There is some hyperbole, but a bit of truth. The design of Tactical Cloak is not good for the game really.
What do you get with cloak? Invisibility, double dip damage bonus, and cooldown insensitivity. Infiltrators do make better Soldiers and better Engineers than the respective pure classes. This is largely due to the latter two characteristics: damage bonus you can apply to a power and your weapon each cloak cycle, and the minimum cooldown which is easily abused.
Any arguments about the "utility" portion of cloak though are not worth seriously considering. I didn't like it when this talking point originated way back when the balance club decided to champion the first major change to TC. They wanted to make you choose between "utility" (invisibility duration) and damage. If you understood the game at all it should have been obvious why this wasn't going to matter much in the overall balance. Quite simply there is nothing more utilitarian in this game than damage, so it is a false choice to begin with. You never need to be invisible, and there isn't a great advantage to being invisible in most situations. You always need damage in a game though. The choice was clear. It was obvious that the base duration change was not going to seriously affect the "metagame" except for the very small effect that it would be a little more difficult for an infiltrator to run from one end of the map to the other willy nilly, and it might be harder to enable devices with poor teamwork and gameplan. That's it. Certain people pointed this out at the time this was proposed. Or at least one person did... Interestingly the Ghost's damage bonuses from all over the place made it possible to take Duration and still have chart topping damage.
Cloak's Rank 6 Sniper Rifle Damage is a nice multiplier that is fairly unusual. Most bonuses are nice little additive bonuses. At the time they thought that reducing this number would reign in all the sniper infiltrators. I suggested that all it would do was shift more infiltrators to shotguns. And that's basically what happened. Keep in mind that at the time shield gate was still 100%, you didn't have as high a defense multiplier on Disruptor Ammo let alone Phasic, and sniper rifle base damage was relatively weak. Hence it made less sense to go with relatively poor power to weight guns. Now it is a bit different: shield gate has dropped twice, we have new or improved ammos, and the sniper rifles have largely been buffed. Personally I don't think the Rank 6 SR bonus is all that unbalanced. It only works with one class, which is largely a burst damage over sustained damage. The Ghost's AR cloak bonus is of course different. Since it has a longer bonus duration and meshes with higher DPS weapons, it is quite powerful. The bonus percentage should be reduced.
If I don't think the SR bonus makes cloak overpowered, than what does? It is the double dipping of power damage and weapon damage in the same cloak cycle and getting an 80% bonus for them. In fact, back in the old balance thread when cloak changes were proposed, I pointed this out and when asked about it said they should cut the damage 10%... and miraculously the base damage ended up losing 10%. However, it turns out I was wrong and perhaps it should have been reduced further.
The last thing to mention is the cloak minimum cooldown. I have been a fan of lengthening it for a long time. If you think the philosophy of the class should be high damage spikes (like an assassin), it doesn't make sense to let the class spam the bonus repeatedly in a short amount of time. This, along with the double dipping, leads to the highest average damage output for both weapons and tech. Not only because you are getting cycles that are only in the neighborhood of 3s, but because you can pile on the most damaging weapons and still get those rapid cycles.
If there was a serious push to bring cloak in line, the evolutions for vanilla Tactical Cloak would probably move closer to something like this:
Rank 1
Recharge: 12s
Duration: 6s
Damage: 20%
Minimum cooldown: 4s
Rank 4
Duration Evolution
Increase Duration 70% (that gives it 12s...)
Damage Evolution
Increase Damage 20% (for a total of 40%)
And then the rest can stay reasonably the same. With the exception of AR Damage, that should probably come down to 10%.
Ideally to fix it the best would require patching and a revamp of the evolution trees. I would consider eliminating the cloak bonus to power damage in the base cloak and making the Rank 4 choice between weapon and power damage.
tl;dr - learn to read
Modifié par capn233, 05 décembre 2012 - 06:41 .