Stabby Badger wrote...
You won't use infiltrators, grenades or the kroguard because they're too easy, too effective.... so do you really want the krogan to be "melee monsters" or are you just upset that they aren't the best at the thing that (I'll completely agree here) they absolutely should be?
Well, here's the thing.
Buff krogan heavy melee so it can one shot everything that's "small" with full bonusses active at gold level on the sentinel / soldier, this includes dragoons, bombers, phantoms, pyros etc and you drastically increase the effectiveness of both on gold level only, as lower difficulties these units can already be one shotted.
Bosses and "mini-bosses" like scions and brutes and such like would still take multiple hits to kill on gold with full bonusses rolling.
The problem with people saying melee builds are effective are that this is true to an extent, but the problem is if you get unlucky, you will get no kills. And no kills = much reduced effectiveness. If you need to land 2 killing blows everytime to unlock your ability to 1 hit kill MOST enemies; then rambo'ing is both your best option and your achilles' heel: rambo and all the enemies are shooting at you at once, run with your team and risk not being able to land frequent enough killing blows to refresh rage.
There's no "ideal" solution, but removing the stupid penalty that krogan suffer for attacking armour would be a start.
Increasing krogan melee on the sentinel / soldier (not sure if this is a variable able to be adjusted purely by a live update; might require patching) would be an option. Push krogan heavy melee a little closer to the batarians in terms of minimum damage per heavy melee and combined with all bonusses calculated would allow the sentinel to 1HK anything up to and including a pyro once he has his rage and martial artist bonusses active.
So right away, you have 25% extra armour damage and around 500 more melee damage in total; rendering gold level pyros, bombers etc "1 hit killable"
Here's what i would suggest....
- Give the krogan soldier and sentinel more melee damage: 850 / 375 for heavy / light...
This better differentiates them from the kroguard, and gives people incentives other than grenades to use the original 2 krogan.
This would also allow them to kill everything "small" in one hit: besides possessed collector captains who would still need a follow up light melee to kill them due to their absurdly high health.
Not sure if this is feasable without patching as certain variables in the coalesced cannot be adjusted via live updates; however, a similar result could be achieved simply by modifying the melee damage bonusses granted by the Rage tree at ranks 1, 3, 4 and 6.
-Remove the penalty krogan suffer versus armoured targets (this most definitely requires a patch)
This penalty makes no sense from a "lore" point of view for those who care, nor from a deisgn point of view. The destroyer stomping his foot gains 50% extra damage versus armour.... but a 1000kg krogan smashing into you causes is forced to pay a -25% penalty? See? COmpletely illogical.
This allows armoured units like goons, pyros, bombers etc to be killed in a single hit; assisting krogan out on later waves against geth (where virtually all your enemies require 2 melee attacks to kill) and certain waves versus cerberus.
Another patchable solution would be to code rage so it only requires one melee kill to refresh it once its active. 2 Kills to activate it, one to refresh it.
I'm not nearly naive enough to think that something will ever be done, but BioWare want feedback and such like, so feedback they will get.
Modifié par Annomander, 13 décembre 2012 - 03:21 .