robarcool wrote...
You are opening a can of worms, just saying
He's also correct. Infiltrators were designed too strong to begin with, and are nothing like the glass cannon assassination machines they started out to be.
Behold, the "Nina" effect.
Back in the olden days of tekken, one of the senior producers had a hard on for Nina Williams. Consequently she had one of the highest character outlay budgets every time, and she literally got a version of every new technique any other character got, including brand new characters; up to and including king's reversal multi/switchthrows and a yoshimitsuesque unblocakble
stab with her...
hand (yes, her hand) that was actually faster and higher priority than yoshi's singature sword stab. Every unique technique that was in the game, Nina got. Every game, without fail. He even came up with a ridiculous cryo-freeze scenario so she wouldn't age.
Infiltrators are pretty much like that.
The two tenets of ME combat are don't get hit and kill things as quickly as possible. Infiltrators are pretty much top dog in both of those categories, bar none.
Strongest melee? Infiltrator.
Highest spike damage? Infiltrator
Highest burst dps? Infiltrator
Universal AoE debuff? Infiltrator
Strongest single target layered debuff? Infiltrator
With the huntress, they even get the highest biotic DoT.
Their defining power both boosts dps output AND refutes targeting and even cancels cool down penalties, and has the highest utility in the game, AND except for escorting has the highest chance of succeeding during objective waves.
Stimpacks give the TGI the ability to operate like a vanguard with none of the inherent risk. In fact, pretty much the opposite.
Essentially, they have almost all the other benefits of most other classes and very few weaknesses, most of which are compensated for with trbl trbl dmg against pretty much everything.
Modifié par Xaijin, 05 décembre 2012 - 01:27 .