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PETITION: Balance the Tactical Cloak


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#451
Dharvy

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AlienAtSystem wrote...

Dharvy wrote...

(cut...)


While it is true that the Cooldown is most likely designed to counter encumbrance, there would have been better and overall fairer ways to accomplish this without making the Infiltrator the odd one out who ignored weight. See Adrenaline Rush for example. As an Soldier is meant as Weapon beast, even more so than an Infiltrator, he is also burdened with a lot of weight, but by having a nice base capacity, as well as a low Cooldown on Adrenaline Rush, he can use his abilities often enough to keep up with others. Why should that not work in the same way for Infiltrators and the Cloak?
And why I want the Infiltrator nerfed? Because I cringe every time I throw an Arc Grenade and remember that as engineer, that thing would have done only half as much damage, and I would have been exposed. Because I always have to shake my head in disbelief when my sister curses because she forgot to activate TC before throwing a proximity mine. Because with the Krysae, the cloak is even less used for tactics and cloaking, just as spammable Damage Boost and Cooldown reduction.
And the argument "Call for buffs instead of Nerfs" is moot. It is easier to adjust one class downwards than to bring five up to the level, and then pull difficulty up to compensate. Sure, it's not all Black and White and the Slam and Shckwave buff was needed, but I don't see why we shouldn't make the overpowered classes weaker.


Firstly, is Adrenaline Rush an on/off skill, meaning can you cut it off before it runs its course? If it was then it should follow TC cooldown setup, and if TC stayed on for the full however many secs its set up for then it should follow Adrenaline Rush cooldown setup, but they don't work in the same manner. 

Secondly, I now kinda understand, because you gave me a reason why. You cringing everytime you use Arc Grenades or a skill with an infiltrator in cloak sort of says you feel you're too powerful for the game while playing an infiltrator. I can't really argue with that, if you feel you're too powerful in a game and you want your character to be weaker then that's just your opinion. Now I don't feel too powerful for the game playing an infiltrator especially since bosses have between 26k-42k combine shield-armor on Gold. But if you really don't like the amount of power you seem to take from enemies and you just want to take less power, do less damage, maybe so it can be more of a challenging game to you, then I guess that is a reason.

Modifié par Dharvy, 16 juin 2012 - 05:07 .


#452
78stonewobble

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So the question remains... How good is an infiltrator allowed to perform?

#453
ExecutorBG

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The only sensible thing that I agree with in this entire thread is that the tactical cloak should not give bonus skill dmg but only weapon damage.
This will balance it enough so that people stop complaining!

#454
ElectroNeonPanda

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/bump

#455
Mevanna

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You can bump the topic, but the Cloak debate has been going on for so long now that nobody has any arguments left to make, other than repeating themselves ^^

#456
nicethugbert

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I would cap the bonuses at 80% total for any weapon, 40% for melee, and 0% for powers.

#457
-Event-Horizon-

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"Eric Fagnan wrote...


As a heads up to the community, we are reviewing Tactical Cloak for next week's balance changes."

I never thought i'd see the day :) Thank you Bioware thank you, i may finally see something other than an infiltrator in gold lobbies. +1 for team variety.