Fortitude vs. Tech Armor: Both provide damage reduction, both slow down cooldowns. Fortitude only slows them down by 60% at base, unlike Tech Armor's 80%. Sure, this may be to compensate for the fact that soldiers will probably carry more than one gun, but it is odd, when a class that doesn't revolve around its powers has a cooldown penalty that's smaller than one that does. The second, Fortitude can be "shattered" to increase Melee Damage, which as we know for Krogan, can turn them into beasts. All Tech Armor does is cause a
Carnage vs. Incinerate: Both are armor-penetrators. Incinerate can be Tech Detonated, but also suffers from a penalty against synthetics. Carnage has some knockback power into it, and suffers no such penalty, as far as my shots against the only two enemies in the demo with armor have shown. Both can be arced too. Why on earth would I want Incinerate when Carnage does the same thing?
Inferno Grenade vs. Lift Grenade: Both are grenades. Inferno Grenade is horrible. I won't deny that. But what good does Lift Grenade do to a Krogan Sentinel? They cannot Warp Detonate on their on, having instead to rely on teammates, who may not even have Warp. Sure, it's a little bit of crowd control, but if an enemy is in the air, you can't Krogan Charge it.
So what is the point of it all, besides to "balance" the classes? And who ever heard of Krogan using Tech attacks in the first place?
...Sorry 'bout that. Had to rant.
Modifié par JumboWheat01, 28 février 2012 - 10:19 .





Retour en haut







