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Patch Update #688 - Released 27th May 2022


Marcus
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On 5/26/2022 at 6:52 PM, Maf said:

Eh, they've always been around... I don't think much will change here.

Group with me and I'll show you ?

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4 hours ago, TheCongoSpider said:

So why in GOD's NAME is Scout shooting 22 times while the others are still shooting 10?!!

So more players will waste crystals on it and upgrading Railgun. In turn they are more likely to purchase the special offers and ultra containers.

The same thing that happened with Thunder and Ricochet before that.

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I'm really disappointed with round des, shot warm up is too long along with mediocre crit rate. The crit damage is humongous yes, I hit people 8.5k with camper but it's not worth it, went ahead and got scout.

Edited by FX011
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On 5/26/2022 at 8:29 AM, Marcus said:

 

  • Thunder

    • Regular damage increased from 355-710 to 495-990 HP;

    • Reload time changed from 3.2-1.9s to 3.0-2.0s;

    • Average and minimum splash damage decreased from 60% to 50%.;

I personally think the pre-patch Harpoon approach for Sledgehammer would be suitable for its currently disgusting damage output. Reduce the average/minimum splash damage % to 10% or 25%. 

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13 minutes ago, TheCongoSpider said:

I personally think the pre-patch Harpoon approach for Sledgehammer would be suitable for its currently disgusting damage output. Reduce the average/minimum splash damage % to 10% or 25%. 

I see no problem with Sledgehammer as it is now. It represents an accessible, competitive option. I have been saying this about status augments - I would not nerf them, in the grand scheme of things, on their own, as that would lower the total number of viable options in the game - and these were options with limited accessibility. Sledgehammer is something everyone can get and use. Following the same logic, it really should not be nerfed. If you nerf Sledgehammer, then all status augments, RFM, Helios, Vampire Nanobots, Healing Emitters, Plasma Torch, Adrenaline Smoky, Adrenaline Thunder, Remote Rocket Explosives, and Short-Band Emitters (and this is just off the top of my head) all have to come down with it, and looking at how many of those options are locked behind a paywall...I just don't see it happening.

You are looking for a change to TTK. Not a change to game balance. I don't like changes that decrease accessibility in favour of balancing around the middle of the game - We have too many of the viable (viable in my terms, busted in yours) options locked in containers to ever expect an en masse nerf of those sorts of augments, and hence I always try to consider the game balance in the context of the highest power levels of the game.

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14 minutes ago, Abellia said:

I have been saying this about status augments - I would not nerf them

Agree. Just do away with them altogether, the game would be better for it.

 

17 minutes ago, Abellia said:

We have too many of the viable (viable in my terms, busted in yours) options locked in containers to ever expect an en masse nerf of those sorts of augments

The developers will nerf then buff and nerf and buff, etc whenever they think it will benefit them to do so, meaning getting buyers to spend cash.

 

20 minutes ago, Abellia said:

hence I always try to consider the game balance in the context of the highest power levels of the game.

Really bad way of looking at it because the highest power levels are always aimed at buyers, were is the balance in that.

Your way of thinking in regards to this game is way off, big time.

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1 minute ago, YANUKFIN said:

Really bad way of looking at it because the highest power levels are always aimed at buyers, were is the balance in that.

It is mandatory for the sake of the game. I do not consider them balanced because I don't think they're overpowered, I consider them balanced because we cannot expect them to be nerfed. 

 

I don't get how I am the only one who realizes this - but my approach has worked. There haven't been any en masse status nerfs like there have needed to be, and there was finally a large across the board garage augment buff. I think considering anything that is locked behind a paywall as "overpowered" leaves you unable to come up with a proper solution to fix the balance issues.

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