Feneckus wrote...
I'm sick of Infiltrators.
- First, the Geth Engineer got nerfed because of the GI's godliness. It was quite a small nerf, but it was definitely more noticeable on the GE. It didn't make any difference on the GI.
- Now, the Havoc has been nerfed because of the Ghost. He was one of the only true tanks in the game (Kroguard and Novaguard being the other ones). His damage output wasn't that great though. But because of the monstruosity known as the Ghost Infiltrator, he can still tank but not as effectively and his damage output is even lower.
Because Infiltrators are so godly, what was probably the worst soldier in the game got nerfed. Ridiculous. The pitiful buffs to Havoc Strike are completely irrelevant.
Well, that's one way to look at it. The other way would be to ask why Stim Packs (or even Hunter Mode) behave the same way for two differently specced (purposed?) classes,. If survivability is considered the paramout reason bestowing Stim Packs on to the new Turian classes, it could very well be argued that the Havoc soldier needs more survivability than the Ghost. The reasoning behind the copy-pasting of skills this way across different classes and then to debate as if there has to be some sense of balance across those classess seems to elude my brain at the moment.
- Several weapons were nerfed specifically because of how broken they were on infiltrators (Krysae, Piranha, maybe some others)
- They don't give a damn about cooldowns. A FQI can spam Sabotage every 3s while carrying a Claymore. She can even have a Harrier or Black Widow as backup, with whatever mods, it doesn't matter. A Quarian Soldier with a Hurricane VI (178% cooldown bonus) has to wait 4.63s. And the backfire won't have that ridiculous 80% damage bonus so forget about trying to kill something with it. It doesn't even make sense to spec into Sabotage.
Same thing with proxy mines on the GI/SI. Those guys will get dozens of kills in a single match with them, while the Turian Soldier/Volus Engineer use them mainly for debuffing/crowd control, while having a longer cooldown. How is that balanced ?
- They're the best soldiers, the best engineers and if the Huntress' cloak weren't broken, they'd have the best biotic as well. You could also argue they actually have more survivibility than Sentinels (definitely true for the GI/SI). A melee GI is a thousand times better than a melee Krogan (seriously, WTF ?). They're the best medics and the best for device/kill objectives. They also don't really care about map/enemy, they'll dominate anyone/anywhere.
I'd accept it if the first thing that the infiltrator used ended the damage bonus on the Tactical Cloak (all I really want is a damage bonus on my one sniper shot). But for this to work across the board, maybe there needs to be an evolution that places a choice between "damage duration" vs. "damage" (instead of, what is it now, the constant 2 seconds of damage duration?). Maybe even the cooldown need not be clipped at 3 seconds at the lower end, i.e. more the weight (in addition to how long you spend in cloak), the proportionally greater time you spend in cooldown.
Can't get a clear thought on it though. The idea of "balance" scrambles my mind - just the scale of it; can't get a clear picture of what it is even supposed to mean....
ME3 would have been a much better game without Infiltrators.
The Infiltrator as an idea is an extremely cool one to me. So decidedly disagreed.