh or cry. Maybe both.
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DarthLinebacker
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Post by DarthLinebacker on Apr 6, 2017 16:02:34 GMT
Looking at it I feel like the Sandstorm made out the best, but Carnifex, Halberd, Shadow, Indra and Scorpion all got nice buffs. Now just gotta see if it's enough. I'm kinda pissed at the Mattock and only one shotgun buffed and not touching detonations, but the buffs to Outlaws and Remnant is a good step. We'll see how it plays.
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Post by What Else You Need To Know? on Apr 6, 2017 16:03:27 GMT
Here are the hands you are in. The official patch notes. blog.bioware.com/2017/04/06/patch-1-05-multiplayer-balance-updates/Patch 1.05 Multiplayer Balance Updates April 6, 2017 by Sean Trayner We’ve introduced a number of balance changes to multiplayer based on feedback from the community. We increased the threat and effectiveness of some of the heavy hitters in enemy factions. Hydras, Remnant Destroyers, and berserkers are now more likely to target nearby players, increasing the threat for close-quarters characters and reducing the effectiveness of repeated melee attacks. Players also won’t be able to avoid damage from the kett anointed by standing beside them. We’ve made changes to the Outlaw faction to increase their difficulty. They were less effective at pushing players into cover than other factions, so we increased the damage and fire rate for sharpshooters. The hydra’s sync attack is now lethal. After investigating complaints about assault rifle and pistol performance, we discovered an issue that reduced the rate of fire for many semiautomatic weapons. This limitation impacted the Mattock in particular. However, after fixing the issue, we found its damage output was overpowering, and scaled it back. To keep the identity of the Mattock as an assault rifle that fires as quickly as you can pull the trigger, we left the rate of fire unchanged and lowered the damage per round. To compensate, we also increased the amount of spare ammo. To ensure the risk-reward play styles of melee-heavy classes retained appropriate risk, we made changes to reduce the effectiveness of repeated melee attacks on large targets. Enemy attacks can now interrupt a meleeing player, which means you’ll have to bring more than your fists to a gun fight. We’re continuing to look into issues around weapon balance, particularly at higher difficulties. We’re also looking at melee-focused builds to ensure they pack the right punch. You can find a full list of changes below. Player Abilities Melee To reduce the effectiveness of repeated melees against tougher enemies, player melee attacks can now be interrupted by enemy attacks. Challenge Tracking Biotic, Tech, and Combat Detonation Challenges now update on the Challenges screen. Lance and Throw will now successfully increment the Biotic Detonation Combo challenge progress. Weapons Generally, we’ve found that semiautomatic assault rifles and pistols are underperforming when compared to their automatic counterparts. We’ve increased the damage per round for most of these guns and fixed bugs that limited the rate of fire for semiautomatic weapons. Assault Rifles Mattock Fixed an issue that prevented the Mattock from reaching its designed rate of fire Lowered damage per round to partially offset increase in rate of fire Lowered damage per round from 71–89 to 50–63 Increased spare ammo capacity from 112–140 to 160–200 Sandstorm Increased damage per round from 112–134 to 140–168 Sweeper Increased damage per round from 60–72 to 64–77 Valkyrie Increased damage per round from 80–93 to 86–99 Halberd Increased damage per round from 73–90 to 92–113 Pistols Predator The Predator also benefits from the rate of fire adjustment applied to the Mattock assault rifle. Increased damage per round from 38–51 to 54–72 Increased Rate of Fire from 450 to 475 Carnifex Increased damage per round from 155–195 to 175–220 Hornet Increased damage per round from 37–49 to 44–55 Phalanx Increased damage per round from 106–113 to 133–142 Scorpion Increased damage per round from 428–512 to 485–580 Shotguns Hesh Ammo increased from 40–50 to 60–75 Sniper Rifles Shadow Increased damage per round from 27–32 to 38–46 Indra Increased damage per round from 84–101 to 105–126 General Weapon Reloads Fixed some timings of reload actions so they better match their animations Boosters Assault Rifle Amp III The Assault Rifle Amp III booster now properly states that it gives a 30% boost instead of a 35% boost. This was a text error only. The functionality was always 30%. Enemies Kett Kett Anointed Players can no longer avoid damage by standing up against a firing anointed Kett Ascendant Kett Ascendant’s Orb will now give 15 points when killed, instead of points equal to the Ascendant himself Kett Behemoth (Boss objective) Behemoths are more likely to target nearby players Outlaw The Outlaws have generally been easier to fight than other factions, so we’ve closed the gap. While Remnant Observers and kett anointed are effective at pushing players into cover, sharpshooters needed improvements to get players to hide. Across the rest of the palette, changes to targeting and the hydra’s sync attack help keep the Outlaws competitive. Outlaw Adhi Adhi no longer attempt to chain sync attacks Outlaw Agent Outlaw agent’s holographic clone will no longer give points Outlaw Sharpshooter Sharpshooters now fire more frequently, especially against targets out of cover Sniper rifle damage increased by 44% Sharpshooters sprint more often Aiming time is now shortened at shorter ranges Aiming and impact audio are now clearer No longer pursue melee targets over long distances Outlaw Berserker Berserkers are more likely to target nearby players Outlaw Hydra Sync attack is now lethal Hydra is more likely to target nearby players Hydra now lose their target—but no longer cancel firing—when their target cloaks while locking on Fixed situations where the hydra’s body would reappear after being destroyed Remnant We found that the Observer was a little too good at its job, often leaving players feeling totally pinned down. This could be frustrating when another Observer flanked the player or when a Nullifier attacked. At the same time, the Nullifier felt like a nuisance, but one that was easy to counter in many situations. To address these issues, we reduced the damage Observers inflict and how long they fire for. We’ve reworked the Nullifier to make its main weapon more powerful, but less frequent against players in cover. The Nullifier is also more likely to stand its ground, helping it to control the space. Repeated melee should now be a less dominant strategy against Nullifiers. Remnant Observer Observers can now lose their target while firing when the target cloaks Maximum beam duration decreased from 6s to 5s Beam damage decreased by 10% Remnant Nullifier Rate of fire has been decreased against enemies in cover Projectile attacks now travel faster and hit harder Stays still and fires in more situations No longer flees in protracted melee situations [Single player only] Fires less frequently on lower difficulties Remnant Destroyer Destroyers are more likely to target nearby players Fixed situations where the Destroyer’s body and turrets would reappear after being destroyed
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Post by Beerfish on Apr 6, 2017 16:03:50 GMT
After the whole Raptor thing I have to test every single gun to see what it does. I hate single shot assault rifles to anything they do to the mattock or its clone (the halberd?) doesn't mean much to me.
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Post by dabbler77 on Apr 6, 2017 16:03:54 GMT
Wow, most of the weapons are still not viable and there were no changes to the powers. My enthusiasm to replay multipalyer just took a nose dive.
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Burninating the thatched roof cottages.
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Post by Pyrceval78 on Apr 6, 2017 16:04:38 GMT
So...to fix for the instakill move problem from all the way across the screen is to give more critters the ability to do it?
And...the fix for the high risk/high reward melee folks (like muhself) is to remove the reward and increase the risk?
Hmmm....interdasting.
But hey, I was right about that predator, huh???
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Post by hieroglyph on Apr 6, 2017 16:04:43 GMT
For reference the Mattock now does 50-63 per shot and the Halbred does 92-113.
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Post by someN7orother on Apr 6, 2017 16:05:42 GMT
This is what they've been working on? Fuck this shit. I'm outta here.
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effusion
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Post by effusion on Apr 6, 2017 16:06:08 GMT
So the tl:dr patch notes are "semi-autos slightly less terrible, melee nerfed, use the vanquisher"
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Post by roadkill on Apr 6, 2017 16:06:11 GMT
Give bioware a few months to get up to gold I guess....
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LemurFromTheId
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Post by LemurFromTheId on Apr 6, 2017 16:06:23 GMT
Despite all the bitching, this is a step in the right direction, even if not a big one.
I'm not surprised they buffed some weapons yet did't touch others that needed a buff just as badly. That's how they always did it with ME3.
I am surprised that they did't touch Vanquisher. I'm guessing they're still gathering information. A nerf is coming, that much is certain.
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Post by Deleted on Apr 6, 2017 16:06:24 GMT
The Vanquisher is left untouched?
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Post by gethadept on Apr 6, 2017 16:07:01 GMT
After the whole Raptor thing I have to test every single gun to see what it does. I hate single shot assault rifles to anything they do to the mattock or its clone (the halberd?) doesn't mean much to me. That`s the thing. Mattock is already painful gun to use because of continuous tapping we have to perform... but they now they say we have to press button harder and faster for less powerful damage.... wtf....... Where is that freaking Harrier?
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Post by kr0ganh3adbutt on Apr 6, 2017 16:07:55 GMT
So the Mattock is basically a bigger Predator pistol.
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Post by Crimson Vanguard on Apr 6, 2017 16:08:25 GMT
This patch is great I will keep using Vanquisher more.
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Post by hieroglyph on Apr 6, 2017 16:09:13 GMT
Despite all the bitching, this is a step in the right direction, even if not a big one. I'm not surprised they buffed some weapons yet did't touch others that needed a buff just as badly. That's how they always did it with ME3. I am surprised that they did't touch Vanquisher. I'm guessing they're still gathering information. A nerf is coming, that much is certain. The difference is that ME3MP had weekly balance changes, so they could make small tweaks every week.
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Post by kalil on Apr 6, 2017 16:09:32 GMT
No change to Ushier? This is problematic.
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megabeast37215
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Post by megabeast37215 on Apr 6, 2017 16:09:39 GMT
This shit is dumb. Is it a step in the right direction.. yes. Is it enough of a step.. certainly not. Bioware.. you disappoint me yet again.
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Post by vacaneon on Apr 6, 2017 16:10:36 GMT
This patch is great I will keep using Vanquisher only.
The buff on the other weapons is a joke. Srsly, Bioware, FUCK YOU.
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