Why Tactial Cloak prevents good weapon creation and weak wep buffs
#401
Posté 06 juin 2012 - 10:59
#402
Posté 06 juin 2012 - 11:00
Ha.Yajuu Omoi wrote...
I do. My KSe is better at clearing mobs than any Soldier i've used/seen. and put a Black Widow on it as well? Good-bye boss class enemies.
I walk through Gold with a 6/0/6/6/6 KSe with a Claymore and Black Widow.
Scoreboard domination. But more importantly? THE TEAM GET THROUGH THE ENTIRE GAME VERY QUICKLY.
Due to the excessive power of the KSe when spec'd properly.
And no one has even tried to call it OP...they avtually call it weak.
OMG, Krogan Sentinels are insenitive to weight and OP. I suggest adding a weight based cooldown to grenades.
#403
Posté 06 juin 2012 - 11:00
You completely ignored my point, this is about the role they play. Infiltrators can clear pretty much all enemys, they have no weak-point.darkblade wrote...
LULZferBAKON wrote...
Well in that case remove the class system. The player already has a choice, the choice of which class to play. If I want to use shotguns in close range devestation, I use the Vanguard. If I want to do something the Vanguard can't, I change class. You can't have everything in one character, he has to have some kind of fallacy.darkblade wrote...
Well unless he was soloing yes he would have teamates. But the point I've been trying to get across is that the Infiltrator should basically be the boss killer, the single target nuke, but be poor against waves of enemys that can overwhelm him.
Infiltrator should be whatever you spec it to be. whether that is nuking with a shotgun or a sniper or using tac cloaks dmg bonus to empty a hurricane clip or a few shots from a falcon and grenades to clear a room.
That choice should always remain with the player.
too bad thats not how the games classes are set up at all which gives your whole argument no merit.
TC cloak gives you a very brief burst of damage and add survivability and utility with the added option of favoring snipers IF YOU WANT TO USE SNIPERS. Other than that its a general damage buff showing that the Infiltrator is a rouge type class made for DPS and UTILITY.
+ this isnt or ME2 what bonus is their for using a shotgun with a vanguard? do they have shotgun specific perks? wheres that law? Thats what you want to do....not what i want to do, and the number of shotgun infiltrators is is a testament to that.
+ Infiltrators don't have everything in one character, they just have 2 very useful things in one character one of which is multifacited and the other has become a beacon for cry babies because of a single gun.
Theres no longer any rule that says what class should use what weapon, now its down to what weapons compliment the classes powers and playstyle.
Almost every RPG has at least two ways to spec a class and both ways are usually different but hold the heart of the class....the infiltrator is DPS, both ways i stated are DPS.
Your just trying to use exaggerationg to fluff up your post, spec'd infiltrators for DPS in different ways doesnt even suggest that classes should be invalid.
#404
Posté 06 juin 2012 - 11:01
Yajuu Omoi wrote...
darkblade wrote...
Well unless he was soloing yes he would have teamates. But the point I've been trying to get across is that the Infiltrator should basically be the boss killer, the single target nuke, but be poor against waves of enemys that can overwhelm him.
Infiltrator should be whatever you spec it to be. whether that is nuking with a shotgun or a sniper or using tac cloaks dmg bonus to empty a hurricane clip or a few shots from a falcon and grenades to clear a room.
That choice should always remain with the player.
He is right though. The infiltrator was made to be a one target character. the SOLDIER is the room cleaner. the Adept, crowd control. must i continue?
No you dont because all the classes mixed with combat are room clearers. Soldiers, Vangaurds, and Infiltrators all clear rooms.
But seeing as how vanguard and infil are hybrid they can double as soldiers, biotics, or psuedo engineers......
Adepts are DPS, and crowd control via BE
Engineers are Support and crowd controls
Soldier are DPS however you want go with it.
Sentinels are like the combat hybrids they multi task and can stand in where needed.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Infiltrators are DPS + Utility and should be allowed to spec for DPS within the confines of thier class however they see fit, they are made for hit and run, TC was never limited to a certain type of weapon only ME2 limited weapons which was a foolish choice anyway.
#405
Posté 06 juin 2012 - 11:04
LULZferBAKON wrote...
Infiltrators can clear pretty much all enemys, they have no weak-point.
Weak point? here's one:
Cloak no longer takes aggro off you.
Two:
They aren't NEARLY as good as clearing a room as say, a vanguard, dept, soldier, sentinel, or engineer.
Three:
They have MAYBE one offensive power to help them.
Need more?
#406
Posté 06 juin 2012 - 11:06
darkblade wrote...
Yajuu Omoi wrote...
darkblade wrote...
Well unless he was soloing yes he would have teamates. But the point I've been trying to get across is that the Infiltrator should basically be the boss killer, the single target nuke, but be poor against waves of enemys that can overwhelm him.
Infiltrator should be whatever you spec it to be. whether that is nuking with a shotgun or a sniper or using tac cloaks dmg bonus to empty a hurricane clip or a few shots from a falcon and grenades to clear a room.
That choice should always remain with the player.
He is right though. The infiltrator was made to be a one target character. the SOLDIER is the room cleaner. the Adept, crowd control. must i continue?
No you dont because all the classes mixed with combat are room clearers. Soldiers, Vangaurds, and Infiltrators all clear rooms.
But seeing as how vanguard and infil are hybrid they can double as soldiers, biotics, or psuedo engineers......
Adepts are DPS, and crowd control via BE
Engineers are Support and crowd controls
Soldier are DPS however you want go with it.
Sentinels are like the combat hybrids they multi task and can stand in where needed.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Infiltrators are DPS + Utility and should be allowed to spec for DPS within the confines of thier class however they see fit, they are made for hit and run, TC was never limited to a certain type of weapon only ME2 limited weapons which was a foolish choice anyway.
We are arguing the same side of the coin now...
Cuz i agree with everything you just said in that post.
Infils aren't OP, most of these people whining simply don't know their role.
#407
Posté 06 juin 2012 - 11:09
To add, I've been side-lined by Husks countless times. I try to keep an eye on my flanks but sometimes my team gets priority to help them out (imagine that, teamwork). If I can't dodge away quickly enough the Husk grabs me and if there's a Marauder nearby (usually the case), my survival is far from guarenteed.Yajuu Omoi wrote...
LULZferBAKON wrote...
Infiltrators can clear pretty much all enemys, they have no weak-point.
Weak point? here's one:
Cloak no longer takes aggro off you.
Two:
They aren't NEARLY as good as clearing a room as say, a vanguard, dept, soldier, sentinel, or engineer.
Three:
They have MAYBE one offensive power to help them.
Need more?
Same applies to Ceberus and Geth at varying levels. Centurions can drop my shields instantly and Geth, well they just steamroll over anyone who was caught by surprise.
Which is why I bring a Pistol with me at all times. Or Heavy Melee & run.
#408
Posté 06 juin 2012 - 11:09
DNC Protoman wrote...
TC must be nerfed for the greater good, this must happen before the Nerfers make every class other than Infiltartor pointless.
A little too late for that, at least on gold. Almost every other class is useless in comparison to the use of the tactical cloak allowing you to go invisible so that enemies cannot see you... and even that only happens when the game feels like it. It's absolutely infuriating to get revived, turn on your cloak to flee, only to get attacked by two phantoms immediately after.
#409
Posté 06 juin 2012 - 11:22
Yajuu Omoi wrote...
I play the Infil the most of all my classes, and i'll be frank. YOU ARE DEAD WRONG.
What global debuffs?
AoE Debuffs?
Aggro redirect? If you;re talkin about turning "invisible" don't delude yourself. play gold, you'll notice that an enemy from the other side of the map that couldn't see you before you cloak will still shoot at you when you walk around the corner.
Unchallanged?!? Have you TRIED to do something while cloaked? You may as well not be cloaked.
The ONLY thing TC does right now is a dmg boost. Period.
Global Debuff - ProxMine specced to 20 percent debuff to all incoming damage
AoE Debuff - ProxMine has a 4.5m radius (9 meter diamater), debuff affects all enemies hit
2 of the 6 Infiltrator classes have ProxMine, and they are 2 of the most popular ones.
And aggro redirect/cload works fine for me 90 percent of the time.
#410
Posté 06 juin 2012 - 11:28
BjornDaDwarf wrote...
Yajuu Omoi wrote...
I play the Infil the most of all my classes, and i'll be frank. YOU ARE DEAD WRONG.
What global debuffs?
AoE Debuffs?
Aggro redirect? If you;re talkin about turning "invisible" don't delude yourself. play gold, you'll notice that an enemy from the other side of the map that couldn't see you before you cloak will still shoot at you when you walk around the corner.
Unchallanged?!? Have you TRIED to do something while cloaked? You may as well not be cloaked.
The ONLY thing TC does right now is a dmg boost. Period.
Global Debuff - ProxMine specced to 20 percent debuff to all incoming damage
AoE Debuff - ProxMine has a 4.5m radius (9 meter diamater), debuff affects all enemies hit
2 of the 6 Infiltrator classes have ProxMine, and they are 2 of the most popular ones.
And aggro redirect/cload works fine for me 90 percent of the time.
Yes, that is correct. but do you know that the two most popular build seen on an infil of those type are? They put a 0 on prox mine.
and even then, those debuffs, HELP THE ENTIRE TEAM. not just the infil.
#411
Posté 06 juin 2012 - 11:29
LULZferBAKON wrote...
You completely ignored my point, this is about the role they play. Infiltrators can clear pretty much all enemys, they have no weak-point.darkblade wrote...
LULZferBAKON wrote...
Well in that case remove the class system. The player already has a choice, the choice of which class to play. If I want to use shotguns in close range devestation, I use the Vanguard. If I want to do something the Vanguard can't, I change class. You can't have everything in one character, he has to have some kind of fallacy.darkblade wrote...
Well unless he was soloing yes he would have teamates. But the point I've been trying to get across is that the Infiltrator should basically be the boss killer, the single target nuke, but be poor against waves of enemys that can overwhelm him.
Infiltrator should be whatever you spec it to be. whether that is nuking with a shotgun or a sniper or using tac cloaks dmg bonus to empty a hurricane clip or a few shots from a falcon and grenades to clear a room.
That choice should always remain with the player.
too bad thats not how the games classes are set up at all which gives your whole argument no merit.
TC cloak gives you a very brief burst of damage and add survivability and utility with the added option of favoring snipers IF YOU WANT TO USE SNIPERS. Other than that its a general damage buff showing that the Infiltrator is a rouge type class made for DPS and UTILITY.
+ this isnt or ME2 what bonus is their for using a shotgun with a vanguard? do they have shotgun specific perks? wheres that law? Thats what you want to do....not what i want to do, and the number of shotgun infiltrators is is a testament to that.
+ Infiltrators don't have everything in one character, they just have 2 very useful things in one character one of which is multifacited and the other has become a beacon for cry babies because of a single gun.
Theres no longer any rule that says what class should use what weapon, now its down to what weapons compliment the classes powers and playstyle.
Almost every RPG has at least two ways to spec a class and both ways are usually different but hold the heart of the class....the infiltrator is DPS, both ways i stated are DPS.
Your just trying to use exaggerationg to fluff up your post, spec'd infiltrators for DPS in different ways doesnt even suggest that classes should be invalid.
um no...i have missed nothing.
you are simply missing the role of infiltrator which is to kill the enemies and cap objectives. Its what a DPS class does.
well your weak points tend to go down when you hybridize.
Infiltrators are only Imbalanced when placed with other imbalances, the class itself isnt imbalanced at all. Its really good though.
90% damage buff every 3 seconds (without the sniper evo)
3 sec cooldown
weight irrelevance
aggro dump
objective runners.
Funny thing is how none of that breaks the class and pretty much keeps them right were they are suppose to be. the only thing that truly breaks the class is the kyrasae.
no weakness is funny, cloak doesnt work well against hunters and primes.
Cloak doesnt work well when used against enemies already shooting you.
enemies will melee you if they get within melee range.
no regen while cloaked, a stray melee or bullet or grenade can ruin your day.
limited time damage buff, its literally only like 2 seconds.
shooting ruins cloak.
using a power in cloak ends cloak unless you have the 6th evo.
if using power doesnt end cloak you incurr said powers cooldown.
using the full length of cloak leaves a nasty cooldown (scaling cooldown).
High DPS hit and run which they were before the kyrasae, now all of a sudden we can walk foward cloaking and clear rooms because of that gun. Now nerf infil threads appear every day.
No one gave a damn 3 weaks ago when GIs had valiants and hurricanes..
People asked to nerf Geth classes, rarily the entire infiltrator bracket when they had a problem.
People only care because of that new gun, infil were the best thing in the world a little while ago now thier hated like vermin after rebellion. The class isnt the problem.
They just need to specilized every race and class around 2 or three weapons, and fix thier terrible system.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Infiltrators role: kill things fast, do objectives safely.
Only people playing for themselves truly abuse cloak and only then does it seem OP because they are just cloak+power+shooting every 3 seconds.
everyone else helping the team usually has it going off every 3-8 seconds because sometimes you need to do other things than get points by killing enemies.
Make the final tac cloak bonus not work with explosive weapons and everyone will shut up.
Watch, all this crying is going to get infils nerfed....then vanguards are going to be on top again.
Modifié par darkblade, 06 juin 2012 - 11:33 .
#412
Posté 06 juin 2012 - 11:31
Play what character you like, use what weapon you like, help your fellow teammates, and just ENJOY THE GAME.
Is it that difficult?
#413
Posté 06 juin 2012 - 11:31
Yajuu Omoi wrote...
Yes, that is correct. but do you know that the two most popular build seen on an infil of those type are? They put a 0 on prox mine.
and even then, those debuffs, HELP THE ENTIRE TEAM. not just the infil.
Ah, you just seemed to have no clue what he was talking about, so I was helping to educate you about the class you play so much, thought it might help you out.
And I see plenty of SI/GI builds running around with ProxMine. I always spec mine to 0 in Fitness (or 4 and skip the final 2 of TC if it's not a Sniper build). I encourage others to skip Fitness as well, and discover that those extra hitpoints don't really help Infiltrators.
#414
Posté 06 juin 2012 - 11:34
BjornDaDwarf wrote...
Yajuu Omoi wrote...
Yes, that is correct. but do you know that the two most popular build seen on an infil of those type are? They put a 0 on prox mine.
and even then, those debuffs, HELP THE ENTIRE TEAM. not just the infil.
Ah, you just seemed to have no clue what he was talking about, so I was helping to educate you about the class you play so much, thought it might help you out.
And I see plenty of SI/GI builds running around with ProxMine. I always spec mine to 0 in Fitness (or 4 and skip the final 2 of TC if it's not a Sniper build). I encourage others to skip Fitness as well, and discover that those extra hitpoints don't really help Infiltrators.
HP really doesnt.
Infiltrators are a glass hydrogen bomb.
#415
Posté 06 juin 2012 - 11:39
If you really think that isn't unbalanced, I am going to ignore your posts forever.darkblade wrote...
Infiltrators are only Imbalanced when placed with other imbalances, the class itself isnt imbalanced at all. Its really good though.
90% damage buff every 3 seconds (without the sniper evo)
3 sec cooldown
weight irrelevance
aggro dump
objective runners.
#416
Posté 06 juin 2012 - 11:40
ThirdChild ZKI wrote...
Ugh, someone PLEASE close and lock this already. It's not going anywhere now.
Play what character you like, use what weapon you like, help your fellow teammates, and just ENJOY THE GAME.
Is it that difficult?
#417
Posté 06 juin 2012 - 11:42
Yajuu Omoi wrote...
Xaijin wrote...
I play every class extensively. I pick randomly, and then take whatever weapons I feel like, as long as it isn't the falcon disciple, or a blue weapon. The infiltrator is the strongest class, that's not even up for debate. Global source debuffs, AoE debuffs, Aggro redirect, unchallenged revives and task completion.
I play the Infil the most of all my classes, and i'll be frank. YOU ARE DEAD WRONG.
What global debuffs?
AoE Debuffs?
Aggro redirect? If you;re talkin about turning "invisible" don't delude yourself. play gold, you'll notice that an enemy from the other side of the map that couldn't see you before you cloak will still shoot at you when you walk around the corner.
Unchallanged?!? Have you TRIED to do something while cloaked? You may as well not be cloaked.
The ONLY thing TC does right now is a dmg boost. Period.
I only play gold, and you're confabulating hardcore, sorry. All you've done is post theorycraft that been discounted by video evidence for both infiltrators and sentinels.
Secondly, Krogan sentinel and Gengineer are my mains, and I have plenty experience with both.
I am very interested in seeing you "clear rooms" against three hunters and two-three pyros by yourself as you purport.
Modifié par Xaijin, 06 juin 2012 - 11:42 .
#418
Posté 06 juin 2012 - 11:42
LULZferBAKON wrote...
If you really think that isn't unbalanced, I am going to ignore your posts forever.darkblade wrote...
Infiltrators are only Imbalanced when placed with other imbalances, the class itself isnt imbalanced at all. Its really good though.
90% damage buff every 3 seconds (without the sniper evo)
3 sec cooldown
weight irrelevance
aggro dump
objective runners.
And made of glass.
Has no extra powers to help them when in trouble, and basically rely on their weapon. enough of a drawback?
Modifié par Yajuu Omoi, 06 juin 2012 - 11:44 .
#419
Posté 06 juin 2012 - 11:47
Xaijin wrote...
Yajuu Omoi wrote...
Xaijin wrote...
I play every class extensively. I pick randomly, and then take whatever weapons I feel like, as long as it isn't the falcon disciple, or a blue weapon. The infiltrator is the strongest class, that's not even up for debate. Global source debuffs, AoE debuffs, Aggro redirect, unchallenged revives and task completion.
I play the Infil the most of all my classes, and i'll be frank. YOU ARE DEAD WRONG.
What global debuffs?
AoE Debuffs?
Aggro redirect? If you;re talkin about turning "invisible" don't delude yourself. play gold, you'll notice that an enemy from the other side of the map that couldn't see you before you cloak will still shoot at you when you walk around the corner.
Unchallanged?!? Have you TRIED to do something while cloaked? You may as well not be cloaked.
The ONLY thing TC does right now is a dmg boost. Period.
I only play gold, and you're confabulating hardcore, sorry. All you've done is post theorycraft that been discounted by video evidence for both infiltrators and sentinels.
Secondly, Krogan sentinel and Gengineer are my mains, and I have plenty experience with both.
I am very interested in seeing you "clear rooms" against three hunters and two-three pyros by yourself as you purport.
If you main a KSe, try specing it for area dmg on the grenades, then slap a Black Widow and Claymore on it. and have fun running gold SOLO.
How many "Solo" vids do you see with an infil? hmm?
You see speed runs with lots of infils...but none are going solo. they can't handle it. they're one target characters, without strong powers.
Unlike soldiers, adepts, vanguards and some sentinels. they can easily clear rooms and tople bosses.
#420
Posté 06 juin 2012 - 11:48
darkblade wrote...
HP really doesnt.
Infiltrators are a glass hydrogen bomb.
Ha, I kind of made that previous post without thinking about my most recent 2 re-specs. I've even stopped taking Fitness on my AR/SG builds. Since I never do Melee builds, I'm just going to skip Fitness on every Infiltrator, that way if I feel like playing my GI with an SR instead of a Falcon, I can.
Glass hydrogen bomb indeed!
#421
Posté 06 juin 2012 - 11:53
Yajuu Omoi wrote...
You see speed runs with lots of infils...but none are going solo. they can't handle it. they're one target characters, without strong powers.
Ummmm, what?
YouTube
And that's just the search results for "me3 gold solo infiltrator", if you start using the abbreviations for SI/GI/MQI, I'm sure you'll find more.
Modifié par BjornDaDwarf, 06 juin 2012 - 11:54 .
#422
Posté 07 juin 2012 - 12:00
#423
Posté 07 juin 2012 - 12:05
Not trying to debunk you here, as I don't think they need nerfed, but the fastest gold solo *just over 20 minutes* is by a GI using prox and claymore. Problem is, most people can't do that, actually probably hardly any can.Yajuu Omoi wrote...
Xaijin wrote...
Yajuu Omoi wrote...
Xaijin wrote...
I play every class extensively. I pick randomly, and then take whatever weapons I feel like, as long as it isn't the falcon disciple, or a blue weapon. The infiltrator is the strongest class, that's not even up for debate. Global source debuffs, AoE debuffs, Aggro redirect, unchallenged revives and task completion.
I play the Infil the most of all my classes, and i'll be frank. YOU ARE DEAD WRONG.
What global debuffs?
AoE Debuffs?
Aggro redirect? If you;re talkin about turning "invisible" don't delude yourself. play gold, you'll notice that an enemy from the other side of the map that couldn't see you before you cloak will still shoot at you when you walk around the corner.
Unchallanged?!? Have you TRIED to do something while cloaked? You may as well not be cloaked.
The ONLY thing TC does right now is a dmg boost. Period.
I only play gold, and you're confabulating hardcore, sorry. All you've done is post theorycraft that been discounted by video evidence for both infiltrators and sentinels.
Secondly, Krogan sentinel and Gengineer are my mains, and I have plenty experience with both.
I am very interested in seeing you "clear rooms" against three hunters and two-three pyros by yourself as you purport.
If you main a KSe, try specing it for area dmg on the grenades, then slap a Black Widow and Claymore on it. and have fun running gold SOLO.
How many "Solo" vids do you see with an infil? hmm?
You see speed runs with lots of infils...but none are going solo. they can't handle it. they're one target characters, without strong powers.
Unlike soldiers, adepts, vanguards and some sentinels. they can easily clear rooms and tople bosses.
#424
Posté 07 juin 2012 - 12:13
#425
Posté 07 juin 2012 - 12:41
I actually think the problem is more because the infiltrator is the one multiplayer class done right. The class is all about two things: sneaking around completing objectives, and rewarding accuracy with sniper rifles with huge damage (the Kyrsae being a slight exception as accuracy is unnecessary). This is how all of the classes out to be. Focuse on two main attributes, and create a character around them. Instead, we have two skill trees that are virtually identical for every character. What is the point of having melee boosting skils on a infiltrators? Why not only give those to specific classes topped to melee damage, and make the bonuses larger? What I'm proposing is this: Each class should focus on two attributes (like power damage, sidearm damage, assault rifle damage, survivability, melee damage) that VASTLY improve performance of the class in those two areas. This would either be two separate trees, or just one that makes you prioritize. Then, the racial trees should be changed to reflect that race's specific skills (similar to attributes, but more specific. Things like maneuverability, awareness, recoil reductions, ammo capacity, health regen, faster cool downs, longer duration - many of which we already have, and many of which are already in this tree, but should be emphasized more severely. Things like headshot bonuses ought not be so universal, but be higher where they exist ). I feel like Bioware went too much with their new "any class, any weapon" deal and tried to make every class a jack of all trades but a king of none. The lone exception being the infiltrator.
I would like to submit an idea to you. Off the top of my head, let's do human vanguard. Let's say his attributes are power area of effect increases and shotgun damage. Racial skills are faster cool downs and maneuverability. Powers are Biotic charge, shockwave, and Nova still, and their stats remain the same. Racial tree would be something like
1: reduce cool downs 15%
2: increase movement speed 10%
3: increase initial encumbrance 20% ( all rank threes would do this maybe?)
4: evolution 1:reduce cool down by 25% |evolution 2: increase movement speed 20%
5: evolution 1: 40% chance of not having a cool down |evolution 2: 40% chance of avoiding stagger
6: evolution 1: reduce cool downs 40%, 15% chance of no cool down (stacks with 5:1 of course) |evolution 2: movement speed up 30%, 100% faster melee.
The last tree would be the attribute tree.
1: increase area of effect 40%. If no area of effect exists, create area of effect of 3 meters.
2: increase traditional (not long range, excludes gps, gst, crusader) shotgun damage 10%
3: increase power force by 30%, greater chances to stagger and greater stagger effects from powers/shotgun
4: evolution 1: increase area of effect 50% |evolution 2: increase traditional shotgun damage 20%
5: evolution 1: 35% chance all small enemies (non-bosses) in range will be knocked down by biotic abilities. |evolution 2: increase shotgun damage 100% to enemies within 5 meters
6: evolution 1: increase area of effect 75%, force penetrates armor to knockdown/stagger |evolution 2: increase traditional shotgun damage 30%, shots where all pellets hit garunteed stagger, shots within 2 meters knockdown all but toughest opponents (bosses).
What do you guys think? Is this specializing, or is it pigeonholing? Bonuses may seem extreme but keep in mind this would be the go to class for people who like shotguns and disrupting the enemy. Other classes would have extreme bonuses, and powers that fit a specific style of play. I did human vanguard because they are normally considered suicide on gold, but this way they can clean house with small mobs be (pulling a geth) and leaving the enemy in perpetual stagger/knockdown. I can do a human soldier maybe if you guys care to see how I would change a different useless gold class to be just as good for a specific (but different) play style than charge and knockdown. Please, I would like some feedback on this. Should I create my own board? Am I derailing the topic? Or saying infiltrators are a decent guide to how classes should be?





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