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Platinum and class viability


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#26
Chaoswind

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DarkLord_PT wrote...

Jonathan Shepard wrote...

Vanguards really are starting to be left in the dust. Kroguard rocks gold, but I find that he sometimes will fall short in Plat. AV works wonders for the first two waves in plat, but then Stasis becomes worthless, so she's a charging grenade chucker, and becomes next to worthless against everything except phantoms.

Novaguard? Please, he's viable on gold IF the player is great. Platinum? Good luck dying.
Smashguard can be done, but why not just use the adept? Does it even matter? Both singularity and charge are woefully underwhelming.
I don't have the Slayer, but he seems alright so far.

And finally, the Drellguard. Man, I love this guy. WONDERFUL on Gold, particularly against Reapers and Cerberus. Geth? ...eh, it can be done, but it's not as fun. He's a glass cannon, but when I play him, I'm always in first by a significant margin, unless there's a GI, and we're usually tied.

But I wouldn't even think of taking him into a platinum match unless I was with a team I trusted to extract/make to wave 10 by 100%. The vanguard class needs some serious buffing.
Honestly, I think most of the older Sentinels could use a slight buff too. I just find myself disinterested in any of my available Sentinels. The Vorcha and N7 are the ones I really want, because they look interesting and fun.

BatSent is okay. -shrug- Tur/Human/Kro Sents are all outclassed by others who do the job more efficiently by TurSoldiers/AA's/Drelldepts.

But the Vanguard glass is the one constantly left in the dust here. Some of its best powers (PD and Nova) use shields for their power, which is simply not viable on gold/plat for the damage output they have compared to things like TacCloak which PROTECTS you, rather than putting you in danger, like charge/nova/smash/phase disrupter do. Ridiculously long animations plague the PhoenixGuard and the Slayer apparently, and they don't even get the immunity frames that Nova provides.

Kroguard's mostly safe, since he already has tons of shields, but on Plat that hardly matters. He goes down in seconds too. Vanguards are supposed to excel at close-range combat, but waves of OHKO bosses and two-hit-kill mooks makes any non-stealth-based CQC a suicidal endeavor, rendering the Vanguard class underpowered and unfun to play.

This is the ultimate truth, Vanguards from my experience are being left more and more to silver/bronze status (except kroguard, haven't seen many Slayers either) simply because enemies keep getting buffs, all the while, Vanguards keep being left in the corner.
It's my favorite class, especially the novaguard, I just love it, but I know I'm only gimping myself and my team if I bring one to a Gold run.
Also, sorry for this rant, but I am really disappointed with the way BioWare's handling the Vanguard class, especially when this class is suppose to be the de facto CQC class.


Charge should give a weapon/power damage bonus for a longer time and make it STACK, is the only way to make Vanguards in general better.


If the Weapon boost was for 50% for 8 seconds they would be much better at CQC....

Infiltrators have it both, Vanguards are getting left in the dust.

#27
Moxy_Pirate

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Uberschveinen wrote...

All classes are viable. Every class in the game can be played to platinum standard by a sufficiently-skilled player. All classes take a certain measure of skill to use well. Some take more than others.

Destroyer is relatively easy. It is a powerful class. To play to a high standard, you need target prioritisation and to have a good sense of movement, because you need to start moving well before everyone else to keep up. Also, as likely the last man standing, you have to know how to recover from a team collapse.

Paladin is a powerful class that is very hard to use. You can reduce enemy armour to effectively zero in two buttons. You can freeze Phantoms and entire ranks of chaff. But you are a point-blank class, so you need excellent situational awareness, and you have three different defensive options you will need to be able to choose between very quickly. If you Shield or Snap when you should have Drained, or any combo of these, you will die, and be so covered in enemies you make it hard to be revived.

Slayer is also very hard to use. Your palm blast is basially an unlimited-range hitscan grenade. You can attack and dodge through walls. Your melee is strong and has invincibility frames. But you are fragile, and must either be draining your own shields, or at point-blank, both of which are challenging to survive. You have to be extremely quick-thinking to survive, but you are capable of exceptional damage.

Obviously, the proposition that a soldier can't compete on Platinum is not just wrong but ridiculous. But I also disagree that Vanguards are a lesser choice in Platinum. Each Vanguard has a few features that mean when played to its bleeding edge, they are extremely tough and damaging. It's just that the Vanguard bell-curve is very tight, and the bleeding edge is a lot of standard deviations from the mean.

Every class adds something to a team. Playing on Platinum just demands that this atttribute be maximised and the costs of that gain be minimised, and this is somethign few players are willing to devote the thought to doing. They'd rather play like Silver and whine that they keep losing, and obviously it is the game's fault because it couldn't POSSIBLY be THEM that's at fault.


Please stop pretending that playing any one character = class viability.
  BioWare did a great job of providing variability amongst the classes with the different character/race options. The only thing is some of these characters have abilities that synergize with each other and others don't. Take Vanguards for example. Some Vanguards can create their own biotic explosions while others can't

Please stop pretending that the ability to complete a match makes a class viable.
Obviously if I'm griping about Platinum, I play it. Every class in the game can take cover, grab, shoot rockets, and fire a weapon. That alone makes ANY class able to complete Platinum. My gripe here is that not all classes can use their abilities effectively because of survivability issues. Can a Human Vanguard use Nova or Biotic charge in Platinum? What good is Concussive shot for a Human soldier and does Adrenaline rush really help, or is 90% of the duration eaten in cover because the shield boost and damage reduction doesnt provide enough survivability to keep you from ducking back into cover after a few rounds are fired?

Please stop pretending that everyone who gives negative feedback about gameplay is just bad.  I actually provided thoughtful feed back on what I think would improve my gaming experience. It's not because I can't complete platinum, rather it's because I don't find wave after wave crouching in a corner, grabbing, shooting rockets, and occassionaly shooting (guns or abilities) that engaging. Personally Gold and Silver games are way more fun because I can actually engage enemies in interesting and (depending on the circumstance) varied ways.

So yeah listing a few characters that are best fits for Platinum throughout the classes really doesn't resonate with me especially since it is completely random on when you even have access to those characters. If you like crouching in a corner and spamming abilities in between one shotting them (grab or rocket) regardless of what class you picked, well I guess I can't really argue with you. I personally find that interaction kinda lame. Yes, no one is forcing me to play Platinum. But I'd like to get the best rewards in the game in a dificulty setting that is actually fun.

Modifié par Moxy_Pirate, 23 juillet 2012 - 04:10 .


#28
ToaOrka

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You humans are all racist! My Turian Soldier is more than "viable" with a Saber, thank you very much.
Head-shots, head-shots everywhere!

#29
FlamboyantRoy

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Uberschveinen wrote...

Yes, they are. It is the player who is not up to snuff if the character is not capable. The characters are solely in your hands, and until a class is objectively worse than another, which is just not true as of now, that does not change.

It would be nice if each class took an equal amount of skill or practice to play to its utmost. Very impractical, though.

You would bring a Fury over a Justiciar because at close range the Fury can cause far more biotic explosions and faster. You would bring a Paladin because they are tough if played right, and I daresay the single most powerful character in the game against bosses because of their capacity for -100% armour. You would bring a Shadow over a GI bcause they are far better at street sweeping, and if you have the timing to survive, have higher damage potential. You would bring a Slayer because they have drastically more ranged damage than the Cerberus, especially against unyankable enemies.

Again, there is a common theme between all of the characters you want and the ones you don't. It is not their power when used at their peak. It is the ease with which you personally can use them at their peak. I am also not able to use some characters because I can't manage their playstyle, but I do not blame the characters for that, because it is my ability who cannot match the character, not the character that cannot match my ability.


At close range...Fury....Platinum. We can throw the rushing or flanking of groups of enemies on Platinum past wave 3 out the window. Now then you're left with AF when your team is getting overrun or flanked by the small timers. I can even offer you a video showing just how well up close and personal works for the Fury on Platinum. They reach extraction but they die about 20 times every round. Thus losing dps. 

The Justicar's bubble IS better as whole than AF. The bubble gives the entire team 15% moar damage to the enemy as well as reducing the enemies armor effectiveness by 25%, oh and it primes for explosions. Not to mention reave hits multiple targets and stacks, while Dark channel doesn't even do half that damage and can only hit one target.

I'm not even talking about skill, I'm talking about what we have on paper. On paper these classes are inferior to most of the old. The Destroyer and Demolisher outclass their older brothers but I feel the rest of the classes can't do the same. 

Factoring skill in, lets suppose you're playing with friends and you're all relatively on the same skill level. On Platinum(where it matters imo) the Justicar will wipe the floor with the situational Fury. That's just one example. The paladin seems to only be good at deflecting flankers in melee range, where the other sentinels are deadly at any range. The others aren't limited. 

Putting them side by side I stand corrected about the Slayer in comparison to the Smashguard.  But the GI completely outclasses the Shadow in terms of pure dps. Strap a Piranha X on him and troll Platinum by taking bosses down in a clip or two. 

But you're correct in that these classes DO have their uses on Platinum. You might be right about the skill or wrong, only time will tell. These characters are brand new after all. I recognize my bias towards the classes of old. 

But the only time I feel skill truly comes into the equation when comparing these classes is if there's a glaring difference between players. 

#30
Moxy_Pirate

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Uberschveinen wrote...

Yes, they are. It is the player who is not up to snuff if the character is not capable. The characters are solely in your hands, and until a class is objectively worse than another, which is just not true as of now, that does not change.

It would be nice if each class took an equal amount of skill or practice to play to its utmost. Very impractical, though.

You would bring a Fury over a Justiciar because at close range the Fury can cause far more biotic explosions and faster. You would bring a Paladin because they are tough if played right, and I daresay the single most powerful character in the game against bosses because of their capacity for -100% armour. You would bring a Shadow over a GI bcause they are far better at street sweeping, and if you have the timing to survive, have higher damage potential. You would bring a Slayer because they have drastically more ranged damage than the Cerberus, especially against unyankable enemies.

Again, there is a common theme between all of the characters you want and the ones you don't. It is not their power when used at their peak. It is the ease with which you personally can use them at their peak. I am also not able to use some characters because I can't manage their playstyle, but I do not blame the characters for that, because it is my ability who cannot match the character, not the character that cannot match my ability.


Uber, please take a Novaguard, drellguard, Krogard, or ex Cerberus into Platinum and report back please. Please tell me how great Biotic Charge, Nova, Barrier, and Pull are. Show me how to nova like a pro please. Then get on your soldier and concussive shot, addrenaline rush, tactical shield + melee, those waves like a pro. Upload your leetness to youtube.

#31
albinoxeno

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some classes are quite simply better than others, no matter how many times you pull the "a pro player" or "in the right hands" card, you can't escape this. by saying some classes are better than others im not saying "only these few classes can be used on plat and these cant at all". with a good player they can all be used on plat, but that player will still do better with the superior classes.

#32
Achire

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There's always going to be classes that are better than others. But the difference shouldn't be this huge on Platinum, and you shouldn't have to be Redjohn to play all the classes. Suppose you're a miracle child who can make Drellguard really work on Platinum. What's the payoff? You'd still do much better with equal effort put into other characters. I think Bioware is going to have to think long and hard when they look at the data from class usage on Platinum.

Modifié par Achire, 23 juillet 2012 - 04:05 .


#33
J4mes

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Moxy_Pirate wrote...

Uberschveinen wrote...

Yes, they are. It is the player who is not up to snuff if the character is not capable. The characters are solely in your hands, and until a class is objectively worse than another, which is just not true as of now, that does not change.

It would be nice if each class took an equal amount of skill or practice to play to its utmost. Very impractical, though.

You would bring a Fury over a Justiciar because at close range the Fury can cause far more biotic explosions and faster. You would bring a Paladin because they are tough if played right, and I daresay the single most powerful character in the game against bosses because of their capacity for -100% armour. You would bring a Shadow over a GI bcause they are far better at street sweeping, and if you have the timing to survive, have higher damage potential. You would bring a Slayer because they have drastically more ranged damage than the Cerberus, especially against unyankable enemies.

Again, there is a common theme between all of the characters you want and the ones you don't. It is not their power when used at their peak. It is the ease with which you personally can use them at their peak. I am also not able to use some characters because I can't manage their playstyle, but I do not blame the characters for that, because it is my ability who cannot match the character, not the character that cannot match my ability.


Uber, please take a Novaguard, drellguard, Krogard, or ex Cerberus into Platinum and report back please. Please tell me how great Biotic Charge, Nova, Barrier, and Pull are. Show me how to nova like a pro please. Then get on your soldier and concussive shot, addrenaline rush, tactical shield + melee, those waves like a pro. Upload your leetness to youtube.


They won't because they can't complete it even to wave 4 or so.

#34
Dshinakuma

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In respect to vanguards being Platinum viable, I can imagine Bioware making new gear to address the issue. Something like +50 to about +100 extra cooldown would greatly benefit the vanguard class.

We all know that playing Platinum is duck and cover, and shoot whenever you get a chance. Vanguards are supposed to be a in-your-face type of class, but doesn't mix well with the harder difficulty.

Soldiers are somewhat in the same boat, excluding the Destroyer because he's a war machine.

#35
FlamboyantRoy

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albinoxeno wrote...

some classes are quite simply better than others, no matter how many times you pull the "a pro player" or "in the right hands" card, you can't escape this. by saying some classes are better than others im not saying "only these few classes can be used on plat and these cant at all". with a good player they can all be used on plat, but that player will still do better with the superior classes.


Woah you actually understand?

You should buy me a beer sometime.

#36
Moxy_Pirate

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albinoxeno wrote...

some classes are quite simply better
than others, no matter how many times you pull the "a pro player" or "in
the right hands" card, you can't escape this. by saying some classes
are better than others im not saying "only these few classes can be used
on plat and these cant at all". with a good player they can all be used
on plat, but that player will still do better with the superior
classes.


Yes! But what about my second point. Is platinum fun? I mean I almost feel like they took the easy way out. Lets make it harder by making the waves larger and the bad guys harder to kill and hit harder!!! I REALLY wish that they had instead given each bad guy, from the grunts to the bosses, a new ability or two in each difficulty setting for you to deal with and maybe bump their health up a bit. Maybe smarter AI as the difficulty escalates as well. Instead we got crouchfest 2012.

Achire wrote...

There's always going to be classes that are better than others. But the difference shouldn't be this huge on Platinum, and you shouldn't have to be Redjohn to play all the classes. Suppose you're a miracle child who can make Drellguard really work on Platinum. What's the payoff? You'd still do much better with equal effort put into other characters. I think Bioware is going to have to think long and hard when they look at the data from class usage on Platinum.


YES! The fact that certain class/race combos have abilities with so much synergy and others leave you scratching your head is poor design. Some talents actually depend on consumables (like concussive shot getting buffed by equiped ammo, who takes that????). Others buff melee by a large margin which becomes completely useless by gold.Seriously, you are dead halfway through the melee animation. IF you have adrenaline rush on reducing 40% damage and you have 1400 total hit points including shields, what good is it if you get 3 shot instead of two shot? When firing for less than a few seconds. What good is the duration if half of it is spent behind cover? Again, to a degree, every class is viable because you can grab, shoot rockets, and shoot weapons on any class. But Bioware, don't lose sight of why you created different classes in the first place.

#37
Jonathan Shepard

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It's a shame Platinum really didn't end up being anything more than the new farming fields.
Still-- makes it easy to get creds. Now Gold is actually fun, even if some classes still aren't up to snuff. (I'm looking at you, FQI, FQE, HA, BSe, HSe, TSe, DV (needs a barier/melee boost, but is otherwise next to perfect), HV, and GE.)

#38
Uberschveinen

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'Harder to use' does not mean 'worse'. Only worse means worse. Harder to use only means harder to use.

I want to illustrate this point. Let's say you have a generic shooter game. There's three guns.

The first is the New Player Launcher. It automatically tracks and hits targets, fires once per second, and does 1 damage. A player at the absolute centre of the bell-curve of skill will hit with it 100% of the time, as will a player at either endpoint.

The second is the Standard Gun. It has a reticle and requires aiming, fires once every two, and does 3 damage. The accuracy is such that a player at the absolute centre of the bell-curve of skill will hit with it 50% of the time, but a player who is a few standard deviations better can hit almost 100% of the time.

The third is the Double-Pro Cannon. It is a precision weapon with no aiming aid, fires once per second, and does 50 damage. The weapon is designed so a player at the absolute centre of the bell-curve of skill will hit with it 1% of the time, and so that a player at the endpoint of the bell-curve will hit 10% of the time.

These guns are not 'worse', because there is no clear-cut comparison. The Standard Gun is a bit harder to use than the New Player Launcher, and so will do worse with a player who is average, much worse for a below-average player, and offer a decisive advantage to a very good player. The Double-Pro Cannon is much worse for the average player, and indeed for almost any player, but for the few people at the endpoint of the bell curve of skill, it offers a drastic advantage over the other guns. There is also a playstyle difference to consider. These are examples of guns that are harder to use.

Then the game expands with three more guns. There is the Old Player Launcher, which always hits, fires once a second, but only does 0.9 damage. There is a Standard Gun Elite, which is the Standard Gun but fires once every second instead. There is also aeveryone will always hit at a 1% chance.

The Old Player Launcher is strictly worse. It is exactly the same as another gun except that one feature is lesser. The Standard Gun Elite breaks the metric. It is objectively beter than the old one, and the numbers are such that it is actually better than any other gun, unless you are either the best or the worst player in the world. The Triple-Pro Cannon is effectively unusable by most of the playerbase, and is poorly designed by actively rewarding bad play. These are examples of guns that are objectively worse, objectively better, and just poorly designed.

I am not one of these players who can use the difficult characters to their fullest. I'm not even that good at the game. But I know that they can be used to full effect, because there are players out there who have used them to the same effect as other classes, and produced evidence of having done so. If the characters were just plain worse, this would not happen at all. If the difference in use came down to dumb luck, there would not be a correlation between good use of these characters and high skill at the game. But there is such a correlation, and it appears to be very strong, which leaves only the conclusion that the classes are, if not equal, then comparable when played to their utmost, and that the real issue is that it is harder to use some characters that well than others.

I do think these characters should be made easier to use well, because if they perform generally poorly on gold then they fall short of what seems to be Bioware's nominated balance point. But there is a CRUCIAL distinction between characters that do badly because of being 'worse', and characters that do badly because you have to be very good to use them well. The former is solved simply by making them more powerful. But if you apply this solution to the latter, you achieve balance at one end by grossly skewering it at the other. Making a character easier to use is very different to making it better.

#39
Moxy_Pirate

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Uberschveinen wrote...

'Harder to use' does not mean 'worse'. Only worse means worse. Harder to use only means harder to use.

I want to illustrate this point. Let's say you have a generic shooter game. There's three guns.

The first is the New Player Launcher. It automatically tracks and hits targets, fires once per second, and does 1 damage. A player at the absolute centre of the bell-curve of skill will hit with it 100% of the time, as will a player at either endpoint.

The second is the Standard Gun. It has a reticle and requires aiming, fires once every two, and does 3 damage. The accuracy is such that a player at the absolute centre of the bell-curve of skill will hit with it 50% of the time, but a player who is a few standard deviations better can hit almost 100% of the time.

The third is the Double-Pro Cannon. It is a precision weapon with no aiming aid, fires once per second, and does 50 damage. The weapon is designed so a player at the absolute centre of the bell-curve of skill will hit with it 1% of the time, and so that a player at the endpoint of the bell-curve will hit 10% of the time.

These guns are not 'worse', because there is no clear-cut comparison. The Standard Gun is a bit harder to use than the New Player Launcher, and so will do worse with a player who is average, much worse for a below-average player, and offer a decisive advantage to a very good player. The Double-Pro Cannon is much worse for the average player, and indeed for almost any player, but for the few people at the endpoint of the bell curve of skill, it offers a drastic advantage over the other guns. There is also a playstyle difference to consider. These are examples of guns that are harder to use.

Then the game expands with three more guns. There is the Old Player Launcher, which always hits, fires once a second, but only does 0.9 damage. There is a Standard Gun Elite, which is the Standard Gun but fires once every second instead. There is also aeveryone will always hit at a 1% chance.

The Old Player Launcher is strictly worse. It is exactly the same as another gun except that one feature is lesser. The Standard Gun Elite breaks the metric. It is objectively beter than the old one, and the numbers are such that it is actually better than any other gun, unless you are either the best or the worst player in the world. The Triple-Pro Cannon is effectively unusable by most of the playerbase, and is poorly designed by actively rewarding bad play. These are examples of guns that are objectively worse, objectively better, and just poorly designed.

I am not one of these players who can use the difficult characters to their fullest. I'm not even that good at the game. But I know that they can be used to full effect, because there are players out there who have used them to the same effect as other classes, and produced evidence of having done so. If the characters were just plain worse, this would not happen at all. If the difference in use came down to dumb luck, there would not be a correlation between good use of these characters and high skill at the game. But there is such a correlation, and it appears to be very strong, which leaves only the conclusion that the classes are, if not equal, then comparable when played to their utmost, and that the real issue is that it is harder to use some characters that well than others.

I do think these characters should be made easier to use well, because if they perform generally poorly on gold then they fall short of what seems to be Bioware's nominated balance point. But there is a CRUCIAL distinction between characters that do badly because of being 'worse', and characters that do badly because you have to be very good to use them well. The former is solved simply by making them more powerful. But if you apply this solution to the latter, you achieve balance at one end by grossly skewering it at the other. Making a character easier to use is very different to making it better.


Dude what are you talking about? A huge terrible analogy that illustrates that you don't know is what I think you just posted. There is no argument when you want to compare classes in terms of DPS and Ability Synergy. Ease of use really has nothing to do with it.

#40
Pedro Costa

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Chaoswind wrote...
Charge should give a weapon/power damage bonus for a longer time and make it STACK, is the only way to make Vanguards in general better.

If the Weapon boost was for 50% for 8 seconds they would be much better at CQC....

Infiltrators have it both, Vanguards are getting left in the dust.

Not just that. 1000N to stagger a phantom on Gold, right? Try to charge one and haven fun insta-dying then!
Oh, you specced your Nova for power synergy so you can deal tons of damage and then charge and get out of the thick faster?
So cute... but it's wrong! On Gold 25% faster recharge doesn't matter because you'll be dead long before you can charge anyway! More damage from Nova? LOL, Smash doesn't take ALL of your barriers and does much more damage! Half-Nova then? Yeah, not because of how it helps you kill people, but because of how it is the only way for you to stay alive.
Yes, I AM aware a handful of people can solo Gold with Novaguards, but a handful doesn't equal the majority of people.

And let's not get into how the N7 Shadow - an INFILTRATOR - is a better vanguard character than most vanguard characters...

Also, bumping thread because it speaks truth.
Also, in b4 "l2p".

#41
Immortal Strife

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All classes are viable, but if that's not what op wants to hear then, I will say, DPS classes and Grenade classes are the most optimal for platinum at the moment.

Modifié par Immortal Strife, 23 juillet 2012 - 06:47 .


#42
Pedro Costa

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Immortal Strife wrote...

All classes are viable, but if that's not what op wants to here then, I will say, DPS classes and Grenade classes are the most optimal for platinum at the moment.

What do you consider as "viable"?

#43
UEG Donkey

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I'd like a nice cheese to go with the whine in the this thread; but seriously certain classes are easier to play on Gold/Plat and certain classes don't depend on teammates and that's as far as it goes. Bioware doesn't have the resources to do what you are asking so just enjoy the game and move on.

Is platinum fun? Yeah but so is Gold and sometimes Silver too, different strategies are used in each one.

#44
UEG Donkey

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DarkLord_PT wrote...

Immortal Strife wrote...

All classes are viable, but if that's not what op wants to here then, I will say, DPS classes and Grenade classes are the most optimal for platinum at the moment.

What do you consider as "viable"?


viable-able to be used by SOME at the platinum level of difficulty successfully 

Not a very high bar but a bar nonetheless

Modifié par UEG Donkey, 23 juillet 2012 - 06:54 .


#45
Immortal Strife

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UEG Donkey wrote...

DarkLord_PT wrote...

Immortal Strife wrote...

All classes are viable, but if that's not what op wants to here then, I will say, DPS classes and Grenade classes are the most optimal for platinum at the moment.

What do you consider as "viable"?


viable-able to be used by SOME at the platinum level of difficulty sucessfully 

Not a very high bar but a bar nonetheless


Ahh-I hate all the quotes of my text when I have a blatant spelling error "here"-ohh well. Yes, all classes are viable on platinum, even the FQE.

Modifié par Immortal Strife, 23 juillet 2012 - 06:52 .


#46
UEG Donkey

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Immortal Strife wrote...

UEG Donkey wrote...

DarkLord_PT wrote...

Immortal Strife wrote...

All classes are viable, but if that's not what op wants to heAR then, I will say, DPS classes and Grenade classes are the most optimal for platinum at the moment.

What do you consider as "viable"?


viable-able to be used by SOME at the platinum level of difficulty successfully 

Not a very high bar but a bar nonetheless


Ahh-I hate all the quotes of my text when I have a blatant spelling error "here"-ohh well. Yes, all classes are viable on platinum even the FQE.

Fixed, lol but seriously though that new turret absolutely holds down corridors I just wish they'd fix the freeze combo on chilled then that class would be pretty good

Modifié par UEG Donkey, 23 juillet 2012 - 06:54 .


#47
Zero132132

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FlamboyantRoy wrote...

^^^^^^^^^ Good point.

This is how I see it. Why would I bring a Fury over a Justicar? A Paladin over the Human/Turian Sentinel? A Shadow over a GI? A Slayer over a Smashguard?

These are the issues, 4 out of the 6 classes imo aren't up to snuff when it comes to runnin' with the big boys.


When camping, I like the fury, since I spec AF for 10% damage increase from all sources. If I can get near a good choke point, enemies die faster. I've never been much good wth the Justicar, though, so maybe that's my problem. The other stuff, I mostly agree with, although Sentinels and Infiltrators are classes that I just absolutely fail at, so I can't say much.

Wish these other players could explain how to effectively run on Platinum with a Drellguard. It presently sounds like an absolutely awful proposition.

#48
Pedro Costa

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UEG Donkey wrote...
viable-able to be used by SOME at the platinum level of difficulty sucessfully  

Not a very high bar but a bar nonetheless

Not what I meant.
Per example, a Novaguard, how'd you go at it? How long would you survive?
Besides, if it takes a pretty good player to survive platinum with such a class, then no, it is not viable. For it to be viable, it has to take more than a handful of people to be able to play it as the class is suppose to be played. In the case of a Vanguard, charge -> kill stuff -> charge -> kill more stuff.
Not cover->kill stuff->back to cover

I'll admit I'm only slightly above average as a player, but I still know how far a Vanguard can go before you're only hurting yourself and your team by taking one.

#49
Moxy_Pirate

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DarkLord_PT wrote...

Immortal Strife wrote...

All classes are viable, but if that's not what op wants to here then, I will say, DPS classes and Grenade classes are the most optimal for platinum at the moment.

What do you consider as "viable"?


He clearly didn't read the thread.

- When you birng in a class and 2 or even 3 of your class abilities are unusable, thats an issue. That class isnt viable
- All classes can shoot rockets, grab, and shoot weapons. This means that you can complete platinum with these classes but completion doesnt mean the class is viable.
-the developers vision of how to make platinum difficult is imo lazy and pushes all the classes to play the same way. Crouching, grabbing, shooting rockets, and gun fire/ ability spam from cover.

I do want more people to come into the thread and declare that platinum is great and all class are fine though. Its kind of entertaining.

#50
Immortal Strife

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Moxy_Pirate wrote...

DarkLord_PT wrote...

Immortal Strife wrote...

All classes are viable, but if that's not what op wants to here then, I will say, DPS classes and Grenade classes are the most optimal for platinum at the moment.

What do you consider as "viable"?


He clearly didn't read the thread.

- When you birng in a class and 2 or even 3 of your class abilities are unusable, thats an issue. That class isnt viable
- All classes can shoot rockets, grab, and shoot weapons. This means that you can complete platinum with these classes but completion doesnt mean the class is viable.
-the developers vision of how to make platinum difficult is imo lazy and pushes all the classes to play the same way. Crouching, grabbing, shooting rockets, and gun fire/ ability spam from cover.

I do want more people to come into the thread and declare that platinum is great and all class are fine though. Its kind of entertaining.


Viable: adjective- it doesn't sound like a viable solution: feasible, workable, practicable, practical, usable, possible, realistic, achievable, attainable, realizable; informal doable. ANTONYMS impracticable.

*Maybe you should use a different word then!

Modifié par Immortal Strife, 23 juillet 2012 - 07:12 .