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Multiplayer Balance Changes


49 replies to this topic

#1
Eric Fagnan

Eric Fagnan
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This sticky thread will list the balance changes we make to the multiplayer game.

* See the bottom of the thread to see the latest changes, or click the links below.

March 12, 2013
February 27, 2013
February 12, 2013
February 5, 2013
January 31, 2013
January 29, 2013
January 15, 2013
December 18, 2012
December 11, 2012
December 4, 2012
November 27, 2012
November 20, 2012
November 14, 2012
November 7, 2012
October 31, 2012
October 24, 2012
October 16, 2012
October 9, 2012
October 2, 2012
September 25, 2012
September 18, 2012
September 11, 2012
September 4, 2012
August 28, 2012
August 21, 2012
August 14, 2012
August 8, 2012
July 31, 2012
July 24, 2012
July 18, 2012
July 10, 2012
July 4, 2012
June 26, 2012
June 21, 2012
June 12, 2012
June 5, 2012
May 30, 2012
May 22, 2012
May 16, 2012
May 9, 2012
May 2, 2012
April 24, 2012
April 17, 2012
April 10, 2012
April 3, 2012
March 27, 2012
March 20, 2012
March 13, 2012
March 6, 2012

Edited by Eric Fagnan, 12 March 2013 - 05:16 PM.

  • Ziegrif and FasterThanFTL like this

#2
Eric Fagnan

Eric Fagnan
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March 6, 2012
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Tech Armor Power
- Base detonation damage increased from 200 to 400
- Base cooldown decreased from 12 to 8 seconds

Stasis
- Base cooldown increased from 8 to 12 seconds

Adrenaline Rush Power
- Base weapon damage bonus increased from 35% to 45%
- Rank 4 weapon damage bonus increased from 15% to 20%

Cluster Grenade Power
- Base damage increased from 450 to 500

Proximity Mine Power
- Evolve 3 “increase damage by X% to impacted targets” value changed from 25% to 20%

Energy Drain Power
- Evolve 6 now gives you a 40% damage reduction effect instead of 15%

Drell Adept
- Starting encumbrance capacity increased from 30% to 45%

Drell Vanguard
- Starting encumbrance capacity increased from 30% to 45%

Drell Fitness Power
- Base health/shield bonus increased from 10% to 20%
- Rank 2 health/shield bonus increased from 10% to 15%
- Rank 4 health/shield bonus increased from 15% to 20%
- Rank 6 health/shield bonus increased from 20% to 25%
- Rank 6 movement speed bonus increased from 5% to 10%
- Base regular melee damage increased from 150 to 225
- Base heavy melee damage increased from 500 to 600

Mattock Assault Rifle
- Damage increased from [76.1-95.2] to [83.7-104.7]

Revenant Assault Rifle
- Damage increased from [47.6-59.6] to [52.9-66.2]

Carnifex Heavy Pistol
- Encumbrance increased from [0.75-0.35] to [1.0-0.5]

Paladin Heavy Pistol
- Encumbrance increased from [0.75-0.35] to [1.0-0.5]

Edited by Eric Fagnan, 10 April 2012 - 05:58 PM.


#3
Eric Fagnan

Eric Fagnan
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March 13, 2012
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Tempest SMG
- Damage increased from [35.7-44.6] to [41.1-53.5]

Locust SMG
- Damage increased from [26.2-32.8] to [30.1-39.3]

Shuriken SMG
- Damage increased from [29.3-36.6] to [33.6-42.1]

Mattock Assault Rifle
- Damage increased from [83.7-104.7] to [94.2-117.8]

Vindicator Assault Rifle
- Damage decreased from [68.6-85.8] to [62.4-78.0]
- Encumbrance increased from [1.0-0.5] to [1.25-0.7]

Sabotage Power
- Damage from weapon backfire increased from 150 to 200
- Rank 4 weapon backfire damage bonus increased from 30% to 50%
- Maximum number of simultaneous hacked robots reduced from 2 to 1
- Base cooldown increased from 8 to 14 seconds
- Rank 5 cooldown bonus increased from 25% to 35%
- Base hack duration reduced from 12 to 10 seconds
- Rank 6 Berserk upgrade damage bonus reduced from 100% to 50%
- Delay before enemies can attack hacked robots increased from 2 to 8 seconds

Geth Trooper
- Weapon damage increased from 30 to 35
- (Bronze) Health increased from 750 to 825
- (Silver) Health increased from 1125 to 1238
- (Gold) Health increased from 1688 to 1856

Geth Pyro
- Damage of flamethrower increased from 50 to 65
- (Bronze) Shields increased from 750 to 1170
- (Silver) Shields increased from 1125 to 1755
- (Gold) Shields increased from 1688 to 2633
- (Silver & Gold) Evades less frequently from weapon damage
- (Silver & Gold) Evades less frequently from projectile powers

Geth Hunter
- Fixed a bug where Hunters would never re-cloak after decloaking to fire on Gold

- (Bronze) Health increased from 750 to 900
- (Bronze) Shields increased from 675 to 1013

- (Silver) Health increased from 1125 to 1350
- (Silver) Shields increased from 1013 to 1519
- (Silver) Movement speed modifier while cloaked increased from 75% to 90%

- (Gold) Health increased from 1688 to 2025
- (Gold) Shields increased from 1519 to 2278
- (Gold) Movement speed modifier while cloaked increased from 80% to 110%
- (Gold) Aim delay before firing decreased from 0.5 to 0.25 seconds

Geth Prime
- (Silver) Reduced chance to play hit reactions from 35% to 27.5%
- (Gold) Reduced chance to play hit reactions from 30% to 15%

Edited by Eric Fagnan, 10 April 2012 - 05:58 PM.


#4
Eric Fagnan

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March 20, 2012
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Phaeston Assault Rifle
- Damage increased from [29.7-37.2] to [34.7-42.2]

Revenant Assault Rifle
- Damage increased from [52.9-66.2] to [57.9-71.2]

Claymore Shotgun
- Damage increased from [152.8-191.0] to [167.8-206.0]

Falcon Assault Rifle
- Increased refire time on the Falcon to 0.65 seconds
- Decreased rate of fire from 125 to 50
- Decreased max spare ammo from [24-34] to [18-28]

Sentry Turret Power
- Increased base shields from 500 to 1000
- Increased base damage from 25 to 30
- Evolve 5 Rocket upgrade damage increased from 150 to 250
- Evolve 5 Rocket upgrade radius increased from 1.5 meters to 2.0 meters

Combat Drone Power
- Evolve 5 Rocket upgrade damage increased from 150 to 250
- Evolve 5 Rocket upgrade radius increased from 1.5 meters to 2.0 meters

Ops Survival Pack Consumable
- Increased amount of bonus shields given from 1000 to 1500

Atlas
- (Silver) Armor increased from 11250 to 12940
- (Silver) Shields increased from 11250 to 12940
- (Gold) Armor increased from 16875 to 21094
- (Gold) Shields increased from 16875 to 21094

Edited by Eric Fagnan, 10 April 2012 - 05:58 PM.


#5
Eric Fagnan

Eric Fagnan
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March 27, 2012
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Falcon Assault Rifle
- Damage increased from [215.0-268.8] to [279.2-349.0]

Javelin Sniper Rifle
- Damage increased from [795.0-993.7] to [1030.5-1288.1]
- Encumbrance increased from [2.5-2.0] to [3.0-2.4]
- Max spare ammo decreased from [9-19] to [5-15]

Wraith Shotgun
- Damage increased from [83.1-103.9] to [89.5-111.9]

Paladin Heavy Pistol
- Damage increased from [350.9-438.7] to [389.9-487.4]
- Encumbrance increased from [1.0-0.5] to [1.5-0.9]

Talon Heavy Pistol
- Damage increased from [72.1-90.1] to [86.5-108.1]

Geth Assault Rifle
- Encumbrance decreased from [1.5-0.9] to [1.0-0.5]

Lift Grenade Power
- Increased base damage from 450 to 500

Edited by Eric Fagnan, 10 April 2012 - 05:58 PM.


#6
Eric Fagnan

Eric Fagnan
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April 3, 2012
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Tech Armor Power
- Base cooldown decreased from 8 to 6 seconds
- Base encumbrance penalty decreased from 80% to 60%
- Base detonation force increased from 750 to 1000

Fortification Power
- Base encumbrance penalty decreased from 60% to 50%

Frag Grenade Power
- Increased base damage from 600 to 650
- Evolution 5 armor damage bonus increased from 50% to 65%
- Evolution 6 shield damage bonus increased from 50% to 65%

Concussive Shot Power
- Increased base damage from 100 to 150

Tech Burst Power Combo
- Damage increased from [75-200] to [100-250]

Fire Explosion Power Combo
- Damage increased from [100-250] to [150-375]
- Damage-over-time duration increased from 3 to 4 seconds

Drell Vanguard
- Starting encumbrance capacity increased from 45% to 60%

Human Male/Female Soldier (including Battlefield 3 kit)
- Starting encumbrance capacity increased from 30% to 45%

Turian Soldier
- Starting encumbrance capacity increased from 40% to 55%

Reset Powers Card
- Will no longer drop for you if you have 3 or more of them already

Edited by Eric Fagnan, 10 April 2012 - 05:59 PM.


#7
Eric Fagnan

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April 10, 2012
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Adrenaline Rush Power
- Evolution 1 damage reduction increased from 25% to 40%
- Evolution 5 shield recharge increased from 50% to 100% of base shields

#8
Eric Fagnan

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April 17, 2012
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Geth Pulse Rifle
- Damage increased from [21.9-27.4] to [24.1-30.1]
- Spare Ammo increased from [400-500] to [480-640]

Phaeston Assault Rifle
- Damage increased from [34.7-42.2] to [38.1-47.6]
- Spare Ammo increased from [300-375] to [350-450]
- Encumbrance decreased from [1.5-0.9] to [1.35-0.8]

Saber Assault Rifle
- Damage increased from [350.1-437.6] to [389.0-486.2]
- Spare Ammo increased from [40-50] to [40-56]

Revenant Assault Rifle
- Damage increased from [57.9-71.2] to [63.6-79.5]
- Spare Ammo increased from [300-375] to [360-480]
- Encumbrance decreased from [2.0-1.4] to [1.8-1.25]

Collector Assault Rifle
- Damage increased from [44.3-55.4] to [48.7-60.9]
- Spare Ammo increased from [280-350] to [308-392]
- Encumbrance decreased from [2.0-1.4] to [1.8-1.25]

Paladin Heavy Pistol
- Damage increased from [389.9-487.4] to [424.9-531.1]
- Encumbrance decreased from [1.5-0.9] to [1.25-0.7]
- Magazine Size decreased from 4 to 3
- Spare Ammo increased from [16-26] to [21-33]

Talon Heavy Pistol
- Damage increased from [86.5-108.1] to [93.7-117.1]
- Encumbrance decreased from [1.5-0.9] to [1.25-0.7]
- Spare Ammo increased from [24-34] to [24-36]

Arc Pistol
- Damage increased from [56.6-71.1] to [61.6-76.8]
- Encumbrance decreased from [1.5-0.9] to [1.25-0.7]

Shuriken SMG
- Damage increased from [33.6-42.1] to [38.7-48.3]
- Spare Ammo increased from [324-405] to [360-468]
- Encumbrance decreased from [0.5-0.2] to [0.45-0.2]

Tempest SMG
- Damage increased from [41.1-53.5] to [47.5-59.4]
- Spare Ammo increased from [350-437] to [400-500]
- Encumbrance decreased from [0.75-0.35] to [0.65-0.3]

Hornet SMG
- Damage increased from [46.1-57.6] to [53.7-67.2]
- Spare Ammo increased from [144-180] to [168-216]
- Encumbrance decreased from [1.0-0.5] to [0.85-0.45]

Locust SMG
- Damage increased from [30.1-39.3] to [34.3-42.8]
- Spare Ammo increased from [240-300] to [260-340]
- Encumbrance decreased from [0.75-0.35] to [0.65-0.3]

Hurricane SMG
- Damage increased from [72.5-90.6] to [83.3-104.1]
- Spare Ammo increased from [240-300] to [280-360]
- Encumbrance decreased from [1.0-0.5] to [0.85-0.45]

Geth SMG
- Damage increased from [13.9-17.4] to [16.1-20.1]
- Spare Ammo increased from [500-625] to [600-800]
- Encumbrance decreased from [0.75-0.35] to [0.65-0.3]

Wraith Shotgun
- Spare Ammo increased from [10-20] to [18-28]

Submission Net Power
- Base cooldown decreased from 12 to 10 seconds
- Projectile speed increased from 22.5 meters/sec to 27.5 meters/sec

Decoy, Combat Drone, Sentry Turret, and Geth Turret Powers
- Decreased the maximum number of enemies that will target them at the same time.

Edited by Eric Fagnan, 17 April 2012 - 10:56 PM.


#9
Eric Fagnan

Eric Fagnan
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April 24, 2012
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Hurricane SMG
- Damage increased from [83.3-104.1] to [93.2-116.5]
- Recoil reduced

Eviscerator Shotgun
- Damage increased from [60.0-74.9] to [64.6-80.7]
- Encumbrance reduced from [1.5-0.9] to [1.25-0.7]

Scimitar Shotgun
- Encumbrance reduced from [1.5-0.9] to [1.25-0.7]

Incisor Sniper Rifle
- Damage increased from [67.8-84.8] to [74.6-93.3]

Proximity Mine Power
- Base impact radius increased from 2 meters to 3 meters

Singularity Power
- Base duration that enemies are held in the air increased from 4 to 6 seconds
- Base singularity duration increased from 15 to 25 seconds
- Evolution 3 damage per second increased from 20 to 50
- Evolution 4 recharge speed bonus increased from 30% to 35%
- Evolution 6 detonation damage increased from 300 to 500
- Evolution 6 detonation radius increased from 5 meters to 7 meters

Concussive Shot Power
- Base damage increased from 150 to 200

Adrenaline Rush Power
- Base damage bonus increased from 45% to 50%

Marksman Power
- Base cooldown decreased from 10 to 8 seconds

Edited by Eric Fagnan, 24 April 2012 - 11:01 PM.


#10
Eric Fagnan

Eric Fagnan
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May 2, 2012
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Frag Grenade Power
- Base damage increased from 650 to 750
- Evolution 3 increase to max grenades increased from 1 to 2
- Evolution 4 extra damage to organics increased from 40% to 50%
- Evolution 5 armor damage bonus increased from 65% to 75%
- Evolution 6 shield damage bonus increased from 65% to 75%

Inferno Grenade Power
- Base damage per second increased from 100 to 125
- Evolution 3 increase to max grenades increased from 1 to 2

Sabotage Power
- Damage from weapon backfire increased from 200 to 300
- Evolution 2 weapon backfire damage bonus increased from 50% to 60%
- Delay before weapons backfire reduced from 2 to 1.5 seconds

Biotic Explosion Power Combo
- Impact radius reduced from [3.0-5.0] meters to [2.0-4.0] meters

Arc Pistol
- Damage increased from [61.6-76.8] to [70.2-87.7]
- Encumbrance decreased from [1.25-0.7] to [1.1-0.6]

Wraith Shotgun
- Damage increased from [89.5-111.9] to [102.3-127.8]

Cerberus Horde Wave Data
- (Silver) Extraction wave: reduced number of Guardians from 4 to 3 and added a single Phantom

Atlas
- (Silver) Increased chance to sync kill players from 50% to 60%
- (Gold) Increased chance to sync kill players from 60% to 80%

Objective Waves (Waves 3, 6, and 10)
- Increase XP rewards for completing objectives from 2000 to 3000

XP Rewards
- Random Faction XP bonus increased from 15% to 25%
- Random Map XP bonus increased from 10% to 15%

Credit Rewards
- Total credits rewarded for a match is unchanged
- Increased share of total credits for wave 6 by 10%
- Decreased share of total credits for wave 10 by 10%

#11
Eric Fagnan

Eric Fagnan
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May 9, 2012
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Shockwave Power
- Base damage increased from 200 to 300
- Base force increased from 600 to 700
- Rank 3 damage and force bonus increased from 20% to 25%
- Evolution 3 bonus to biotic combos increased from 50% to 65%

Incinerate Power
- Evolution 3 bonus damage-over-time increased from 40% to 50%

Lift Grenade
- Base damage increased from 500 to 750

Marksman Power
- Base cooldown decreased from 8 to 6 seconds

Adrenaline Rush Power
- Base cooldown decreased from 10 to 6 seconds

Ballistic Blade Power
- Fixed evolution 2 to increase the cone angle to 110 degrees instead of 360 degrees

Cerberus Centurion
- Reduced ideal range from target from 12 meters to 8 meters
- Reduced ideal max range from target from 40 meters to 35 meters
- (Silver) Increased max amount of shields regenerated from 50% to 60%
- (Silver) Reduced delay before shields start regenerating from 7.5 seconds to 7 seconds
- (Silver) Health increased from 1125 to 1240
- (Gold) Increased max amount of shields regenerated from 60% to 75%
- (Gold) Reduced delay before shields start regenerating from 6.5 seconds to 6 seconds
- (Gold) Health increased from 1687.5 to 1860

#12
Eric Fagnan

Eric Fagnan
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May 16, 2012
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Eagle Heavy Pistol
- Damage increased from [60.9-76.1] to [67.0-83.8]

Hurricane SMG
- Damage increased from [93.2-116.5] to [102.5-128.1]

Crusader Shotgun
- Damage increased from [442.1-552.6] to [486.6-608.3]

Indra Sniper Rifle
- Damage increased from [54.1-67.6] to [62.6-78.2]

Singularity Power
- Fixed a bug where the base duration that enemies are held in the air was still 3 seconds.
  Should now be 6 seconds, as the April 24 changes specify.

Geth Horde Wave Data
- (Gold) Wave 6: reduced number of Hunters from 4 to 2
- (Gold) Wave 6: increased number of Rocket Troopers from 2 to 3
- (Gold) Wave 6: added a single Geth Prime
- (Gold) Wave 10: reduced number of Pyros from 4 to 3
- (Gold) Wave 10: increased number of Geth Primes from 2 to 3

Card Data
- 255 max cap on ammo, medigel, rockets, shields - they should grant equipment items instead if maxed
- Respec cards are now uncommon rather than rare
- Increasing XP bonuses for character cards

#13
Eric Fagnan

Eric Fagnan
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May 22, 2012
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Batarian Sentinel
- Starting encumbrance capacity increased from 30% to 45%

Submission Net Power
- Base cooldown decreased from 10 to 8 seconds
- Base hold duration increased from 4 to 6 seconds

Sentry Turret Power
- Base turret damage increased from 30 to 40
- Evolution 5 rocket damage increased from 250 to 300

Tech Armor Power
- Base damage protection increased from 25% to 35%
- Base encumbrance penalty decreased from 60% to 50%
- Evolution 3 power damage bonus increased from 20% to 30%
- Evolution 4 melee damage bonus increased from 30% to 40%

#14
Eric Fagnan

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May 30, 2012
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Sabotage Power
- Evolution 6 bonus to tech power damage decreased from 100% to 50%

#15
Eric Fagnan

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June 5, 2012
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Eagle Heavy Pistol
- Damage increased from [67.0-83.8] to [74.9-93.7]
- Clip size increased from 18 to 24
- Spare ammo increased from [180-225] to [192-240]

Harrier Assault Rifle
- Encumbrance increased from [1.75-1.0] to [1.75-1.25]

Edited by Eric Fagnan, 05 June 2012 - 08:55 PM.


#16
Eric Fagnan

Eric Fagnan
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June 12, 2012
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Saber Assault Rifle
- Damage increased from [389.0-486.2] to [427.9-534.8]

Talon Pistol
- Encumbrance reduced from [1.25-0.7] to [1.1-0.6]

Scorpion Pistol
- Encumbrance reduced from [1.5-0.9] to [1.1-0.6]

Reegar Carbine
- Encumbrance increased from [1.75-1.0] to [1.75-1.25]

Krysae Sniper Rifle
- Damage reduced from [531.2-664.0] to [476.0-595.0]

Hunter Mode Power
- Base damage bonus decreased from 10% to 5%
- Rank 3 damage bonus decreased from 5% to 2.5%
- Base vision range decreased from 20 meters to 15 meters
- Evolution 5 vision range bonus increased from 50% to 60%

Smash Power
- Base cooldown decreased from 8 to 5 seconds
- Base damage increased from 500 to 550
- Range increased from 6 to 8 meters

Shockwave Power
- Base range increased from 10 to 16 meters

#17
Eric Fagnan

Eric Fagnan
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June 21, 2012
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Sentry Turret Power
- Base damage increased from 40 to 75 per shot (fires a 3 round burst)
- Evolution 2 shock radius increased from 2.5 to 5 meters
- Evolution 2 shock force increased from 450 to 1000
- Evolution 2 shock cooldown decreased from 5 to 2 seconds
- Evolution 3 chance to freeze increased by 200%
- Evolution 5 rocket cooldown decreased from 4 to 3 seconds
- Evolution 5 rocket impact radius increased from 2 to 2.5 meters
- Evolution 5 rocket minimum range reduced from 10 to 5 meters
- Evolution 6 flame thrower base damage increased from 55 to 65 per second

Combat Drone Power
- Evolution 2 explosion damage increased from 120 to 400
- Evolution 2 explosion force increased from 400 to 800
- Evolution 3 shock cooldown decreased from 5 to 3 seconds
- Evolution 3 shock force increased from 450 to 1000
- Evolution 3 shock radius increased from 2.5 to 5 meters
- Evolution 5 rocket damage increased from 250 to 300
- Evolution 5 rocket radius increased from 2 to 2.5 meters
- Evolution 5 rocket cooldown decreased from 4 to 3 seconds

Arc Pistol
- Damage increased from [70.2-87.7] to [77.2-96.5]

Viper Sniper Rifle
- Damage increased from [229.4-286.7] to [265.6-332.0]
- Encumbrance decreased from [1.5-0.9] to [1.25-0.7]

#18
Eric Fagnan

Eric Fagnan
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June 26, 2012
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Character Pack Changes
- Removed character kit cards as rare drops after all appearance options have
  been unlocked and we've introduced new powerful Rare Ammo types that will
  drop when you've maxed out your kits.
  See more details here.

Tactical Cloak Power
- Base duration decreased from 8 to 4 seconds
- Evolution 1 duration bonus increased from 50% to 150%
- Base damage bonus decreased from 50% to 40%
- Evolution 6 sniper rifle damage bonus decreased from 40% to 25%

Human Adept Heavy Melee
- Base damage increased from 250 to 500

Saber Assault Rifle
- Encumbrance decreased from [2.0-1.4] to [1.7-1.4]

Wraith Shotgun
- Encumbrance decreased from [1.5-0.9] to [1.2-0.9]

Crusader Shotgun
- Encumbrance decreased from [2.5-2.0] to [2.3-2.0]

Javelin Sniper Rifle
- Encumbrance decreased from [3.0-2.4] to [2.7-2.4]

Black Widow Sniper Rifle
- Encumbrance decreased from [2.5-2.0] to [2.3-2.0]

Indra Sniper Rifle
- Encumbrance decreased from [1.25-0.7] to [1.0-0.7]

Edited by Eric Fagnan, 26 June 2012 - 10:55 PM.


#19
Eric Fagnan

Eric Fagnan
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July 4, 2012
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Collector Assault Rifle
- Damage increased from [48.7-60.9] to [55.4-69.2]
- Encumbrance decreased from [1.8-1.25] to [1.6-1.2]

Ops Survival Pack Consumable
- Increased amount of bonus shields given from 1500 to 2000

Cerberus Guardian
- (Bronze) Health increased from 750 to 900
- (Silver) Health increased from 1125 to 1350
- (Gold) Health increased from 1687 to 2025

Cerberus Turret
- (Bronze) Health and shields increased from 900 to 1050
- (Silver) Health and shields increased from 1350 to 1575
- (Gold) Health and shields increased from 2025 to 2362

Cerberus Nemesis
- (Bronze) Health increased from 450 to 525
- (Bronze) Shields increased from 750 to 860
- (Silver) Health increased from 675 to 790
- (Silver) Shields increased from 1125 to 1295
- (Gold) Health increased from 1012 to 1180
- (Gold) Shields increased from 1687 to 1940

Cerberus Atlas
- (Bronze) Armor increased from 7500 to 9000
- (Silver) Armor increased from 12940 to 14000
- (Gold) Armor increased from 21094 to 23000

#20
Derek Hollan

Derek Hollan
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July 10, 2012
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Prothean Particle Rifle now available as a new UltraRare weapon
 
Barrier Power
- Base damage reduction increased from 15% to 25%
- Evolution 4 power damage bonus increased from 25% to 30%
 
Fortification Power
- Base damage reduction increased from 15% to 25%
- Evolution 4 power damage bonus increased from 20% to 30%
 
Blade Armor Power
- Base damage reduction increased from 15% to 25%
- Base encumbrance penalty reduced from 60% to 50%
- Base melee damage return increased from 75% to 100%
- Evolution 4 melee damage return bonus increased from 75% to 150%
- Melee damage return cap increased from 1000 to 2000
 
Krogan Rage Power
- Rank 1 health/shield bonus increased from 10% to 20%
- Rank 2 health/shield bonus increased from 10% to 15%
- Evolution 2 health/shield bonus increased from 15% to 20%
- Evolution 6 health/shield bonus increased from 25% to 30%
- Rank 1 melee damage bonus increased from 15% to 20%
- Rank 3 melee damage bonus increased from 20% to 25%
 
Krogan Soldier
- Starting encumbrance capacity increased from 50% to 60%
 
Krogan Sentinel
- Starting encumbrance capacity increased from 50% to 60%
 
Krogan Vanguard
- Starting encumbrance capacity increased from 40% to 50%
 
Cerberus Atlas
- Number of cannon shots in a burst increased from 3 to 4

#21
Derek Hollan

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July 18, 2012
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Vindicator Assault Rifle
-Damage increased from [62.4-78.0] to [68.6-85.8]
 
Mattock Assault Rifle
-Damage increased from [94.2-117.8] to [103.6-129.5]
 
Phaeston Assault Rifle
-Damage increased from [38.1-47.6] to [41.9-52.4]
 
Piranha Shotgun
-Damage increased from [63.6-79.6] to [70.9-88.7]
 
Vorcha Flamer
-Increase base range from 5 meters to 10 meters

Edited by Derek Hollan, 18 July 2012 - 08:15 PM.


#22
Derek Hollan

Derek Hollan
  • BioWare Employees
  • 1,099 posts
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July 24, 2012
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Krysae Sniper Rifle
- Damage decreased from [476.0-595.0] to [429.0-548.0]
- Rate of fire decreased from [50] to [35]
- Recoil Increased from [5.0] to [10.0]
- Zoom Recoil Increased from [3.0] to [5.0]
- Total ammo dropped from [9-21] to [9-18]
 
N7 Typhoon
- Distance Penetration decreased from 100cm to 25cm
 
Cobra Missile Launcher
- Rate of fire decreased from 140 to 50
- Charge up behavior disabled to fix rocket glitch
 
- Fix for some uncommon gear not showing up in Spectre + Spectre Premium packs
- Increased XP bonus for common characters in Spectre + Spectre Premium from 62.5k to 250k XP
- Enemies in Gold and Platinum will stomp downed players now

#23
Eric Fagnan

Eric Fagnan
  • BioWare Employees
  • 561 posts
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July 31, 2012
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N7 Typhoon Assault Rifle
- Damage multiplier when fully ramped up decreased from [2.0x] to [1.5x]

N7 Indra Sniper Rifle
- Damage increased from [62.6-78.2] to [72.6-92.2]

Prothean Particle Beam Assault Rifle
- Damage increased from [17.2-21.4] to [19.2-25.8]

Smash Power
- Base cooldown increased from 5 to 8 seconds

Devastator Mode Power
- Base rate of fire bonus decreased from 15% to 10%

Incinerate Power
- Base damage increased from 300 to 330

Carnage Power
- Base damage increased from 315 to 350

Pull
- Impact damage for all kits with pull is now 100 to match Asari Justicar
- Rank 3 duration bonus increased from 40% to 50%
- Evolve 1 duration bonus increased from 50% to 100%
- Evolve 2 radius bonus increased from 2m to 2.5m
- Evolve 3 lifted damage per second increased from 20 to 75
- Evolve 4 extra damage done to targets increased from 25% to 30%
- Evolve 5 biotic combo damage bonus increased from 50% to 75%
- Evolve 6 recharge bonus increased from 60% to 150%

Gold and Platinum Difficulties
- Enemy shield/barrier damage gates on weapon damage reduced from 100% to 90%, which
  means 10% of the remaining weapon damage after impacting shields/barriers will pass
  through to health.

#24
Eric Fagnan

Eric Fagnan
  • BioWare Employees
  • 561 posts
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August 8, 2012
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Enemy Shields and Barriers
- (Platinum) The delay before enemy shields/barriers start regenerating increased from 4 to 6 seconds

Cerberus Atlas and Geth Prime
- (Platinum) Max amount of shields regenerated increased from 65% to 75%
- (Platinum) Rate of shield regeneration increased from 16.5% to 20% per second

Cerberus Phantom
- (Platinum) Max amount of shields regenerated increased from 75% to 85%
- (Platinum) Rate of shield regeneration increased from 25% to 30% per second

Reaper Marauder and Cerberus Engineer, Turret, Nemesis, and Centurion
- (Platinum) Max amount of shields regenerated increased from 85% to 90%
- (Platinum) Rate of shield regeneration increased from 33% to 40% per second

Reaper Banshee
- (Platinum) Rate of shield regeneration increased from 16.5% to 20% per second

Geth Rocket Trooper, Hunter and Pyro
- (Platinum) Max amount of shields regenerated increased from 85% to 90%
- (Platinum) Rate of shield regeneration increased from 33% to 40% per second

Arc Grenade Power (Male Quarian)
- Base damage decreased from 450 to 400 to match the N7 Demolisher

Ballistic Blades Power
- Base damage increased from 800 to 900

N7 Piranha Shotgun
- Damage decreased from [70.9-88.7] to [61.7-77.1]

Prothean Particle Beam Assault Rifle
- Magazine size now scales with weapon level, from [100-125]

Edited by Eric Fagnan, 09 August 2012 - 06:20 PM.


#25
Eric Fagnan

Eric Fagnan
  • BioWare Employees
  • 561 posts
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August 14, 2012
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Enemy Stomping Behavior
- (Silver) Delay before enemies will move to your body to stomp you increased from 1.5 to 2 seconds
- (Silver) Delay before enemies stomp you once they reach your body increased from 0.75 to 1 second
- (Gold) Delay before enemies will move to your body to stomp you increased from 0.75 to 1 second
- (Gold) Delay before enemies stomp you once they reach your body increased from 0.25 to 1 second
- (Platinum) Delay before enemies will move to your body to stomp you remains at 0
- (Platinum) Delay before enemies stomp you once they reach your body increased from 0 to 1 second

Cerberus Phantom
- (Platinum) The force threshold to cause Phantoms to stagger lowered to Gold levels