[quote]JaegerBane wrote...
I did. What I didn't say is that there is some holy rule that techs cannot be used to CC. They don't specialise in it. Obviously if you're softening an opponent up then there is an element of CC by definition, but it isn't the same stopping them in their tracks or physically moving them to different parts of the battlefield - which is what biotics are all about.[/quote]
Cryo Blast and drone are obviously CC. Some of the extra effects you mention as a bonus of tech powers are also CC. In fact the strength of an engineer is CC. Sure they can destroy shields and armor too, but the CC is what makes them powerful.
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Warp stops regen and detonates biotics. It's the outlier in biotics and even then, has no crowd control or AoE options. Powers like Throw, Pull etc have no secondary abilities whatsoever. Trying to claim that this is in any way similar to stuff like Overload's catalogue of extra abilities or Incinerate's damage/AoE option/anti-regen/CC aspect only shows that you're not looking at this in an impartial fashion.[/quote]
I'm not claiming it's the same. Obviously they didn't mean for biotics to have the exact same effects as tech powers. It's clear to me that the goal is that you can weaken and CC with both, and that they complement each other well. You're claiming they have completely different roles. I don't think so.
[quote]As for Reave... please. It's a bonus power. Trying to use Reave to illustrate the effectiveness of biotics is fallacious, as it is about as representative of biotics as the GPS is of shotguns.[/quote]
That's your opinion and one I don't share. Besides, you have to pay extra for the GPS, but Reave is included in the basic game. People who care about these comparisons are all using bonus powers, so don't pretend it's something that doesn't exist.
[quote]I'm not saying Cryo is evenly matched with Pull - all I'm saying is that you're directly comparing powers from two totally different schools and expecting your comparison to mean something. The engineer and the Adept aren't supposed to be simply two different flavours of the same class, so expecting them to have equal levels of CC is completely futile. [/quote]
They compete for the same global cooldown though. That's why I think the comparison is quite fair.
I believe Cryo Blast is not good enough. You don't. That's fine, let's not argue too much about it

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No, that is the very definition of CC, which you claim tech is not about.
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Again, I'm not responsible for your interpretation of what I've said.[/quote]
Your argument is that tech powers specialize in weakening and summoning. Then you define hacking to be a "weakening" power. This is what I don't agree with.
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I still firmly believe tech powers have the same role as biotic powers.
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What you believe is up to you, Termo. All I'm saying is that tech powers were never that in ME1, they clearly aren't intended to be in ME2, the assertion techs and biotics are supposed to work the same way has no basis in anything the devs have said so far....
In other words, you've got as much reason to 'firmly beleive' this as you have to think the moon is made of green cheese. But as I say, what you choose to believe is up to you.[/quote]
Please keep it civil.
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Speaking of blatantly false, say hi to Dominate. All the anti-defense stuff, adepts have that too. As for added damage, there's the ragdoll damage increase.
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Yeah, another bonus power available to any class in the game that functions nothing like most biotic powers. [/quote]
We're talking about tech vs biotics aren't we? Dominate is exactly the biotics version of AI Hacking. What does it matter that other biotic powers don't function the same? Do other tech powers function the same as AI Hacking?
[quote]I'm beginning to detect a pattern, here. You seem to be calling for rebalancing of class powers on the basis that some bonus powers are available. I'm afraid that doesn't make any sense.[/quote]
No that's not what I mean. We just got into a weird discussion about what tech and biotics are about. I just think tech is a bit too boring compared to biotics. Nothing that warrants a huge buff. I could be wrong about this, but it seems like a lot of people prefer biotics for this very reason, and that's a bit of a shame.
And my other point is that Cryo Blast could easily be buffed to 3 second cooldown and instant freezing.
The third point is that I don't see why adepts and engineers can't have a 30% cooldown reduction like the one sentinels have.
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Why would Overload compare to warp explosions? Are you saying that because one tech power is better than a combo of two biotic powers, it's evidence of imbalance? Please....[/quote]
No that's not what I'm saying. You're claiming that tech powers have more effects than biotics. But biotics have the effect that you can set up warp explosions (and they also have other secondary effects). Anyway, read what I wrote above about what I actually wanted to say with all this. We're getting completely away from that.
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And as I said, Sentinels are dependant upon it because it's central to their abilities as a class. The long cooldown is *exactly* the same as other shielding powers, but unlike them, playing without tech armour isn't optional. At least, it isn't optional if you expect to play the class to it's potential.[/quote]
We don't disagree on that.
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Biotic powers also tend to have multiple effects but anyway. I very much doubt it would break balance. But it would make tech a little cooler and perhaps make it more fun to play an engineer.
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My point is that techs have a lot more. Most tech powers can be used in widely varying situations and inflict various debuffs and issues on a target - Overload being the best example of this. Those that don't tend to function in dramatically different ways to most powers, such as Hacking or Drone, and carry with it their own benefits.[/quote]
Overload has a bunch of relatively pointless little secondary effects like increased explosive damage from explosive crates and weapon overheating. It's cool, but somehow tech powers are just not as cool as biotics. It's not really that much about balance, just about how interesting the classes are to play. It seems pretty clear to me from reading these forums that tech powers are missing something. I suggest having some sort of synergy like the warp explosions, but of course not the same thing.
[quote]In contrast, biotics have relatively limited applications but tend to be significantly stronger in those applications.[/quote]
I wouldn't say they have more limited applications. They don't function exactly the same, but they are not more limited just because Overload has the most secondary effects.
[quote]Warp is never going to compete with Incinerate for sheer capability but when used in combination with Pull, you get more worth than the sum of the two powers. [/quote]
Warp works on barriers, armor and health. Incinerate works on armor and health. I think Warp can compete. But yeah, of course Warp explosions make it even better.
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That is the difference, termo. If you don't like the place tech powers have, don't play a tech class.[/quote]
Don't get me wrong, I don't hate tech powers. My engineer playthrough was very fun, mostly due to drone being so powerful. I still have ideas for improvements though, but there really aren't any major balance issues.
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In any case, Cryo Blast certainly needs a buff.[/quote]
It only 'needs a buff' because you say it does. You haven't really given a legitimate reason why beyond this opinion you have that techs and biotics are the same thing. [/quote]
Here's my reasoning. Everything it does is done better by Pull except for one thing: When you don't have the 4 point version, it has a radius of effect where Pull only hits one target. But the radius is tiny.
Both CC a target without defenses. Pull works instantly, Cryo doesn't. Pull has a longer duration. Pull has a shorter cooldown. Pull sets up Warp explosions. Both give a 100% damage taken debuff.
No it doesn't NEED to be buffed. But it sure would help. There's really no good reason it has to be so much worse than Pull. That comparison is very valid and relevant by the way, because in essence the two powers do the same thing and compete for the same cooldown.
What I suggest is just setting its cooldown to 3 seconds and the freezing to the same duration. Doesn't break any balance, just makes Cryo competetive.
[quote]For what it's worth, I have my own suspicions about Cryo - but ultimately, it's a tech power for doing something that isn't really in the tech specialisation. It's not really surprising that it isn't as good as an equivalent power in a different school. I mean, hell, look at Concussive shot - Combat's CC power. If anything, that needs a buff.
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Yes Concussive Shot needs a buff. Even if it got one though, I'm not sure soldiers would be using it.
Modifié par termokanden, 15 septembre 2010 - 12:14 .