No Snakes Alive wrote...
I don't care for nerfs in a non-cooperative setting, but if you were to nerf anything it would obviously be cooldown. Please explain to me why the hell a Geth Infiltrator gets to hav a three second Cloak cooldown carrying around a Claymore if you use Cloak for it's intended purpose and shoot to break it (and receive a power buff). It makes no sense that heavy guns only affect the cooldown if you're stupid enough to let the duration run out without taking advantage of the backstab.
Wouldn't care if they left it as is though, like I said. It's not like other classes are competing with Infiltrators and losing. We're playing together and I'm playing who I find fun.
I don't really think it's that obvious.
Making weight affect cloak more significantly would just turn the infiltrator into another caster class.
IDK the magnitude of the nerf you're proposing, but I don't think people would really use claymores on infiltrators if it meant a 4.5 second cooldown between cloaks, as opposed to say a 3 second cooldown on a talon or a wraith.
It also makes the game really slow for heavy sniper users too.
Lets say someone learns to fire a widow or a black widow at a constant pace.
messing with the cooldown is kind of like forcing a slower pace onto them.
Players learned to snipe at a fast pace, and the change kinda takes that skill and throws it out the window.
Not really a classy move.
I'd say duration or damage are better candidates since they're less likely to actually affect how someone plays infiltrator.
TLDR: changing cooldown mechanics might fundamentally change what it means to be an infiltrator.
a damage nerf is just a damage nerf, it doesn't really change what skills you need or want to play infiltrator.
I can kinda say the same for duration, although not to the same extent.
CHAw wrote...
If I might offer my own thoughts on the matter:
Tactical
Cloak's cooldown should be just as dependent on encumbrance as other
powers - activating and immediately dropping it with only an ultralight
Shuriken equipped should have a noticeably shorter cooldown than
activating and immediately dropping it with a Claymore and Javelin
equipped.
Also, if the Power Use upgrade is not chosen, using a
power from Tactical Cloak should immediately negate any further damage
bonus due for that cloak cycle (though the launched power should still
retain the bonus, of course). That is, if you fire a Proximity Mine from
cloak, and then start shooting, only the mine should receive the
cloaked damage bonus if you don't have the Power Use upgrade.
Answered this in the previous comment too.
TLDR:
There's too few weight resilient classes in the game.
And I see the cooldown resilience on the infiltrator to be more of a defining feature than a weird overpowered quirk.
Same goes for power use.
I'd prefer changes that don't affect what kind of player skills are needed or of high importance.
I'd want the infiltrator to still play and feel like it is now. And I think both a change to the cooldown and power usage step clearly over that line.
Modifié par Grimy Bunyip, 18 mai 2012 - 03:18 .