sinosleep wrote...
The releveance is that you talk about it in terms of it being effective in every situation. OF COURSE it is, it's a buff. It's not going to be adversely affected by anything the game can throw at you because the game isn't reacting to anything. Just like Athenau told you in the other thread, you act as if you can just stand out in the open all day with AR and laugh at your enemies when that's NOT the case.
This is what you're not recognising - it's only relevant because you say so. There is
nothing inherent to the concept of a buff that means that it's effective in every situation, or that it can be made so without an impact on balance. Just look at stuff like Cloak and Tech Armour. Cloak and Charge bring with them some potent advantages balanced with significant drawbacks which can easily lead to Shepard getting killed if they aren't deployed in the right way. Tech armour, on the other hand, has a mountain of advantages with the proviso that you can only benefit from some them at once together with a punishing cooldown.
AR has none of this. It's tied with things like
Throw in terms of cooldown, for god's sake. It boosts the player in every way
at the same time and is
never a bad choice. The fact that it's a buff and not a CC ability is completely irrelevant no matter how much you claim it is, as such a claim simply isn't supported by the other abilities in game.
As far as the direct damage thing I used the term because I don't really know how else to phrase it. Active abilities isn't it cause AR is an active ability. What I was getting at is basically abilities you actually throw at enemies. Singularity, push, throw, warp, inceinerate, overload, that kind of ability. The soldier is SORELY lacking in that area which IMO is a large part of why they went with ammo powers in the first place. To give soldiers something to drop points into. That's why I think AR works the way AR works. Cause the soldier has no real powers to speak of.
What difference does it make that the soldier has no power to throw at enemies? What effect do you think this has on balance? He carries more guns then anyone and there isn't even an ability in the game that would be better to throw then trigger AR again.
Except I'm not just talking about CC. Did you COMPLETELY ignore the part where I mentioned a biotic can kill groups quicker than a soldier can in the right situation? You say they pull forward by these ridiculous amounts when clearly I don't think they do. Then again we've had this arguement before and really neither of us is going to change our minds. You think soldiers stand alone at the top of the mountain and I don't. That's not going to change regardless of what either of us says.
No, sinosleep, I didn't ignore it at all - it should really have been clear that I didn't when I mentioned warp explosions.
I don't doubt that you're going to refuse to accept anything other than the soldier's balance is fine, and for what it's worth, I respect the fact that you're just agreeing to disagree.
All I'm pointing out, however, is that from the actual facts displayed from the game, the stats of the powers, the number of situations they are useful in, relative cooldowns etc, AR is out of whack with the other powers. So far your argument seems to rest entirely on the basis that AR is a buff and therefore there is no balance question - something which I personally don't think even makes sense, let alone is relevant.
If you're going to try to sping that arguement about warp I can spin it about ammo, cause your squad mates can bring that to the table as well, same as they can bring crappier versions of warp explosions. The difference between an adept or a sentinel using warp explosions is that since they can control aspects of the explosion themselves they are BETTER at it than depending entirely on your squad to activate them. It's why I mentioned HEAVY WARP instead of the unstable version that anyone making heavy use of sqaud warp explosions is going to be using since it's got a 9 second CD instead of a 12 second CD.
The difference is that squadmate ammo powers are, on average, 20% less effective than improved evolutions, and some lack special abilities (such as Inferno's AoE), and one of the most effective squad ammos in the game (Cryo) isn't available entirely.
Squadmate warp explosions take a bit more time to recharge, yes, but conversely, unlike ones involving shepard, are instacast and therefore immune to screw-ups with the environment (such as problems with projectile travel time or enemy movement).
They aren't in the same boat by any sensible analysis. The whole business about 'HEAVY WARP' is meaningless - what you choose to give your squadmates has got sod all to do with class balance - it's another red herring that you insist on bringing into the equation no matter how irrelevant it is.