Dharvy wrote...
Imp of the Perverse wrote...
Computron2000 wrote...
GI is strong because of hunter mode PLUS tactical cloak. One without the other reduces the GI to normal. The general public only discovered the wonders of RoF and accuracy bonuses in the destroyer that the GI already enjoyed for a long time.
If hunter mode didn't have that screen spam that makes me want to puke, i would use the GI more
One solution would be to remove the damage bonus from tactical cloak, but implement stealth bonuses that games like Fallout and Skyrim have - if the enemy is unaware of your presence, you get a damage bonus. TC would make it easier to get that bonus, but it'd potentially be available to every character. Maybe put a range limit on it so you don't just automatically get it by sniping that banshee from all the way across the map. Shooting also normally gives you away, so single shot sniper rifles would have an advantage.
In lieu of the current choice between damage and duration, make it a choice between effectiveness and duration. Choosing effectiveness means you can get as close to enemies as you want without being seen, while choosing duration leaves you detectable to enemies within a given radius. There could also be a speed penalty that you can spec out of (increased duration, or more silent movement.)
As a GI fan I'd still willingly give up some of hunter mode's damage bonuses, wall hack and extra speed are useful enough to me that it'd still be a worthwhile power. Maybe add a passive that improves TC's effectiveness. I wouldn't go to overboard though, as some people have pointed out it can be a difficult class to master due to the low health, that should come with some kind of reward.
The infiltrator passives could also be modified to give you bonus stealth damage - like you received extra training in pinpointing weak spots.
My thought to bring the GI down a bit would be to simply lower their passives and make trade it off for the geth weapons. That way the only real damage buff they'll have would be HM and TC. Hunter mode would be 17.5 plus 15% RoF and the usual TC buff. That would simply bring them more in line with all the other infiltrators who can use there passives in place of the GI's HM.
So, replace the usual infiltrator weapon damage buffs with geth weapon buffs? It might make enough of a difference to make you use some of the other geth weapons. Right now it seems like the piranha really outclasses the GPS in terms of damage output and weight, this might make it less of a no brainer.
megabeast37215 wrote...
I'd be fine with taking all the weapon damage out of hunter mode, and just giving him and the GE even more increased speed and distance vision. He's got to have something cool about him... but just giving him tons of extra damage that other characters aren't capable of isn't the answer.
The other thought I had was to leave all the damage alone... and just nerf his shields from 750 to 500 with the 250 health. He'd still be better than the Drells... who have 500 health and 250 shields. The reason he'd be better is b/c shields regenerate and health doesn't... once the Drell's health is gone... getting it back isn't very easy without using a medi-gel or an ops pack. However the Geth characters don't care if their health is gone.... because full health and 20% health isn't a very big difference. This would make him more of a glass cannon, and would reduce the effectiveness of Cyclonic Modulators on him as well. Right now.. he's not as squishy as everyone says.
Godless Paladin made some suggestions in the Balance discussion, but I'll let him present them when he's ready.
A shield nerf might not be that effective. A lot of times I'll find myself just waiting for my shields to start to regen before I cloak and go back into the fray (TC will interrupt and I'm pretty sure entirely prevent shield recharge for as long as its active.) Having something there for shield gate and not having shield gate is a bigger difference than having full shields and 1/5th shields - as long as it's there, you're either successfully avoiding enemy fire, or you're taking cover as soon as you get hit, that extra couple hundred points of shield strength doesn't buy you much time when a prime is firing at you.
*Edit - Also, reducing survivability might be more of a penalty to teammates than to GI users. You're still going to have skilled players that can stay alive, and they're going to do just as much damage as they did before. But you're also going to have a lot of people trying to use the class because of its high damage, and dying constantly, putting the burden on their teammates to revive them and otherwise make up for their down time.
Modifié par Imp of the Perverse, 04 août 2012 - 11:45 .