One thing that makes the duration evolution so unpalatable for me is that it means I'm getting three damage nerfs instead of two. There's the -10% at rank 1 and there's the sniper rifle nerf at rank 6. But then there's rank 4. Either I can have enough time to cap an objective, or I can take the single biggest hit to my ability to do damage. It's a -50% hit for me to be a team player.
However, I can understand the duration nerf (it goes to making weight and cooldown times matter, which they should). But piling nerf on top of nerf on top of nerf, and then saying hey you have to choose which nerf you get is just adding insult to injury. It also doesn't address the more problematic variants of the class at all. Everyone was complaining most about the high damage anti-team infiltrators, but they get hurt least of all; while those who want to do right by the team get stuck with -91% taken from their old bonus.
I would like to see TC rank 1 damage +50% like it used to be. Duration still 4s.
Rank 3 duration +25% instead of +30 (this is just to get rid of that stupid .2 seconds).
Rank 4 (duration) +200% (for a total of 13 -- still less than the original 14.4, but more than the current 11.2)
Rank 4 (damage) +30 (which still makes the total damage bonus +80)
Rank 6 (damage) as it is
All sniper rifles EXCEPT KRYSAE +10% per bullet damage. (Doing the math it still leaves sniping infiltrators spec'd for damage with less damage now than before, but may make sniper rifles more useful for other classes). I would suggest against much more than that, because then the point of the nerf could be undone. The Krysae should not get this buff at all. It should be thrown into the fire-y pit of everlasting damnation and misery, but that's besides the point.
This would provide a little more incentive to take duration, and lessen the pain a little. It would still make for a distinction between damagers and cap'n'rezzers, but without excessively nerfing the latter. Instead of 91% of base damage less for more duration it would be about 78% base damage less, so still a substantial hit just not as bad.
TC over nerffed!
Débuté par
Voorhees88
, juin 26 2012 11:02
#251
Posté 28 juin 2012 - 01:03
#252
Posté 28 juin 2012 - 02:22
Uh, it's not a quibble. You accused me of the ignorant presumption that people who chose the Duration evolution didn't exist; I never made the presumption.Sinapus wrote...
Nice snip job with that quibble. Perhaps I should have simply said you should not make presumptions about people you never met, but I'm sure you'd find something else to quibble upon.
As for the rest of it, I said I didn't think people in your situation would be "particularly cheesed off"--in context, comparing those who chose Duration pre-nerf to those who have been protesting the nerf loudly and at length--and you described yourself as "a bit annoyed, though far short of elementally enraged". That seems like pretty narrow grounds for a disagreement; I don't really understand why you're picking a fight with me.
So, just to be clear: I'm intensely curious. I want to know why duration was important to you in your old spec, and how you think the changes will actually impact your gameplay. I want to know why you think the nerf failed, and what you think the change should have been instead. You can look upthread, if you like, for evidence that I'm perfectly capable of having an actual conversation, regardless of whether we agree. (I've had my fill of being gratuitously insulted on BSN over the last 24 hours, and would welcome some civil disagreement as a change of pace.)
#253
Posté 28 juin 2012 - 09:08
Once I realised the exact effects of the duration change for myself, I burned a reset card to specifically to change rank 4 from damage to duration and I'm still able to kill things just fine. Maybe it's because my style of play lends towards zipping around the battlefield hyped up on Adrenaline trying to get where I'm most needed and, sure, my cloak damage bonus took something of a hit, but I still notice a big difference between shooting with and without it and I still kill things just fine (albeit a little slower than before).WaffleCrab wrote...
and if you take (the duration option),
using the cloak for anything but objectives and revives is basically out of the question :S
Yes, an infiltrator specced for damage will almost certainly have a higher kill count than mine, but I can still do more than my fair share of damage without it and I wasn't exactly a 'hardcore infiltrator' even when I did spec for damage pre-nerf. So, with all due respect, anyone who believes Wafflecrab's claim is doing something wrong, in my opinion.
I rarely, if ever, specced for duration pre-nerf and, yes, it isn't a massive reduction for those that did. However, it does seem more than a tad unfair to me that those that did have taken a hit in their cloak duration when the complaints about imbalance in the Tactical Cloak power were largely centred around the damage output. If anything, they should have gotten a slight increase or something else to compensate like, for example, enemies turning their attention elsewhere quicker.Sinapus wrote...
Wrong. I'm a bit annoyed, though far short of elementally enraged at this.rmccowen wrote...
You know, I've never met anyone IRL or in play that opted for duration. I suspect, however, that going from 13.6 seconds to 11.2 seconds isn't leaving them particularly cheesed off.
The major complaint was "damage" and they monkey with duration too?
Modifié par Oz not Ozzy, 28 juin 2012 - 09:11 .





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