BioCamden

BioCamden



04 Feb

Comment

Originally posted by Viperions

I think colossus' starts to shine more when you get the components involved, because of the sheer amount of armor/shield buff that they tend to give, and the frequency of +health drops. As a colossus', I found that it always encouraged me to be in the thick of things - I prime them, they explode, then everything around us explodes, and then I just keep doing that as I am picking up health drops from those constant explosions.

What becomes trickier is once you're not dealing with mobs that have much in the way of trash around, because suddenly those incidental hits are harder to get rid of - your shield can take a beating, sure, but your health regen seems to require a substantial amount of time out of combat, and you lack the overshield that other classes have to buffer you while you're low and trying to find more health.

I played my colossus' really aggressively, and it worked well. I didn't have a ton of super long ranged weaponry, but I didn't face much in the w...

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I was typing out a response, but you said it very well Viperions. I find Colossus is rewarded more for being more aggressive than the others.

Feed the beast with armor packs to keep the pain train rolling. Also, knockdown EVERYTHING with your shield. If they are locked up, then they can’t damage you!


03 Feb

Comment

Originally posted by Calyus

I promise I'm not trying to be dense, but you're saying with the photos from OP it listing Armor/Health/Shield (Demo) and it will be Armor/Shield in live? Where Armor = Health the Green pool and Shield = Blue pool and the Colossus physical shield.

Therefor you will eliminate the word Health from live?

That’s the plan yes, should be exactly as you described.

Comment

Originally posted by QuesoDip74

You’re officially my favorite dev

r/unexpectedmontypython btw

:D

Comment

Originally posted by Rogueshadow_32

A flesh wound? Your pinky’s off

No it isn’t!

Comment

Originally posted by Biggy_DX

Hey Camden. Have you guys ever considered adding affix modifiers to enemies so that they behave differently (similar to Diablo and other isometric loot-games)? For example, Diablo has a enemy modifier called Health Link on elite enemies that causes other elite enemies to share the same health pool.

Could add more variety to the game. It could also be a good way to balance both enemy damage and health gains per difficulty.

Cool idea :) I like it.

Comment

Originally posted by BiowareBen

My man!

Yeah! Teamwork!

Comment

Originally posted by CrazyKripple1

u/BioCamden

Explain this.... SCORCERY!

What? It’s just a flesh wound...

Comment

Originally posted by Menirz

That's a great philosophy to work with! Coming from a hardware testing background, the only times we ever (intentionally) changed more than one variable at a time was when we knew with 90% certainty that changing X would result in Y (usually from physics it other analysis).

It might seem like it takes longer, especially if there's a lot of iterations before getting it perfect, but vi usually found taking the time to do it right the first time is quicker than rushing, messing up, and having to scramble to fix the change and the initial issue.

I hope this "one change at a time" philosophy carries into balancing, since the thing I hate about Destiny balance is something will go from overpowered to completely useless due to them changing to many dials at once and not touching it again for months or years. Nova Warp getting the most recent example...

Yes that’s the idea, and is what we have been doing internally for balance testing. Like you said it can seem slow in that way but we want to make sure we do it right.

Comment

Originally posted by Kerrag3

That is the one thing that sets this game apart from other Looter shooters (who will not be named.) You guys actually make the player feel powerful and it isn't like a steamroll onto enemies, if you run in stupid on hard mode you will die, but you don't make us feel weak to the point where you don't second guess what you can take solo or what needs an ultimate to burst down. This is a breath of fresh air.

That’s a very important part of our balance targets. To your point, if you dive in to some hard stronghold engagements way above your level and gear... well we really shouldn’t balance to that. But if you are playing to your power level, pilot level, and player skill we want it to feel engaging and rewarding and challenging. Should be a mix between offense and defensive (evading), cooperating with teammates, and using your entire arsenal.

Comment

Originally posted by Buddy_Duffman

Just extend the invulnerable state of the ult to compensate.

Yeah that’s likely what we’d look at doing.

Comment

Originally posted by BiowareBen

Thanks /u/BioCamden! You're my hero!

Just doing my job. /soars off directly into a wall

Comment

Originally posted by JohnLocke815

totally off topic, but quick question...

in the E3 video we saw players earning Exp for discovering new areas of the map. this is not in the demo, will it be in the full game?

Not sure, I don’t recall seeing that myself but I could be wrong.

Comment

Originally posted by corrupt_undead

/u/BioCamden, I discovered the root cause of my issue. For whatever reason when the colorblind options are used it completely messes up the brightness and contrast in the game. With these options disabled I no longer have an issue.

That’s awesome corrupt thanks for the info

Comment

Originally posted by DemonikFaith

Just show the damage from the combo as yellow text? Is that possible?

It’s slightly more complicated than that on the back side but yeah I think that might be the idea (I’m no designer though).

Comment

Originally posted by xsnowshark

When I pre-ordered the game a week ago, I was supremely disappointed that I was not able to take part in the VIP demo because of some unknown issue where I would get stuck at the title screen. No one that I gave my friend codes too had this issue, though, and EA's help desk was absolutely worthless. Now comes this weekend's event, and I am STILL getting stuck at the title screen. Is this what I can expect from the full game u/BioCamden?

Hey snow, what platform are you playing on and what error are you getting specifically? I would definitely encourage you to try making a new origin account if you want to try that. Other folks have had success deleting their locally saved game data or reinstalling the game.

Comment

Originally posted by BigCy11

I'd say where it is a little unforgiving right now is after his ult finishes and he's completing the animation of putting the gun away as well as taking a long drop back to the ground and slamming into it briefly. In both of those situations (more concerned about the ult) I feel that he starts to take damage but because you cannot deploy the shield, there's not much you can do about it. I'm happy with having to take a couple hits to use the rail gun for example because it's feels like a good "trade off" but taking damage for being stuck in an animation is not.

Not sure if that makes sense or not.

It 100% makes sense, I complained about the same issue last week haha. I’ll see if we can take a look at it.

Comment

Originally posted by Linus696

Hello thanks for being so involved in the community, just out of curiosity.. does the same effect other Components?

For instance my Rare Lightning Inscription shows a boost in Javelin Armor at 208 while Health is at 104. There’s no way of verifying as the description doesn’t mention anything — was this as intended?

Hey Linus yes same applies to those. Armor should be shields, and health should be armor (green bar) in this case. Not intended!

Comment

Originally posted by Pwnaholic

Dammit Camden. I'll always love you, my dude. Hope to find my way into your free play session some day.

Star-crossed lovers destined never to meet. Hahaha

Comment

Originally posted by HadoukenYourFace

/u/BiowareJer / /u/BioCamden / /u/BiowareBen

Defect:

Mousewheel remains bound to weapon-switch even if bound to another function.

Issue:

When user rebinds the mwheelup AND/OR mwheeldown key to a function, it still continues to behave with default functionality: switching weapons.

Steps:

  1. In game, bind mwheelup to Evade
  2. In game, bind mwheeldown to Evade
  3. Ensure Switch Weapons is NOT bound to mwheelup AND/OR mwheeldown
  4. Choose Ranger Javelin
  5. Launch Freeplay
  6. Scroll up or down on mousewheel

You'll observe that the Ranger does evade, as expected. You will also observe that the Ranger will also switch weapons, despite Switch Weapons NOT being bound to mwheel.

Hey Hadouken thanks for the report! This is something we’re looking into already. Great bug report and repro steps.