Original Stikman wrote...
cowwy wrote...
Original Stikman wrote...
I agree. Until you can find a rebuttal to prove that the kit is gamebreaking (she gets played at the expense of other classes, or she is picked over other infilrtrators because of her powers) then you have the place to make a counter argument about why these things are problems. Right now, these things aren't really a problem.
I mean.. with the example you used about tankier kits running into spawns... i have done that so many times with.. vangaurds....
I mean.. asari vangaurd can charge and get her shields back... nuke a spawn with a grenade.... and they are done.... any vangaurd is just as tanky and can move just as fast.
but i digres... you have to prove the status quo is wrong in that its not gamebreaking, then provide a counterclaim
essentially what i am saying is.. you are jumping the gun with the argument. It can be valid, but there are some prior steps that need to hapen first.
Well we can't have a proper debate until you've defined the word "overpowered". My definition is something that has too much power and not enough drawbacks.
The example I used is something that most other kits could not do. Even a lot of vanguards couldn't do it without proper CC abilities.
The problem with the AIU is that she has zero drawbacks. She can only be killed by sync kills, and if you play her properly you won't run into those situations. She has one of the most ridiculous damage buffs and utility powers in the game (TC), an amazing CC ability and debuff in Snap Freeze, and one of the most absurd survivability powers in the game. Tell me, who other than the TGI can claim that?
I'll work with your definition for now.
Drell/asair gaurd and my batarian vangaurd can easily take out spawns within seconds on gold.. as can a slayer.
here are the drawbacks:
1) fast firing (geth, scions, ravagers, etc.) will drop her easy, as they do a full regen vorcha... i have said this a few times in other posts
2) you have to get in close to reap the benefits of snap freeze debuff... which leads to requiring situational awareness.... i have said this.
3) she cannot be melee'd or she dies... the increase in needing to get close makes the liklihood greater.
4) If you go down, RM is slow to get you up and can hinder you if you need to stay down.
four weaknesses i have said there, two of which can be debated, but saying she doesn't need to get close implies mid to long range fighting... which doesn't utilize snap freeze... etc. etc.
The difference is that the vanguards you listed are all reliant on cooldown for their survivability and the skill requirement on those kits if you want to play them aggresively is way higher than the AIU's. And are you sure you're not thinking of the Batarian Adept? The Brawler is a single target killer and has zero CC outside of Biotic Charge.
1) How is this different from any other kit? So you can't stand in the middle of the map and take continuous fire from 3 different targets? Though I would argue that the true rapid fire enemies (e.g. Troopers and Marauders) have a much harder time taking her down than high damage enemies.
2) What is the range on Snap Freeze, 15m? That's hardly close range. And situational awareness is not something exclusive to good players, even many mediocre players have decent situational awareness.
3) I don't understand your logic here. You keep making it sound as if these penalties are exclusive to the AIU, when not only are they present on other classes as well, but they're actually kind of mitigated on the AIU.
4) Again if you go down in a situation such as this it is really your fault, and it's not a problem only with Repair Matrix, medigel has this problem as well.





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