Justinmiles19 wrote...
****Warning Lots O Text*****
Edit: Should throw in the fact Im not against balance just trying to get the general idea of why it needs it so bad and how we can get a solution that doesnt make her useless 
After the Great krysae war, Volus offensive, Battle of the TC, we have come at last to the AUI war.
I get the general argument, free revives. I just dont get what the big deal is.
If you are an experienced player it acts as a safety net. Played her the other day it only revived me once. If you are new to the game it can be very helpful.
I player a PUG Platinum game last night and three guys were arguing about it in the lobby. Two of them said it was an unfair advantage. He said it was a crutch for bad players to put up good scores. I played Devils Advocate and argued against it.
My main points were that its a Coop game. That he should be glad there is a team member not a skilled as him now able to help. He didnt have to carry the guy and do it all himself. And the player he hated so much for using it had fun beacuse he was able to play without worrying about really bringing down his team. The player was also using the TGI with a Harrier X and I said "You didnt go down once in that match, and poped constant stimpacks"
He argued that was fair beacuse he could still be downed. I argued back that you can still be downed on the AUI Getting back up once is not a guarentee the enemy wont put you right back down. I was using an Adept and said "Well it doesnt seem fair you can get over 2000 extra sheilds and throw aggro to the team when I cant buff my sheilds" He replied "Its still fair" without any reasoning.
I play with experienced friends of mine who have had the game since day one and I play with friends who just got it. Some of the new characters have made it very fun for them to try higher difficulties without having top gear and weapons to help them. A friend of mine was so happy he got the Jugg and was the walking tank in a U/U/G game and we all had so much fun and he was able to be part of our team and not bring us down.
The AUI is a powerful, survivable, fun kit. She is not "Game Breaking" It seems to me the biggest issue here is "Experienced" Players are getting out scored by "Bad players" and blaming the kit. Blaming a kit in a Coop game where score is all added as a team effort in the end anyway. It is a team based game, with skills designed to work in combinations and compliment each other. I really just dont understand how this can bug people.
Well thats the end of my rant lol. And for the record I am not 100% anti nerf. The Krysae was one I thought needed it beacuse it was so powerful people were nuking players before team members could even see them and it was almost like a missile launcher in the hands of a GI. Nerfed it too hard IMO but what can ya do 
Hope everyone is enjoying the new content as much as I am!
Cheers
I'm a bit upset at you, OP. You had me convinced that you were about to come up with a well-reasoned argument against nerfing the AIU right up until the part where you decided to play the "nerfers are just jealous" card.
SInce you failed to provide any
credible reasons not to nerf it, I'll leave you with one reason why it wouldn't hurt to nerf the class. The AIU has superior offense and superior defense, whereas most other classes (and virtually all classes we consider balanced) excel in only one of those fields, if any. The AIU's Tactical Cloak provides an additional damge boost to shotguns compared to other infiltrators, a substantial enough boost for a Shotgun Infiltrator AIU with Geth Scanner to perform at roughly the same level as a GI with Hunter Mode and a Shotgun Amp (if you factor in Snap Freeze and Proxy Mine debuffs, the GI might get higher DPS against boss targets, but not dramatically). At this point, you might be wondering what the big deal is - after all, the GI isn't considered to be radically OP'd. That, however, is due to the fact that the GI is extremely squishy, and therefore requires good strategizing and fast reflexes to play successfully, which can disincentivize its use for some players. The AIU, with her Repair Matrix (and improved dodges, and higher shields) doesn't suffer from this problem, as she can gain damage resistance, movement speed boosts, and shield regeneration (and with that, occasional extra shield gates) - and she can gain all of this while cloaked. Even if you do make mistakes as an AIU and waltz yourself into an unwinnable fight, Repair Matrix gives you a free pass and lets you try again, no strings attached. As someone else on these forums pointed out yesterday, Repair Matrix essentially gives you (depending on build, loadout, and thermal clip use) somewhere between 2-45 extra medi-gel per match, and that's without visiting an ammo box- ever. Since almost everyone makes a habit of frequently restocking their grenades at the ammo box, it's safe to conclude that an AIU player with good reflexes goes into every game with an near-infinite supply of medi-gel and Ops packs.
So, the problem is that the GI (which is one of the most efficient and effective 'balanced' classes) and the AIU have similar performance as shotgun infiltrators, but the AIU doesn't have to put up with any of the GI's drawbacks.
Or if that's still not clear enough for you:
GI = high-risk, high-reward = balanced
AIU = no-risk, high-reward = broken