Mass Effect Andromeda - Patch 1.06 Combat Balancing

Mass Effect Andromeda

In addition to many Bugfixes in patch 1.06 for Mass Effect Andromeda, developer Bioware has also made extensive changes to the balancing.

There was a lot of feedback from the community, especially for the multiplayer battles. For example, powers and weapons were too weak in comparison, so that the players almost exclusively used melee classes or the Vanquisher precision rifle.

As a first step, the base damage of many assault rifles, pistols and shotguns will be increased. With the powers, the damage was improved with additional talent points, and passive damage increases in the skill trees were increased.

Mass Effect Andromeda changes to combat damage

The patch notes with explanations by the developers can be found below:

We received a lot of feedback from the community about balancing in multiplayer. Based on this feedback and our own tests, we have improved the overall gaming experience.

Powers and weapons were too weak in higher degrees of difficulty - especially power combos and assault rifles. As a result, players clearly preferred the Vanquisher sniper rifle and the melee classes.

We found that the damage level slowed the pace of the game significantly on Gold and Silver difficulty levels. As a countermeasure, we started redesigning the multiplayer balancing. Today's changes are the first step in that process.


Powers

The powers' base damage was too low, which resulted in them being too weak at higher tiers. We have increased the base damage of powers and increased some bonuses with additional skill points. The damage from passive skill trees has also been increased.

The same applies to combo detonations in the gold and silver difficulty levels, as they caused less damage than intended.

weapons

Mass Effect In multiplayer, it's most fun when the pace is fast, but low weapon damage slowed that pace on the gold and silver difficulty levels. There was also a noticeable imbalance between the weapon classes, especially with shotguns and assault rifles.

We have increased the base damage of various too weak assault rifles, pistols and shotguns in order to increase their effectiveness. Above all, it was important to us to make shotguns more useful in combat. So we've increased their damage and accuracy out of cover, while reducing the extra accuracy bonus when firing from cover.

Finally, we've reduced the damage done by the Vanquisher sniper rifle to bring it in line with other weapons. Its overwhelming damage was far superior to other weapons, so everyone had to have this precise rifle. Now the stats are even and players can bring something other than the Vanquisher to a gold game with a clear conscience.

We will continue to review weapons for any potential adjustments required.

Hostile groups

Another change affects the combat behavior of some enemy groups.

Because of their individual survivability, the Kett were clearly the toughest group. To make up for that, we've reduced their health and defense. In addition, the chance of a sync attack by the colossus has been reduced in the silver and gold difficulty levels. We're also investigating latency issues that cause the Colossus to appear like it's teleporting when jumping.

The outlaws should be more of a challenge, so we've improved Snipers and Hydras' ability to knock players into cover. In addition, the Berserker is easier to fight from behind cover, and the H is now stronger and more dangerous.

Nothing has been changed in the relics, but we will continue to watch them.

Player:

Fixed a bug that caused the shield and health limits to use normal values on Silver and Gold difficulty levels

Powers:

All damaging forces

Raw damage upgrades have been cumulatively increased by 25-35 % per power

All offensive passive trees

Power damage upgrades have been cumulatively increased by 20 % per tree

Power combos

Fixed an issue where gold and silver difficulty combos were not doing the correct base damage

Base combo damage increased by approximately 60 % for bronze, 140 % for silver, and 200 % for gold.

The value of combo damage upgrades has been increased for all passive powers from +30 % to +50 %

Combat powers:

barricade

Base duration increased from 12 to 13 seconds

Rank 4 permanent bonus reduced from 40 % to 35 %, although the total duration is still longer than before

Buff rank 5 increased from 20 % to 30 % power damage bonus

Anti-aircraft cannon

Base primary damage increased from 180 to 250

Base energy cell quantity increased from 2 to 4

Tech forces:

Assault gun

The rank 5 flamethrower's damage per second has been increased from 45 to 150 and the incendiary damage per second has been increased from 22 to 35

The rank 2 health upgrade has been increased from +30 % to +50 % and rank 4 from +50 % to +75 %

Power cooldown will now trigger when the turret spawns, not when it is destroyed

Base bullet damage increased from 20 to 36

The cooldown is now 30 seconds, but can be reduced to 10 seconds with the Rank 4 cooldown upgrade

Fixed a bug that prevented Rank 6 cryo ammunition from doing damage

combustion

Base damage increased from 120 to 350

Damage over time reduced from 50 to 45 points per second

overload

Uncharged base damage increased from 150 to 200 and charged damage from 200 to 300

flamethrower

Base damage increased from 220 to 240 points per second

Cryo-ray

Base damage per second increased from 135 to 150

 Energy deprivation

Base damage increased from 160 to 175

Shield reinforcer

Base radius increased from 6 m to 8 m

Support points increased from 10 to 20 by successfully placing shields on another player

invasion

Rank 4 infection radius and rank 5 spread radius increased

Relic VI

Base health increased from 500 to 800

Rank 2 health upgrade increased from 15 % to 65 %

Improved Rank 4 health regeneration rate and delay

Rank 5 melee health upgrade increased from 120 % to 200 %

Rank 6 rocket damage increased from 90 to 450

Rank 6 rocket cooldown reduced from 10 to 5 seconds

Base radiation damage increased from 70 to 100 points per second

Fixed an issue that could sometimes cause the VI to get stuck

VI will now teleport to the player if the path is too complicated

Biotic forces:

Pull

Crushing Grip Rank 5 damage over time increased from 35 to 60 points per second

Throw

Base damage increased to 240 from 225

Shock wave

Base damage increased from 225 to 245

Singularity

Base cooldown reduced from 24 to 20 seconds

Rank 5 charge speed bonus increased from +25 % to +40 %

Counterstrike

Base aegis health increased from 350 to 400

Base reflection damage bonus increased from +180 % to +200 %

Rank 4 and Rank 5 bonuses increased

Assault

Base damage increased to 275 from 250

nova

Base damage increased to 420 from 400

Extinction

Base cooldown penalty increased from 60 % to 75 %

Rank 4 radius bonus reduced from 50 % to 35 %

Damage and bonuses from different users on the same target are now stacked

lance

Aiming assistance slightly improved at long distances

Passive forces:

barrier

Barrier Drain: Reduced shield regeneration from melee attacks from 20 % to 15 %

Biotic connection: can now only work every 5 seconds

Saving Barrier: Automatic shield regeneration cooldown increased from 10 to 15 seconds

Biotic ascension

Rank 6 evolutions bonuses increased

Character values:

Asari expert

Base shields reduced from 250 to 200

Krogan front soldier

Base shields reduced from 180 to 150

Assault rifles

Avenger

Increased damage from 35-47 to 39-50

Mattock

Increased damage from 50-63 to 90-113

Magazine size increased from 16 to 20

Zalkin

Increased damage from 60-76 to 79-99

Valkyrie

Increased damage from 86-99 to 164-190

Magazine size increased from 16 to 20

Total reserve ammo increased from 128-160 to 140-175

Soned

Increased damage from 51-59 to 70-81

Rate of fire recharge time reduced from 1 to 0.5 seconds

Increased accuracy when shooting from the hip and blind firing over barriers

Maximum precision when aiming with sights has been slightly reduced, the precision penalty when firing has been reduced

PAW

Increased damage from 35-40 to 58-67

Halberd

Damage from

Pistols

Carnifex

Increased damage from 175-220 to 255-321

Hornet

Increased damage from 46-55 to 101-121

Sidewinder

Increased damage from 150-180 to 167-200

Hurricane

Increased damage from 49-57 to 65-75

eagle

Increased damage from 69-80 to 96-111

Improved precision

Rozerad

Increased damage from 48-56 to 73-84

Rate of fire increased from 420-525 to 490-613

Rate of fire recharge time reduced from 2 to 1 second

Improved precision

Ushior

Increased damage from 463-535 to 775-896

Magazine size increased from 1 to 2

Total ammo increased from 18-23 to 20-25

Weight reduced from 0.25-0.13 to 0.2-0.1

Charger

Slightly reduced precision

Shotguns

Katana

Increased damage per projectile from 46-61 to 64-85

Piranha

Increased damage per projectile from 54-62 to 59-68

Disciple

Increased damage per projectile from 60-76 to 79-99

Ruzad

Increased damage per projectile from 98-123 to 171-215

Crusader

Increased damage from 382-442 to 699-808

Trace effect added to the sphere

Hesh

Increased damage per projectile from 55-66 to 66-79

Scattershot

Increased damage per projectile from 46-55 to 66-79

Dhan

Increased damage from 595-688 to 850-983

Magazine size increased from 2 to 3

Total reserve ammo increased from 20-25 to 21-26

Deals additional weak point damage

Venom

Increased damage from 290-348 to 352-422

The first bullet will now explode on target contact, and the fragments will fly faster and further before exploding

Precision rifles

Vanquisher

Damage reduced from 675-810 to 600-720

Shadow

Increased damage from 38-46 to 85-102

Damage increases the more the Shadow heats up; Gun overheats faster

Valiant

Increased damage from 463-535 to 550-636

Total reserve ammo increased from 35-44 to 45-56

Naladen

Increased damage from 496-574 to 650-752

opponent

Warp

Stalker

Health reduced by 20 %

Chosen one

Health reduced by 5 %

Anointed one

Shields reduced by 47 %

Appointed

Shields reduced by 67 %

colossus

Reduced the chance that a colossus will carry out a sync attack in the difficulty levels Extreme and Madness in single player and in difficulty levels silver and gold in multiplayer

Oldest

Cobra missile launcher can now damage the Elder after his bullet is destroyed; in the difficulty levels normal or bronze, the Cobra rocket launcher can kill the elder with one shot

Increased effectiveness of powers and weapons without additional weak point damage against the bullet

Outlaws

Angaran saboteur

Armor increased by 33 %

Turian anarchist

Armor increased by 33 %

Weapon damage increased by 20 %

Salarian agent

Armor increased by 33 %

Shoot more often now

Asari pariah

Armor increased by 33 %

Weapon damage increased by 20 %

sniper

Shields increased by 60 %

Now shoots targets in cover more often

In higher levels of difficulty, faster sighting of targets that are not in cover

Sniper rifle damage reduced by 18 %

[ES] Fixed a bug where Roekaar snipers were doing 75 % more sniper rifle damage than intended

Krogan berserk

Armor reduced by 20 %

Hydra

Armor increased by 38 %

Weak Point Health now scales based on difficulty in relation to base health, making it harder to break through the Weak Point in Extreme and Insane difficulty levels in single player and in Silver and Gold difficulty levels in multiplayer

The bonus damage from destroying the weak point now also scales with health

Normal shot damage increased by 67 %

Normal shot projectile speed doubled

Bug fixes

The remains of the Destroyer and Hydras will now properly disappear when defeated

Games / missions

Game medals

Points required for a support medal in the difficulty levels bronze, silver and gold increased from 400/800 / 1,200 to 800 / 1,600 / 2,000

Store

Object store

Experience booster added

equipment

Adaptive war booster

Damage bonus increased from 15 % to 30 %

Technician Kit

Damage bonus increased from 15 % to 30 %

Improved ammunition

Damage bonus increased from 15 % to 30 %

Increased damage per round from 73–90 to 92–113

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