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Who exactly benefits from having a shorter cloak duration?


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#126
FlowCytometry

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As a player that doesn't use infiltrators, save one, too often- I'll gladly shoulder the awful, dreadful burden of having to do objectives w/ the team!... You know, as I always have even w/ Infils around, because w/ randoms I dun give good players the benefit of doubt anyways. Relying on crutches like infils soloing caps or rezing you in the thick of things isn't going to make you a better player- it'll make you dependent and expectant on a particular class... that's likely not what BW wanted.

The point of the TC nerf is to get less people playing the class on gold and trying other classes. It was for variety, which was getting to be an issue in random gold lobbies. Has it worked? I dunno yet, but the community sure likes to have their grievances.

#127
GallowsPole

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My GE turret can either be a flamethrower or healer, not both. My biotic sphere can either do great damage, or heal, not both. And what I mean by both, I mean doing it at equal levels. The Inf was able to not only reap the benefit of TC, but also reap the benefits of insane dmg bonuses at the same time. So there was no comparison between the other classes and an Inf.

#128
nicethugbert

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SRTaylor wrote...

I agree w/ you Knubbsal, to a certain extent. People did usually see at least one infil in a group, but being given a reason to play another class and being forced to do so are two very different things. As far as using cloak tactically, there isn't much you can do with it now that you'r under cloak for NO MORE THAN 4 seconds. Duration starts as soon as you hit the corresponding button and ends seconds later. During which time, cloak has to initiate which actually cuts the duration down to ABOUT 3 seconds that you're cloaked. Now I don't know about you but if I'm surrounded by a group of enemies while trying to either rev someone, complete a disengage objective, or get out of combat, 3 seconds isn't a whole lotta time to do so. Especially since you're still being fired upon at the start of your cloak, which means you're still taking dmg. You have to factor in stagger, if being shot at by a hunter, ravager, atlas, or hit by a phantom, banshee, brute, husk so that's gonna take some time to recover from which means that's even less time you have to get away while under your cloak which is still counting down.


You get 5.2 seconds of cloak with evolution 2 or 3, and 11.2 seconds with evolution 4.

5.2 seconds of cloak is plenty of time.  And, you do get 5.2 seconds of cloak.  It does not take 3 seconds to activate cloak.  Try this experiment against cerberus.  Get in cover, do not cloak until the enemy comes at you while they fire.  Do not fire back, just cloak.  They will turn their attention elsewhere immediately.

I've revived people just downed by a phantom, right behind the phantom's back, and she kept her attention on another target.  

Cloak works really good.  It's a huge life saver that no other class has.  Use it right and it's immunity to all damage.  You can't say that about Biotic Sphere, Reeve, Tech Armor, Fortification, Blade Armor, Barrier, or Bloodlust combined with Health, Shields, or Barriers, none of which will keep you alive against 2 or 3 phantoms tag teaming you.  Yet, with TC, you can escape the phantoms and head shot them from afar.

Even a fully defense specced, both powers and equipment, Kroguard or Asari Justicar can tank only so much.  Infiltrator can just get away from it all while not providing the team with any sort of defense from either Biotic Sphere or simply soaking up damage.

Modifié par nicethugbert, 01 juillet 2012 - 12:23 .


#129
xsuckafreee

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GallowsPole wrote...

My GE turret can either be a flamethrower or healer, not both. My biotic sphere can either do great damage, or heal, not both. And what I mean by both, I mean doing it at equal levels. The Inf was able to not only reap the benefit of TC, but also reap the benefits of insane dmg bonuses at the same time. So there was no comparison between the other classes and an Inf.



the GE turret does still heal regardless, just not as much.

#130
Poison_Berrie

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xsuckafreee wrote...

the GE turret does still heal regardless, just not as much.

It's effectiveness at healing is less, but more importantly the way you use it is different.
When it's a healing device, you make sure it's near you or your allies, if you go for damage you need to throw it near your enemies (or at a chokepoint) for optimal use of your flamethrower.

EDIT: Likewise if you don't go for duration, you shouldn't be cloaking with the aims of going to the other side of the map. Or run up to a device and activate/deactivate it without making sure there's no enemies around and your team is occupying them.
If you are going for duration you shouldn't expect your kill efficiency to be the same.

Modifié par Poison_Berrie, 01 juillet 2012 - 01:54 .


#131
CheetahZ1

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xsuckafreee wrote...

GallowsPole wrote...

My GE turret can either be a flamethrower or healer, not both. My biotic sphere can either do great damage, or heal, not both. And what I mean by both, I mean doing it at equal levels. The Inf was able to not only reap the benefit of TC, but also reap the benefits of insane dmg bonuses at the same time. So there was no comparison between the other classes and an Inf.



the GE turret does still heal regardless, just not as much.


The cloak still cloaks you. Just not as long.

#132
WaffleCrab

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Vercuric wrote...

Oh boy, here we go.

Now, I wasn't against nerfing the Infiltrators prior to June 26. The Infiltrator has been my main class since day one, and I wholeheartedly agreed that it was overpowered. But this nerf is like taking care of termite infestation with a tactical nuke.

However, the damage output isn't nerfed as badly as I've seen some people complaining. A Javelin would now do (1030.5 base damage + 105%) 2112.525 damage per shot, as opposed to 2370.15 (1030.5 base damage + 130%). That's about an 11% difference in total damage output. Still seems like an excessive nerf to me, but I wouldn't give up on the class over it. Plus, with some of the new equipment, infiltrators lucky enough to have the right equipment bonuses can make up for the lost damage.

But who, exactly, gets to have more fun now that the Infiltrators can't cloak for more than 4 seconds without any duration bonuses? Is anybody going to have more fun now that the "activate the for thingamajigs" is far more difficult? I mean, I thought that was the original point of the cloak was to be able to get around the battlefield undetected. To get behind enemy lines and take care of objectives that other classes wouldn't be able to easily get to. Cutting that duration in HALF is just telling the infiltrators, most of which are practically made of glass, to sit back and pray that one of the other more durable teammates will get them. Either that, or die halfway through activating an objective.

And please, don't even bother suggesting to go for the duration bonus over the damage. That's really just there for novelty's sake. Nobody is going to sacrifice damage, an ability that's useful in ALL situations, for duration which is only useful for specific waves, and even then only for one specific objective type.

So yeah. Damage nerf? Fine. Duration nerf? Hayul naw. The last thing we need is more discouragement for going after objectives.


your forgetting infs. who actually prefer powers over weapons. they effectively cut their effectiveness by half. no matter which path you take. I had 5/6 infs as power using support infs. now i have 1/6 power using semi support, rest are just combo setup helpers with krysae, which cant res unless you die next to me, or cant do objectives for **** w/o back up XD I dont remember who said it and where but they said "this nerf hurt anyone but the snipers"

#133
Jebel Krong

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RxP4IN wrote...

Take duration evolution. Problem solved.

Just played an infiltrator for the first time since the nerf to see what people were complaining about. Still easy mode. Just had two consecutive 200k+ matches, never had two in a row with any other class.

The only difference I feel with cloak is that now I have to expose myself to 50% the relative risk during objectives as opposed to 0%.


BS - with duration?!. total balls, unless you're playing on easy-PC with an aimbot.

to those quoting the 33% gold stat for infils, that is biased by the fbwgg farming (which was about 30% of all gold matches, if i remember BW's stats right?), which is in turn caused by the broken gear system: what was the easiest way to get credits? - have an infiltrator on your team to do the objectives. fix the gear, that fixes farming and the class percentages will stabilise, because even if 33% is true, that is still 66% of players always choosing another - supposedly inferior - class.

#134
ThirdChild ZKI

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You know, I'm sure someone's said it already, but the duration reduction really shouldn't make much of a difference (and read this carefully) BASED ON HOW PLAYERS TYPICALLY USE TAC CLOAK.

Yes, reviving and objectives become a bit more difficult for Infiltrators, but let's face it, other classes have never had the option and are still fully capable of accomplishing objectives. All this does is level the playing field a bit.

More importantly, and to my main point, most Infiltrators utilize TC for the bonus damage when sniping, which generally doesn't even last 4 seconds (and would an EFFECTIVE sniper really need that much time or more?) And with a decent cooldown and reload cancel (call it a glitch or not, it is beneficial to anyone), is it really so much an issue when it comes to sniping?

Melee/Shotgun Infiltrators: I don't have much to say for you. You're unorthodox in your play style and there's nothing wrong with that. Back when I played Quarian Infiltrators, I'd melee Banshees just to see if I could get away with it, and without even bothering with TC. Point is, you're already playing outside of the "boundaries" of what's expected of you, so consider the duration reduction further challenge.

Hey, all in all, nothing's meant to be easy, nor is TC intended to be an all-purpose combat suite. The balancing done to it was most likely based on usage trend, so 4 seconds is more than enough time to use it offensively. Defensively, well, you're already at a disadvantage with shield recharge being halted, so it never really was a viable defense tool, nor should any Infiltrator reduce themselves to a one-trick pony. And as for objectives and revives, well, there's a reason why you're in a squad. There's no I in team or glory. . .

#135
greghorvath

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Pitznik wrote...

Lol, but that is exactly what makes it a problem - it's 33% out of 6 classes BECAUSE Sentinels, Soldiers and Vanguard can't keep up. You're not refuting my arguement but strengthening it actually.

I did not notice you had an argument... And neither did I try to refute it. But anyways, you can hardly blame a classon 3 others being inadequate.

That is what made it a problem in the first place - why play Sentinel or Soldier, if you can be Infiltrator, do more damage, die less and be more useful.

And what a handy solution to make something worse instead of making the rest better... :lol:

why are soldiers considered weak? Vorcha Soldier is good, not as good as Sentinel but still, Batarian Soldier is godly, Human Soldier is godly, Turian Soldier is also great, despite lack of synergy between PM and MM. Krogan Soldier kind of sucks, that I'll admit.

Soldiers aren't weak, but few people can handle them well.

Also, Vanguard don't glitch as a rule, that happens with lag. I play Kroguard all the time, and I barely ever gltch out (and pretty much always when I do, I should have left the game right when I noticed that weird standing in two places at the same time lag effect).

True that. I have not been getting it lately either.

#136
GallowsPole

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Jebel Krong wrote...

RxP4IN wrote...

Take duration evolution. Problem solved.

Just played an infiltrator for the first time since the nerf to see what people were complaining about. Still easy mode. Just had two consecutive 200k+ matches, never had two in a row with any other class.

The only difference I feel with cloak is that now I have to expose myself to 50% the relative risk during objectives as opposed to 0%.


BS - with duration?!. total balls, unless you're playing on easy-PC with an aimbot.

to those quoting the 33% gold stat for infils, that is biased by the fbwgg farming (which was about 30% of all gold matches, if i remember BW's stats right?), which is in turn caused by the broken gear system: what was the easiest way to get credits? - have an infiltrator on your team to do the objectives. fix the gear, that fixes farming and the class percentages will stabilise, because even if 33% is true, that is still 66% of players always choosing another - supposedly inferior - class.



umm that 66% is still further broken down between the remaining 5 classes, or roughly 13% splitting them evenly. That is still more than double the amount of people choosing the Inf over everything else.

#137
Cundu_Ertur

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Pitznik wrote...

greghorvath wrote...


yes, that is very nice. What a shame the percentage of infiltrators was nowhere near alarming in gold and almost optimal in lower difficulties. Otherwise you are right.

33% out of 6 classes is double of what it should be. How is that nowhere near alarming compared to 15% on silver/bronze?

33% just means an average of one inf in each match, with two inf's in every third match.
That isn't going to change now, either. Even with ganked duration infiltrator is more useful on gold than vanguard.

#138
Jebel Krong

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GallowsPole wrote...

Jebel Krong wrote...

RxP4IN wrote...

Take duration evolution. Problem solved.

Just played an infiltrator for the first time since the nerf to see what people were complaining about. Still easy mode. Just had two consecutive 200k+ matches, never had two in a row with any other class.

The only difference I feel with cloak is that now I have to expose myself to 50% the relative risk during objectives as opposed to 0%.


BS - with duration?!. total balls, unless you're playing on easy-PC with an aimbot.

to those quoting the 33% gold stat for infils, that is biased by the fbwgg farming (which was about 30% of all gold matches, if i remember BW's stats right?), which is in turn caused by the broken gear system: what was the easiest way to get credits? - have an infiltrator on your team to do the objectives. fix the gear, that fixes farming and the class percentages will stabilise, because even if 33% is true, that is still 66% of players always choosing another - supposedly inferior - class.



umm that 66% is still further broken down between the remaining 5 classes, or roughly 13% splitting them evenly. That is still more than double the amount of people choosing the Inf over everything else.


which - if you read the rest of my post - is explained by the mechanics of the current gold sitaution. if the problem was actually with infiltrators being OP, the bias would be prevalent across all 3 difficulties. it is not.

#139
Cundu_Ertur

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xsuckafreee wrote...

GallowsPole wrote...

My GE turret can either be a flamethrower or healer, not both. My biotic sphere can either do great damage, or heal, not both. And what I mean by both, I mean doing it at equal levels. The Inf was able to not only reap the benefit of TC, but also reap the benefits of insane dmg bonuses at the same time. So there was no comparison between the other classes and an Inf.



the GE turret does still heal regardless, just not as much.

The bubble does the bulk of what it does in the first 3 ranks, after that it's just gravy. And you can split the difference and take one of each. Same with the turret. In neither case are you denied half of a power to maximize your value to the team.
This is one of the tweaks I'd like, to see duration be less than a 50% detriment to the bonus. It needs to have a cost, sure.  Of course the way I'd like to acommplish it isn't very popular -- another -10 to the damage bonus at rank 4 (damage) with a +something (5% maybe) to the sniper bonus at rank 6 to compensate. Snipers got hit hard, run'n'gunners less so; this would balance it out a bit.

#140
Poison_Berrie

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Jebel Krong wrote...

to those quoting the 33% gold stat for infils, that is biased by the fbwgg farming (which was about 30% of all gold matches, if i remember BW's stats right?), which is in turn caused by the broken gear system: what was the easiest way to get credits? - have an infiltrator on your team to do the objectives. fix the gear, that fixes farming and the class percentages will stabilise, because even if 33% is true, that is still 66% of players always choosing another - supposedly inferior - class.

Optimal amount of Infiltrators in FBWGG farming seems to be one. Going with the absurd hypothetical that ALL FBWGG games have 2 Infiltrators, that still means that EVERY Gold match has 1 Infiltrator in it. 

Off course that's skewed, because it was 36% of total matches on all dificulty levels are on Noveria, so we don't really know how wide spread FBWGG farming really is.

Also the other 5 classes don't need to be unworkable on Gold, for the Infiltrator to be overpowered/unbalanced.

#141
Jebel Krong

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Poison_Berrie wrote...

Jebel Krong wrote...

to those quoting the 33% gold stat for infils, that is biased by the fbwgg farming (which was about 30% of all gold matches, if i remember BW's stats right?), which is in turn caused by the broken gear system: what was the easiest way to get credits? - have an infiltrator on your team to do the objectives. fix the gear, that fixes farming and the class percentages will stabilise, because even if 33% is true, that is still 66% of players always choosing another - supposedly inferior - class.

Optimal amount of Infiltrators in FBWGG farming seems to be one. Going with the absurd hypothetical that ALL FBWGG games have 2 Infiltrators, that still means that EVERY Gold match has 1 Infiltrator in it. 

Off course that's skewed, because it was 36% of total matches on all dificulty levels are on Noveria, so we don't really know how wide spread FBWGG farming really is.

Also the other 5 classes don't need to be unworkable on Gold, for the Infiltrator to be overpowered/unbalanced.


1st point is your opinion, really i don't know if it is 1, 2 or more, but from experience it's generally just one most of the time. last point is also only your opinion: it has never been proven that infiltrator is the easiest, most powerful or anything class, it just happens to be ideal for completing certain waves (objectives), or was, hence player-bias. personally i just loved sniping and the power-set. now #notsomuch. btw my fastest gold completions have generally come from multiple adepts/vanguards on a team, only occasionally multiple-infiltrators.

#142
Pitznik

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greghorvath wrote...

Pitznik wrote...

Lol, but that is exactly what makes it a problem - it's 33% out of 6 classes BECAUSE Sentinels, Soldiers and Vanguard can't keep up. You're not refuting my arguement but strengthening it actually.

I did not notice you had an argument... And neither did I try to refute it. But anyways, you can hardly blame a classon 3 others being inadequate.

My bad then, I misunderstood you. Anyway, the point is, are Soldiers/Sentinels/Vanguards inadequate (which is untrue, they're just less adequate but viable, some builds more than viable), or Infiltrators are too adequate? That only Bioware knows, since they know better than us how difficult exactly Gold was meant to be. Logical assumption is that if Gold is harder for 3 classes (majority) and easier for 1 class, it was meant to be like it is for those 3 classes - more likely Bioware slipped a bit with one class than with three. Buffing other classes would impact difficulty of the game, what probably would be indesirable, or Bioware would have to buff enemies to keep up. Buffing 3 classes + enemies is lot more work + lot more potential problems than just nerfing one, even if nerfing has such negative impact on players, it is a better solution.... most of the time.

#143
GallowsPole

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Well in the turret's case, there is no duration that the turret is on the battlefield. It could be destroyed in the first few seconds it is up and never be used again. And although the sphere does have a duration, it isnt until the 6th evo I can get a flamethrower or the healing interval altered, or the sphere to do an additional Warp damage or more healing. For either one, they dont even need to be specced to be able to use a GE or Adept. Lets be honest there. The Inf, by TC evo 4, has what, an 80% dmg boost? And if anything, the common denominator in these Inf threads is TC. Why? Because the Inf is almost mandated to use it.

#144
nicethugbert

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SRTaylor wrote...

nicethugbert wrote...

All the classes other than infiltrators work out in the open taking shots. Enemies see you behind cover from across the map and start shooting when they do. They go around cover no matter how suicidal it is.

I've played all the classes and infiltrator due to TC is EZ-Mode. It's the most relaxing class in the game, just chillin out in cloak while everyone gets shot.

Now people will tell me that cloak is not invisibility that they get shot at while cloaked, blah, blah, blah. You're doing it wrong. Cloak dumps aggro just fine in this game. You just have to move around a bit, weeve between cover, and they'll leave you alone. But the geth blah blah blah. "OMG! The Geth are challenging! " Even against Geth, TC users have the advantage. And., you can get the same credits against cerberus where TC works just specatacularly, even with a 5.2 sec duration.
-----------------------------------------------------------------------------------------------------------------------------------------------

Alright, well now. Here we have some errors. First, you talk about how infils are ez-mode and yet, you're running out of cover with another class. Of course Infils are gonna seem easy if you're out in the open getting shot at all the time.  I don't run out of cover unless I'm running a full group of vorcha, in which case u don't need cover on account of Bloodlust and the fact that the entire group gathers round and melee's everything to death.


Compare TC user out of cover vs. non-TC user out of cover.  TC user has it easy.  Comapre TC user in cover vs non-TC user in cover.  TC user has it easy.  Any way you slice it, having TC makes the game easier for the person using TC.  It's the opposite effect for the non-TC user because he's the one getting priotiy for aggro.  TC is an aggro dumper.

And, enemys will see you in cover and target you.  They will flush you out of cover.  You will spend time out in the open heading to new cover.  Without TC you will be easily targeted from across the map.  With TC, you can make enemies look the other way.

SRTaylor wrote...
Second, any class can be dubbed ez-mode if you know what you're doing. Yes, TC does give people an edge and I agree with that, but the same could be said about the other classes as well, like engineers having an aggro bot or vanguards regening their shields while detonating bio combo's with charge.


Among all the EZ-modes in the game, I find TC to be the ezest.  It's not just EZ-mode, it's EZ-Chair-Mode.  Your ability to get out of duress with TC is unparalleled.  You can really catch your breath and relax with TC.  Which is not the worst of it.  I don't care if the game is chock full of I Win Buttons.  What's really really wrong about TC is the aggro dump.   That is just a stab in the back to your team.  And, if you like EZ-modes, TC breaks all the other EZ-modes by dumping aggro on the non-TC users.  The more I think about TC, the more I despise it.

SRTaylor wrote...

Third, even if you're bobbin and weavin, you're still gonna take dmg and ur still gonna get hit b4 you break aggro. Which means that if you get hit, even under TC, by any of the ones I stated earlier(eg. Geth hunter) then you're gonna stagger. And last time I checked, Hunters pump another GPS round in you b4 you even recov from stagger. In which case, your cloak is still active but will not be for much longer, and that's of course if you've got enough health and shields to survive the onslaught.


Sing the blues all you want about using TC, it's even worse if you don't have TC.

SRTaylor wrote...


As for the diversity of enemies, doesn't matter what you're fighting on Firebase White (Around 90% of the matches are on said map in most gold matches on the 360), it's gonna be ez-mode because you either stay in the little room at the bottom left side of the map or you stay up on the overpass and force the enemy to spawn down below. And speaking of which.....people, try some other maps for a change. That's not the only map that you guys can complete on gold. Change it up a bit.....experiment if you have to. Anyway,  not every Infil sits back and watches their teammates become fodder. Some of us actually help the group. Some people give Infils a bad rep and it sux but that doesn't mean that you have to go and nerf the class.


Everything else that I wrote applies to this so I'll just let it be.

Modifié par nicethugbert, 01 juillet 2012 - 03:27 .


#145
atum

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Using the % of people that play a class to judge powerfulness is bad logic. There is only an indirect correlation at best. And there are several obvious reasons why they would probably be overrepresented as mentioned above.


Anyways, personally I think BW meant to increase how much weight matters for TC but they couldn't do that without a patch. So we got another Bandaid. To fix mechanics BW introduced themselves (GI, Krysae, Shield Gate/Claymore). And then we got lighter weapons to put a bandaid on the bandaid.

Ultimately though BW should have known better than to release an AOE exploding sniper rifle. That where this all started. It doesnt matter what drawbacks it has, it was clearly going to produce drama. It's almost hard to type because the idea of such a weapon in a game is laughably ridiculous.

They might as well give everyone infinite rockets..... err


Anyways, the unfortunate part is I think the GI+Kyrsae/Claymore is still fine, but a HI+sniper is worse off. I think they missed the target.

But then again I never thought any were OP to begin with. Look at the new Vorcha 11 min speed runs, the Human soldiers scoring 200k.

Overrepresented? Sure. Overpowered? Pffft. They are still viable, but the TC nerf was uncalled for, or IMHO the wrong thing to nerf.

#146
xsuckafreee

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CheetahZ1 wrote...

xsuckafreee wrote...

GallowsPole wrote...

My GE turret can either be a flamethrower or healer, not both. My biotic sphere can either do great damage, or heal, not both. And what I mean by both, I mean doing it at equal levels. The Inf was able to not only reap the benefit of TC, but also reap the benefits of insane dmg bonuses at the same time. So there was no comparison between the other classes and an Inf.



the GE turret does still heal regardless, just not as much.


The cloak still cloaks you. Just not as long.


did i say anything about cloak??? think not! move along kid.

#147
InfamousResult

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Jebel Krong wrote...

which - if you read the rest of my post - is explained by the mechanics of the current gold sitaution. if the problem was actually with infiltrators being OP, the bias would be prevalent across all 3 difficulties. it is not.


Actually, Infiltrators only being 33% prevalent on Gold and not on Silver or Bronze is evidence to the point that they're OP. On Silver and Bronze, because those difficulties are easier, people can play other classes without worrying about losing- they can play what they LIKE to play, not what they HAVE to play. On Gold, when they want something easy, they would pick Infiltrator. And I admit it too: Infiltrator was always my "eh I just wanna' make the Gold so I'll use a class I know I can beat Gold with" choice.

#148
Cundu_Ertur

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GallowsPole wrote...

Well in the turret's case, there is no duration that the turret is on the battlefield. It could be destroyed in the first few seconds it is up and never be used again. And although the sphere does have a duration, it isnt until the 6th evo I can get a flamethrower or the healing interval altered, or the sphere to do an additional Warp damage or more healing. For either one, they dont even need to be specced to be able to use a GE or Adept. Lets be honest there. The Inf, by TC evo 4, has what, an 80% dmg boost? And if anything, the common denominator in these Inf threads is TC. Why? Because the Inf is almost mandated to use it.

Actually with bubble and turret you CAN spec for both, since the choice between damage/healing or damage/resistance can be made twice. Split the difference and do one of each and you've spec'd for both. Ta-da! *Vanna-hands*

#149
JokerL117

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If infiltrators cloak lasted too long it's be unfair too short is bs. But what's the fair medium? .. Tough call still I do find it pointless to use myself but can see the benefit ... Just like not upgrading a character past 20 bc then you'd be over powering others and bronze would be a 1 man/woman show .

#150
greghorvath

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Pitznik wrote...

My bad then, I misunderstood you. Anyway, the point is, are Soldiers/Sentinels/Vanguards inadequate (which is untrue, they're just less adequate but viable, some builds more than viable), or Infiltrators are too adequate? That only Bioware knows, since they know better than us how difficult exactly Gold was meant to be. Logical assumption is that if Gold is harder for 3 classes (majority) and easier for 1 class, it was meant to be like it is for those 3 classes - more likely Bioware slipped a bit with one class than with three. Buffing other classes would impact difficulty of the game, what probably would be indesirable, or Bioware would have to buff enemies to keep up. Buffing 3 classes + enemies is lot more work + lot more potential problems than just nerfing one, even if nerfing has such negative impact on players, it is a better solution.... most of the time.

Well yes, "inadquate" is perhaps a bit too strong.

With your logic of too adequate biotic and tech specialists would also need looking into. Adepts trigger their own AoE damage explosions every 3-4 seconds.

And I can hardly imagine more capable crowd control than an engineer with the falcon.

Sentinels/Vanguards are very often dependant on another player to help. This is not good in public games, unless you know the enemy and the map (e.g. FBWGG) or you want to be carried. There is nothing wrong with soldiers, but they are perhaps the hardest to master and as such, not very popular.

I am definitely not a fan of buffing. But more fundemantel changes would involve more programming work I am sure. However, I always say I myself would gladly pay for content that enhances game experience. And I am sure many others would as well.

Contrary to how it may seem, I have no problems with TC nerf per se. I just don't agree with how it was made.

Modifié par greghorvath, 01 juillet 2012 - 03:51 .