Apl_J wrote...
But let's apply that to Tactical Cloak. No if, ands, or buts about it, we all agree that the damage evolutions FAR outweigh the alternatives. 40% duration is inconsequential; if you need to do something while cloaked, the rank 3 duration bonus is plenty of time to do a activate objective, revive someone, or get to a risky ammo crate. Both rank 5 evolutions are worthless on a sniper build, but on a GI, the melee bonus far exceeds the recharge bonus, since Infiltrators don't care about weight in order to do what they have to do. The final rank 6 is a no brainer. On a non sniper, you don't even need this rank at all, saving you 6 points. On a sniper, you take sniper damage, thanks to the power, aim, shoot you can do while still keeping Cloak. The bonus power evolution is useless to all but the most niche builds (which, if I may, arent as effective).
Everyone else has to weigh options in their builds except the Infiltrators. Their Tactical Cloak has a no questions optimal build in every situation you need it in, from support to attack.
That's probably because Infiltrators are unique in that they all get Tactical Cloak. It literally is their class defining ability. Every other class changes along racial lines in some way.
Just look at Soliders. Humans get Adrenaline Rush, Concussive Shot and Frag Grenades. Krogan Soldiers dont' get Concussive Shot, Turian Soldiers don't get AR. Batarians and Vorcha got their invites to the party late and got custom suits made for them.
Engineers don't all share one unique ability that is the same across the class. And don't say they all get drones/turrets, because they all function distinctly separate from each other.
Sentinels are probably the closest to Infiltrators with Tech Armor, but the results are practically diamectically opposed, but because until recently, it was common enough for many Sentinels not to spec into TA at all.
I'm wracking my brain, but I can't think of any other classes that all have one ability across all raical variants. Its probably part of what leads many to feel as though Infiltrators are so OP. (I like 'em though, they res me plenty of times

)
Edit: Just remember'd Biotic Charge. So I guess have the classes half unique class defining powers.
I was going to suggests something like a class power that was the same for every class with maybe variations on how those powers evolve changing from race to race. But even as I was typing it out, I could see how some versions could be favored over others, and that could lead to certain races/class combos being kicked or viewed as unplayable.
This really is quite puzzle. I can't say I have any definitive answers. But the discussion certainly helps to think about it.
Modifié par Jjynn, 01 juin 2012 - 11:12 .