New patch, or this is why we can't have nice things

And of course there are players who actually love those super chains that allow them to clear map in few turns. The game will get boring for them eventually, maybe it doesn’t even matter in long run. Like why bother? They already payed for the game, they will spend 20-40 hours playing and then move to something else. Now they get upset as their campaign is sort of ruined as they are stuck with a bunch of useless builds. But the point behind balancing all that is to deliver an experience where many different combinations of abilities can be used in various creative ways, this is suppose to make the game more enjoyable long term, not just for single run.

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Following this generation Fortnight logic I suggest taking it a step further: boost back all the skills that were nerfed and make the players who want to use them pay for it with real money. Also, those chests with stuff in them, they should be loot boxes with awesome weapons. But you have to pay first to see what’s inside!

It was powerfull indeed, but i don’t think that it was stupid (it was assumed by ppl that it was too powerfull), my point was that i don’t understand why this should have been nerfed. For example there are pandorans with the Goo, if your troops get stuck in the Goo you get very high probability in lategame that you will loose someone (because you loose posibility to reposition), so you have to deal with the target asap and sniper is one solution, another is dash dash dash 2 shotgun shots in the face. Both solution are dead and you need to take a risk… so i dont think that it was stupid.

My game was ruined because i was building my troops around this and dealt with multiple targets by chaining rapid clearance and dash, with the dash nerf now you loose action points too fast. I meant that i liked that synergy and with the nerf i lost lots of power in my troops and i am so disapointed that don’t want continue the run. Because of action points constraint i can’t use the same combo (rapid clearance +2 is not enough it decays too fast) and now i have only one idea how to play this game, is just to go all heavies with technician to reduce amount of damage.

I think you understood me incorrectly :slight_smile:

And to add to your comment:

And sometimes OP stuff are even very fun if those are not ridiculously OP. In every game ppl enjoy searching for optimal strong solutions, or fun viable strategies, it is better to diversify strong alternatives instead of creating similar small abilities which gives just a small boost.

Also i don’t understand why some talent’s weren’t adressed like +20% accuracy -10% damage on rifles, because this talent is purely negative, every bit of damage on top of armor is golden.
for example if you have a shotgun 40 damage 10pellets and target with 30 armor ((40-30)*10 = 100 damage) 25% damage increase means 50 damage 10 pellets => (50-30)*10 = 200 is actually 100% boost, in other words, because of armor, every bit of damage % can drastically scale up or scale down.

Why game goes nerf style without buffing/redesigning bad talents too i dont understand.

I wasn’t responding to you, but is sounds like you were not complaining that these things needed to be nerfed, especially before any other balance changes with the enemy happened first.

And I do understand if people think some of these things ARE OP, but if you do don’t use it. Just because an exploit exists doesn’t mean YOU have to exploit the game.

Finnish actually. :finland:

But I’ve lived in the Blighty for several years.

WRT lairs, I had a different experience after the patch, maybe the reinforcements have been tempered? But it was raining acid and poison worms, got my berserker killed, more blood for the DDA!

If we played the game as Pandorians, it would be amazing, and we could face-roll straight to the end credits.

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what they mean is that statistics show that some of the assault rifles were ending up being useful for something and they wanted to make sure that all the assault rifles were useless.

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Hopefully with next patches they will tackle other parts of the game. Such as how armor and hp of enemies keeps growing till some basic guy turns into a mini-boss and now half of your team has to deal with it.
By removing combinations of abilities that just pretty much always work, there will be eventually a baseline for how much HP/Armor is too much. Like right now it’s hard to tell, because if I use just sniper rifles, as I think everything else is just not that flexible then for my case, too much HP/Armor is what I can’t deplete without loosing someone on the team. Someone else, still believes in divine power of varied builds and likes starting assault rifles. For them “too much HP/Armor” is somewhere way down on the scale.
So these nerfs are needed. I do agree that continuously nerfing everything can lead to the everything being pretty much the same and then everyone is using just one type of weapon because it’s just tiny bit better than everything else. But I hope it won’t get there.

Yes, but let’s take a rapid clearance, let’s assume you are using shotgun (because with rifle you will not kill a target even with 2 shots, with 4 action point used in the late game), if you want to deal with a target either run to it or use dash -1 Action point either way, so you will not use 2 shots (unless you can hit 2 targets from one tile next to you which is unlikely to happen, if not next to youm you will not kill target even with a shotgun). in the late game with the armor, it might be not enough from close range to kill a target like Arthon 20-30 armor every body part with a shotgun, so rapid clearance already dead, lets assume you can kill a target -2 Action points + 2 Action points you have 3, next target will leave you 2 Action points and to get close to a third target or kill it you will not be able if it is few tiles away from you. So this build gives you 2 kills and 2 action points to run away back in safe.

2 dashes + rapid clearance = 4*2 + 5 = 13 Will points to kill 2 unarmored targets and get in safe in my opinion is not a point where you can choose it, but rather a point where rapid clearance is just wasted and dead talent now, despite beeing top tier.

Consider a different view point. Out of all people who used assault rifles, this assault rifle was used the most. So the rest are clearly less important or even necessary to exist for one or another reason. I do agree that assault rifles overall are not all that great because of low armor pen. But! If devs are planning to lower armor for the enemies in following patches then AR can become relevant again. We have to see how it goes. The patch notes clearly state that one AR was nerfed because of how it shows up compared to other AR, not how it’s related to other weapons.

You are right (mostly).
Not all weapons are about damage. I have a priest/sniper who is exclusively using Athena sniper rifle. He can’t use sniper helmets with accuracy bonus because of mutated head, and his weapon deals same 15 paralyzing damage as long as the shot connects. So -10% damage means nothing to him but +20% accuracy is useful.
Another example is poison crossbow (though it is a much more situational weapon because of small ammo clip).

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The same can be said for Return Fire and Dash now, perhaps not to the same extent as Rapid Fire though. Next will be the infiltrator skill that does 100% damage while not revealed, you know that one will stand out for nerfing until the next standout skill, soon there will be no standout skills just a collection of bland meh skills.

Consider scenario where you need to do most of the things in multiple turns. I know that right now it’s not very relevant as many things can be done in single turn. But in early builds it was different. You would spend few turns on positioning, then one or two turns on initial “damage wave” then next one or two turns on clean up. I personally liked that more. If this is the direction where devs are going then it would make me happy. What I don’t like about meta in the version before patch is that most of the tactical errors could be solved by a single guy in your team who still has some APs. This sort of collapses all tactics into what you do on this single turn, not what you did for the past 10 turns and this approach is very limited in long run, just gets boring eventually. I mean it’s hard to get an emergent gameplay if you have only few factors that effect your play.

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I am not against nerfs, but now the game might require lots of attention and re-balancing. For example rifles should be buffed. Without powerfull abilities missions also will take just too long and you might get easily overrun or bored, also i think now it might be like you either stack up snipers or go heavies (shotgun + heavy weapon) + technicians with heals. These changes might end up with just slashing possibilities in the game not balancing it.

Dash + Rapid Clearance + Adrenaline Rush = 4 + 5 + 5 = 14 WP and you can start a killing fest and finish it with 4 AP and nearly all WP regained. As for the armour in my game even heavily armored Arthrons have 0 armour on their shield hand and you can reliably hit it point blank even with inaccuracy from Adrenaline Rush. So 1 shot = 1 kill.

Yea, exactly. And lost excitement of trying something powerfull and fun if all abilities will end up with with something like 10% boost.

I would like it as well. But I can’t see it done in missions where our goal is to protect objects or civilians. Unfortunately you don’t have several turns to spend on positioning there. Unless the developers change the way enemies appear on the map before our turn 1.

IMHO various tools and abilities should boost your overall performance by let’s say 25%, not by 500% as it was on release. The gap between level 1 and level 7 soldiers shouldn’t be too large, right now it’s extreme and leads to completely different gameplay. When this is established, you can do something truly interesting by making mission a bit harder solely from the positioning of enemies. Or slightly better equipment. The way it is right now, just makes many many things in game irrelevant. Like extreme build can run 301 tiles in a single turn, mind you that vehicles can do only 24 :smiley: Possibility to traverse such large distance makes the whole point of having map a bit moot, why bother with covers, with aiming and ballistics? If my soldiers can run further than a vehicles, it lowers their utility. If soldiers can always flank around cover - why have cover?. and etc.
It is important to get to some baseline first so that more gamemechanics start to matter again.

Depends on Arthon build, some will have torso 0 Armor or Hands, some are well armored +20 +30 everywhere. You need over 14 WPs on build, since on kill you will restore +3 and dash requires 4, but i get your point, you can pass on Dash and run instead and still use this combo. The only problem here is that you need access to the Berserker, and build with Rage Burst is accessible by default (since heavy is default class). Which will still end up towards playing more for Anu reputation, or pass with this build and potential Berserker nerf.

I’m sure they can do that. This wasn’t a big issue in BB5. You would get civ under your protection on a 2-3rd turn. There was different issue with them - they would hangout with your team and take good positions or sometimes even block your guys :smiley:

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