So now we have evidence that a team of 4 soldiers is better than a team of 4 infiltrators. This is pretty much as I expected. I've seen teams of 4 infiltrators and they rarely do well because many don't build to tank. GIs do love their melt-everything melee. Once you decloak everything pretty much focuses you. With the right coordination maybe it would work better.
Infiltrators are pretty much supposed to be DPS with some support functions (largely getting revives). They have no inate tanking abilities, only a de-aggro ability, which does not actually tank because the enemy simply switches targets for the most part. With the right team, an infiltrator, like any DPS, would naturally get the highest score. This is quite common across many games. Mobas are a good example of this, where a tank can provide critical team support to allow the DPS time to kill everything. Sometimes the tank dies constantly, but for each death three enemies go down. This results in the tank having absolutely terrible personal score, while the DPS looks like he went to town. In those games, you'd be silly not to acknowledge good tanking. In ME3, it's much the same, although we don't usually think of it that way because we think of it first as a shooter, where you don't usually see such terms applied.
Another reason why you see Infiltrators top is actually the way the scoring system works. While I'm not entirely positive, it feels like OVERKILL is also worth points, as killing something with a cloaked Widow round with no health seems to give me as many points as killing something on full health the same way (even if someone else reduced the enemy to very low health). Thanks to the damage bonuses, Infiltrators can generally manage the most overkill. That is somewhat of a hypothesis though based on my observation.
The evidence as stated isn't strictly what I'd call evidence of being OP, most of that is simply class mechanics, without an explanation of WHY it's OP for the Infiltrator to be able to do this. A nuke launcher might be OP, but if everyone has a nuke launcher then it would be balanced. Only Evidence 5 is what I'd call real evidence.
Evidence 1 meanwhile is a bit silly because Bioware has already said it's a legitimate gameplay mechanic, and it's a mechanic that works for any class, not only infiltrator. It doesn't do anything for me because I have a Widow, and I don't care to fire it out of cloak, and coincidentally the reload time is equal to the recharge time on cloak. I imagine it's stupidly useful for a Black Widow user though as they can fire off their 3 shots, reload, then use cloak to reload cancel and fire three more shots with damage bonus.
As for the rest, my analysis of your proposal suggests this would nerf them to uselessness, as your nerfing multiple DPS capabilities down to the ground to the point where they are little better than an Asari Sniper, who basically trades the ability to be the cloaked medic and some better anti-armor for easy headshots on many targets and the ability to do more damage on a per shot basis than the Infiltrator. Ultimately I'd be forced to conclude that with your proposed changes, the Asari Adept/Vanguard Sniper would make a better sniper, even though a lot of people consider that build weak.
Now if you want to be realistic, then play a Soldier with Adrenaline Rush specced for damage and duration, and watch it make a laughing stock of your nerfed Infiltrator. Three caps with a Black Widow, Adrenaline Rush for instant reload, fire another three, reload cancel, and fire another three with the Adrenaline Rush bonus still active.
I digress a bit, but effectively what you're doing is taking away damage from the rifle per shot and removing the ability to throw a power out at the same time, which is a lot of DPS being taken out of the picture. I will grant that the power use thing does seem a little silly as there's basically no reason not to use a power right out of cloak (making QI basically 1, 3, shoot endlessly). But at the very most I'd say consider stacking or going with the greater cooldown between the power and cloak when using it from out of cloak, and see how it goes from there, as it does feel a bit silly to have a reduced cooldown simply by using the power from cloak. That way it's either shoot with a reasonable cooldown OR use a power, in theory. Bonus power could perhaps restore the old way of doing things by overriding the bonus power's cooldown with cloak's cooldown once the infiltrator actually decloaks.
The proposed changes, if all were implemented, I think would really just turn the Infiltrator into the errand boy class. No real combat ability other than run and revive teammates, or run and do the objectives, or hide from enemies and do nothing. Also keep in mind that the infiltrator is decloaked automatically upon completing the revive of a teammate, which doesn't make it an auto-win for always reviving teammates. The Infiltrator has an easier time doing it, but the Infiltrator CAN still end up simply joining the fallen in Need A Medic land.
Stupid essay. TOO LONG; DID NOT READ: Proposed changes are excessive, turns infiltrator into an errand boy with gimped combat abilities over every other class. At most consider taking the greater cooldown (or stack the cooldowns) when using a power out of cloak and see where that gets us. Also your evidence isn't evidence, because only #5 explains why this is evidence of OPness.
Modifié par AdmLancel, 04 juin 2012 - 05:31 .