Will the next patch actually improve balance?

Because it seems to me that while the last one helped certain characters a little it really created more problems with others. Ambra has to be nerfed. I think the shield bearing characters still need to be nerfed a little. Kleese needs some kind of nerf. Whiskey and a few others still need buffs.

I realize it’s got to be difficult to properly tune this many characters but some of the adjustments they made in the last patch seem to be overcompensations and didn’t really accomplish the job of balancing the field.

I like that the game is about matchups and team comp but lately my biggest frustration comes from the fact that certain comps are pretty much undefeatable unless you have basically the same comp. This variety of characters in a game should encourage a more interesting competitive dynamic than it does. But if you run into an Ambra/Kleese/Galilea/Isic/Miko combination for instance, then YOU. ARE. SCREWED. I feel like different combos strengths should be more apparent regardless of what comp your going up against but right now that’s undeniably not the case.

I’m just hoping that the next patch comes ALOT closer to accomplishing this than the last because I believe this is what the developers had in mind when they created the game.

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I think the next patch will be significant if the rumors are true on what changes they seem to want to implement. A lot of characters are being changed in very significant ways (Kits, helixes, passives, etc). Hopefully they get those changes right, any NUMBERS related changes that weren’t properly set can be hot-fixed, but not any of the others.

So in short, I hope they get the fundamentals down properly even if they get their numbers wrong.

I know exactly what you mean. Most commonly Ghalt and Galilea on the same team, then have Miko and Reyna as supports just to make things as annoying as humainely possibly. 5th is usually like Oscar Mike or any other crazy OP Attacker who also does insane CC.

The game isn’t unbalanced, dude. The matchmaking just needs work.

Foxtrot’s fine. If they bug him even more than people will start complaining and we don’t need that.

I’ve gotta disagree Tim. There are some comps that are just well nigh impossible to compete with. Even if the players themselves are equal.

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Actually, Eldrid seem to cause the most problems for the devs (Boldur, Thorn). But I do believe that team comp should be important. Otherwise, why would they be working on a draft?

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There are exactly two things out of whack right now that I haven’t seen the devs address in some way, -everything else just needs some dialing in.

Kleese’s tazer and Ernest’s direct damage. Earnest’s attack isn’t a skill shot that should be rewarded like it is and Kleese’s tazer makes Beta Ambra look like the [insert year followed by corresponding name of underperforming sports team here].

Wait wait wait, did you say ISIC?
As in the same ISIC several people ridiculed me for saying he was a decent tank. The same ISIC people say is an unplayable tank?
I’m sorry, but a good ult. does not prequalify a character for the battleborn equivalent of the A-Team.
Having trouble with ISIC’s ult.? Hit him with a stun…

—edit—
For the sake of not derailing the thread:
Yes, I have faith in GBX and I truly believe that they will get things right with this update. It’s like Goldie Locks. First some characters were too OP/Weak, now they’re too weak/OP, so I think with this patch they’re going to be “juuuussst riiight”.

That team comp sounds good but ghalt whiskey and orendi are all pretty competent duders to use against that matchup. Insert a healer and a Montana and you have a pretty solid comp to deal with the other one

That being said ambra could probably get toned down just a bit. But basically just her ability to always spam spots is all

Once Ambra tethers to you it’s over unless you’re close to your base.

My point is I think any team comp should be able to take down any other if it plays to it’s strengths. Theoretically they already can but not actually. I know people are gonna say “Your team’s players just don’t play the characters well enough.” This is probably true, at least in part. I’m only decent at the game but there’s still some serious balance issues.

Just hoping the next patch doesn’t create more problems than it fixes.

The more important question is: will the next Patch fix Pendles Background from Eldrid Brown to Rogue Orange? I don’t care about anything else and I’m being really sarcastic right now (to quote Rendain).

Still would be nice if that gets fixed.

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Her tether doesn’t really do much damage–it just slightly heals her a small portion of the damage it does.

I will agree that a high skilled Galilea and Ghalt on the same team is extremely strong within Incursion. The only way to defeat them is if the other 3 members are below average in terms of player’s skill.

An Isic is part of an undefeatable team? I can understand if Isic was part of a Gali+Ghalt team but not with your example team composition. Op, that just tells me your team doesn’t have enough skilled players. In such case, there will plenty of team comp your team won’t be to defeat if the opponents are skilled .

The short answer is right here:

The long answer is if Ambra is killing you, then you’ve overextended, or you’re staying out when you should be healing at the heal station or respawning. Unless you’re out there alone (and then really its not the tether, it’s that its a teamup vs one,) your team should be able to force Ambra to back off … she really doesn’t do that much damage with her basic attack, and the heal on it doesn’t keep up with damage taken.

As for the Ghalt/Galilea combo … yeah the double pull / double stun can really mess you up, but it is still fairly often a “kill one player” tactic. There are ways around it if your team works together well, but that combo can certainly spell disaster for a PUG.

Back on Topic, OMG I can’t wait for Whiskey Foxtrot to have his bursts continue if you hold the trigger. I gave up on learning to play him well when I realized playing two matches kills my trigger finger for the rest of the day.

I think the problem with Ghalt is that his hook causes you to face him, so when he traps you–you get crit in the face and his crits can do ridiculous amounts of damage due to all pellets hitting your crit zone. He also has a helix that drains and clears your shields, so when you get pulled to a trap your shield is gone and he can crit right away AND IT SLIGHTLY HEALS HIM.

If they were to cap his crit damage, and make it so his hook grab only pulls you, and not turn you to face him–then he’d be closer to being properly balanced.

Personally, I have gripes about his reload speed being too quick and his recoil not being representative of a shotgun revolver. I’m not certain if he has a damage fall-off or that at a distance the spread is supposed to emulate a damage fall-off–but there have been one too many times that I’ve taken far too much damage from a Ghalt from far too much of a distance.

I know I’m a little salty, but Ghalt is currently geared as a cheeser. He can stack his traps so if you expire from one, the next will stun you again. So it’s pull-stun, trap-stun, trap-stun. He effectively can stun-lock you solo, I think stun-locks just need to go or they need to implement a diminishing return to stuns. So, Ghalt kinda needs a rework as it’s a bit much for him to have that control, damage output and defensive capabilities.

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No mention of the late game monster Orendi? Who in the span of 30 seconds can have a possible 3 ulti’s if built right/ right circumstances. For a potential of a billion damage.

Or Ghalt, Ghalt’s the best at solo carrying a game.

There’s like 10 hero’s that if they are played well make the skill requirement for the other team to win jump in leagues and most people can’t or even want to deal with that.