RecoonHoodie wrote...
Infiltrator got the 16.7 from the Vanguards, which are never used...
Yeah, fix the dang vanguard glitch!!! Haven't played AV at all in last month or two. No kidding the stats are skewed!
RecoonHoodie wrote...
Infiltrator got the 16.7 from the Vanguards, which are never used...
Eric Fagnan wrote...
Kenadian wrote...
You know, I'd rest easy just knowing there was someone in the devs who was an Infiltrator lover like the rest of us. Defend our child.
Oh don't worry the class is the favorite of many of the developers.
In theory, you're right, and I honestly believe if the majority of people playing infiltrator were doing it for its versatility and actually being team players by utilizing that versatility, there'd be a whole lot less complaining. As it is, the majority of people playing infiltrators -- at least, this is very much the case in my three-and-a-half-months' worth of experience across all difficulties -- don't. They play the class to kill fast, and if they consider themselves part of a team at all that's a subordinate consideration to "kill stuff fast".tMc Tallgeese wrote...
The high percentage of infiltrators is due to its versatility...
tMc Tallgeese wrote...
The high percentage of infiltrators is due to its versatility. An infiltrator kills, revives, grabs objectives and gives the team a high powered precision strike option. Tactical cloak is an essential tool of the infiltrator's arsenal and despite many player's complaints, it is not overpowered.
Tactical cloak's reputation is biased because of the way that most non-infiltrators view it's buffing to the sniper damage. In the same respect, you could argue that combat drones, Geth turrets, hunter mode, adrenaline rush, grenades, and ballistic blades, biotic charge/nova and stasis are all over-powering in the right hands. I've spent a lot of time in each of the classes and have found that each of them have at least one build that can unleash an unstoppable wave of destruction. Should each of them be "rebalanced" because I can find them to be over-powering?
I realize that many cry out for the infiltrator to be nerfed, but I have a different suggestion, give each class a power buff specific to a weapon class. Instead of only offering a weight reduction, give the classes a boost to weapon damage equal to 15-20%. This gives all classes a power that many find they are lacking and allows the infiltrator community to remain as it is.
Adept - Pistol
Soldier - ALL WEAPONS :innocent:
Engineer - Shotgun/SMG
Sentinel - Assault Rifle/Pistol
Vanguard - Shotgun/Pistol
I would like to thank BioWare for considering the community's input.
Modifié par .458, 22 juin 2012 - 03:17 .
I'm in partial agreement with you, but I do think this particular community-related issue is to actually give tactical cloak a 20-30% damage bonus nerf and in the meantime give adrenaline rush a damage bonus buff. Put the two powers on rough parity in terms of damage dealt and a lot of these community-related problems will disappear.tMc Tallgeese wrote...
Quite true, humes spork. Infiltrators have gained a largely poor reputation for kill hogging and lone wolfing. It is an unfortunate by-product of players more interested in singular performance than teamwork. However, I still believe that the best way to level the playing field is to create a weapon buff/speciliazation for each class so those classes have more of an equal footing. I know my suggestion is unpopular, but I do think it has the potential to help more than hurt the community.
Mgamerz wrote...
Can we report threads about TC nerfing? I mean, every single one of them can go into this thread. I'd like to be able to actually get some useful information on the board but it doesn't look like anyone has anything to say except to whine about TC.
tMc Tallgeese wrote...
Quite true, humes spork. Infiltrators have gained a largely poor reputation for kill hogging and lone wolfing. It is an unfortunate by-product of players more interested in singular performance than teamwork. However, I still believe that the best way to level the playing field is to create a weapon buff/speciliazation for each class so those classes have more of an equal footing. I know my suggestion is unpopular, but I do think it has the potential to help more than hurt the community.
Final Warrior wrote...
Bluuurgh, I don't wanna badmouth my favorite class! D:This wouldn't help. Cloak in ME3 does not work like Cloak in ME2. If you're being shot at while you Cloak, the enemy isn't going to suddenly stop shooting you. In fact, they don't even need to be shooting you when you Cloak - if you openly Cloak right in front of them, they will know where you are. I've died to Marauders countless times because of this. (I think Marauders and Pyros have the most kills on me.)Beri wrote...
A limitation to how soon you can cloak after taking damage?More specifically, they need to rework the damage boost duration. It feels like the intent of the damage boost is "for the one attack that breaks Cloak", but in practice, it's like, what, a whole second of +90% damage (and an additional +40% if you're using a sniper rifle)? You can deal out a ridiculous amount of punishment in that time with a Proximity Mine + Krysae, or Proximity Mine + Widow.J. H. Frank wrote...
Reduce the damage boost. The damage boost is ****ing crazy good.(Emphasis mine.)wingedcoyote wrote...
Cloak especially deserves to be looked at because its actual utility is so non-obvious to so many players. A new player watching an experienced Infiltrator player could easily think he was cheating or hacking -- why the heck do all his powers have the same, very short recharge time? Even before looking at the damage boost, I'd make Cloak always use its full recharge even if canceled quickly and/or remove the element where it supercedes the recharge of other powers.
I agree with the latter but not the former (as the former really punishes Infiltrators for using Cloak for its offensive capability). It feels like the "Cloak GCD supersedes power GCD" thing is a bug that BioWare either thought wouldn't horrendously unbalance the class, or hasn't noticed for the past three months.A whole lot of this. Gold's damage ratio is such that the tankiest, most hardened class last more-or-less the same amount of time under fire as a 6/6/6/6/0 Gethfiltrator running Hunter Mode, except that the Gethfiltrator has superior offensive capabilities (because Cloak) and evasion capabilities (again, because Cloak).braincraft wrote...
I'd venture that the overabundance of Cloak has less to do with its offensive supremacy than with its broad defensive utility. On Gold, the higher numbers of insta-killing minibosses and inflated damage ratios make strategies based on taking hits almost worthless; even basic enemies will murder the hardest-specced Kroguard in seconds if he's caught in the open. This makes evasion-based defenses like cover and Cloak exploitation not only powerful but necessary. Everyone playing Gold needs at least one Infiltrator to hit objectives. It also means that many classes and builds are underrepresented in higher difficulties. Characters without good dodge movement require much more skill to play when you don't have a cushion of health to cover for missteps.(Emphasis mine.)braincraft wrote...
There's not much reason to wreck class balance for thousands of players because a few dozen hardcore guys throw the curve.
I think this may be misrepresenting the severity of the issue. 33.6% of Gold isn't "a few dozen hardcore guys" (especially if you've ever seen the performances of some of those "hardcore guys". Ergh).
Modifié par The Final Warrior, 22 juin 2012 - 03:30 .
Eric Fagnan wrote...
This week's balance changes are now live and can be found here.
As a heads up to the community, we are reviewing Tactical Cloak for next week's balance changes. Our data shows that an overly large percentage of players are still using Infiltrators on Gold (33.6%). As always, we appreciate constructive feedback on this topic.
Except those people who have been posting regarding it don't ever provide the specifics of their information; and have only been providing it since the introduction of the Krysae.Gockey wrote...
MajesticKill wrote...
hooray! Bioware listens to like 50 people who have voiced a negative opinion about tactical cloak. Must be the majority.
Congratulations on being a troll. The people who have been posting regarding tac cloak being OP have provided numbers and explained over and over what the problems are compared to other classes, only to be confronted by noobs like yourself who must need it as a crutch (either personally or as someone in your match).
Tac Cloak's been broken since the introduction of the Krysae.Tac cloaks been broken. And as I have been saying for weeks, a nerf is incoming. We were all just debating degrees of severity.
Lol at the people who think anecdotal evidence is irrefutable evidence.Lol at the people who ever thought otherwise.
Eric Fagnan wrote...
I wish it was that easy. Granted, one person could quickly go through and change a bunch of numbers, but the testing required is really demanding.
Modifié par Blind2Society, 22 juin 2012 - 03:57 .
Modifié par Deviean, 22 juin 2012 - 04:17 .
llandwynwyn wrote...
Eric Fagnan wrote...
This week's balance changes are now live and can be found here.
As a heads up to the community, we are reviewing Tactical Cloak for next week's balance changes. Our data shows that an overly large percentage of players are still using Infiltrators on Gold (33.6%). As always, we appreciate constructive feedback on this topic.
The reason many play inf. on Gold is that many classes are useless there, with a inf. you know you're prepared to anything. Buff the other classes, and I'm not talking about their turret/drone. Even with the buff nobody sane will bring their QFE or HE to U/U/G.
--
Oh, and if you're going to nerf it, at least fix the TC bugs. Oh, nevermind, wait, fixing what is broken. ha ha
tMc Tallgeese wrote...
The high percentage of infiltrators is due to its versatility. An infiltrator kills, revives, grabs objectives and gives the team a high powered precision strike option. Tactical cloak is an essential tool of the infiltrator's arsenal and despite many player's complaints, it is not overpowered.
Tactical cloak's reputation is biased because of the way that most non-infiltrators view it's buffing to the sniper damage. In the same respect, you could argue that combat drones, Geth turrets, hunter mode, adrenaline rush, grenades, and ballistic blades, biotic charge/nova and stasis are all over-powering in the right hands. I've spent a lot of time in each of the classes and have found that each of them have at least one build that can unleash an unstoppable wave of destruction. Should each of them be "rebalanced" because I can find them to be over-powering?
I realize that many cry out for the infiltrator to be nerfed, but I have a different suggestion, give each class a power buff specific to a weapon class. Instead of only offering a weight reduction, give the classes a boost to weapon damage equal to 15-20%. This gives all classes a power that many find they are lacking and allows the infiltrator community to remain as it is.
Adept - Pistol
Soldier - ALL WEAPONS :innocent:
Engineer - Shotgun/SMG
Sentinel - Assault Rifle/Pistol
Vanguard - Shotgun/Pistol
I would like to thank BioWare for considering the community's input.