Forum Discussion
@BANDIT440 wrote:
I say it is too soon to do any real balancing. Equipment for non melee build damage hasn't been released yet as well as equipment for cool downs and power strength. Our bonus stats will increase our effectiveness in due time increasing a good handful of stats by several percent. While non melee and sniper rifle attacks can feel weak sometimes a well synergized build with high end weapon and attachment unlocks with proper booster use makes any combat style effective.
The problem is many weapons are still not competitive vs sniper rifles with boosters and mods. Performing better because of loads of optional mods and gear vs a weapon that needs absolutely nothing whatsoever to perform at optimum levels is simply not balanced. And as Ambaire below you points out, the game shouldn't be balanced around optional equipment that isn't even released yet. Mods, sure. But the gear should have no bearing on the basic level of balance of Multiplayer because it forces you to use a specific piece rather than build the way you want and gear like Thermal Clip becomes useless over a damage bonus or what ever the combat and guerilla mods will be doing for weapons.
And quite frankly, if the goal is to balance the game around totally optional gear cards, then every piece of gear should have all been released on day one and be left up permanently instead of a rotation so that players can pick and choose which to buy when they need it so they can build how they want to build without having to spend a month or two waiting for their cards to pop up.
Even though not releasing the other equipment cards may not have been the best idea at release it is still better to take these things slower. You can break the games balance in later stages and end up having overcorrections or nerfs instead of buffs because the power creep catches up to ramped up mechanics from knee-* changes. Changes may eventually need to be made. I am not denying that. But for the games longevity patiently making gradual changes with more known factors is key.
- ApprovedAnonymous9 years ago
@BANDIT440 wrote:
Even though not releasing the other equipment cards may not have been the best idea at release it is still better to take these things slower. You can break the games balance in later stages and end up having overcorrections or nerfs instead of buffs because the power creep catches up to ramped up mechanics from knee-* changes. Changes may eventually need to be made. I am not denying that. But for the games longevity patiently making gradual changes with more known factors is key.
Except there really won't be any significant long term power creep in this type of Multiplayer. This isn't a game where there is ever escalating power increases. At a certain point, you reach absolute maximum power. Yes, they'll add new stuff. But it's not like they'll be adding an Ultra-Ultra Rare tier that starts outclassing everything in the game and it is unlikely every new thing they add will be Ultra Rare and super powerful. Most things will end up being sidegrade rather than upgrades. There likely won't be additional character levels added. Most certainty won't be additional ranks added above 10. They won't be adding new gear that is ridiculously over powered. Biotic War Amp was released recently, it adds a mere 15% damage to biotics, which is of questionable usefulness. If we ever get an upgraded gold version of that at some point, we're probably looking at 25-30% at most. And at gold tier, that's really not much of a damage boost.
And let's not forget that there will likely be a Platinum Difficulty added like was added to ME3's Multiplayer. The main reason it probably wasn't added to begin with is because players simply won't be geared for it right away. It's bad enough right now having low ranking players trying to get low level, low rank characters into Gold with an Avenger.