QFTBushido Effect wrote...
Thanks to all the people begging and whining for nerfs and ruining something fun.
Let's make a prediction: AIU/Repair Matrix NERF for next week, a goodbye to the iWin character..
#326
Posté 07 mars 2013 - 02:03
#327
Posté 07 mars 2013 - 02:04
Nydus Templar wrote...
I'll say this again.
Are they likely to target Repair Matrix? Yes. I think a duration nerf is the likely solution the MP team will implement. They might butcher the power itself, frankly, but it'll literally just shift every AIU into taking 3 points in Repair Matrix while maxing out the other skills as they desire.
If they smack down Repair Matrix too hard, there'll be no point in assigning anything to it beyond the minimum. By obliterating the non-revive effects of the power, they'll effectively also obliterate the variety of the AIU.
However, I'm with Stikman (and I've made this point several times) that the AIU is not the same as the Krysae debacle. The Krysae obliterated everything on the map similar to someone using the missile glitch. They didn't need to get close, they just needed line of sight and everything exploded.
The AIU simply can't deny people gameplay (the only actual 'overpowered' that should ever matter) the way the Krysae + GI combo could. That should be the most critical part of the analysis.
The ability to stand back up more often does nothing but reduce the strain of credits for failure. That's all it really does. Beyond that, it should either shorten the duration of a map, thus granting a benefit to all players since victory (and reward) will come sooner, or at the very worse (in the hands of an inexperienced player), increase the duration of the game.
The only legitimate parallel this debate has is with the TGI's stimpacks. Instead of medigels, its ops packs(frankly something I use far more often than medigel). If anything, the AIU is worse off with the Repair Matrix since, unlike the TGI who can just press a button and get full shields plus back, the AIU actually has to do the fall down animation, then wait for the animation to stand back up. If surrounded by enemies, they'll also likely suffer from all manner of melee hits and staggers or sync kills, very well requiring a second grenade just to avoid having to gel. And then they'll have to wait for the animation to play out, fall down, then stand back up. Wash, rinse, repeat, until out of grenades or escape the situation.
Meanwhile, that TGI didn't need to go thru all that, he just had his shields recharged and he's merrily on his way, destroying enemies while hitting ammo boxes while the AIU is still picking herself back up.
Additionally, the TGI can engage the enemy effectively with full access to his kit at nearly any range(albeit with less choices of effective weapons), while the AIU has to move into closer combat and risk the very situation described above to make full use of their kit.
The AIU's great advantage over the TGI is that she's arguably a better boss killer with a powerful close range debuff and a strong close range punch in shotgun form. However, while the AIU is running across the map to close the distance to use the shotgun, the TGI is already using cloak + overload + fire cycles to pick off enemies. Also, the TGI's Overload can set off Tech Explosions that originate on the enemy instead of Snap Freeze, which originate on the caster (unless they fixed this when I wasn't looking). These are set off from a much safer distance.
Regardless of all of this, the one thing I'm fairly certain of is that no one is really going to be satisfied with the results of the incoming balance. As Rebel_Raven said, the ones think its overpowered will think its not enough, and those who don't want it nerfed will think its too much.
Everybody loses.
But a kit shouldn't have to reach GI+krysae levels of stupidity to require a balance. BW clearly intends the game to be more balanced on a micro level than that. Look at the bullsh** they spend their time tweaking:
Acolyte Pistol
- Base damage decreased from [420.2-490.0] to [378.0-441.0]
Saber Assault Rifle
- Base damage increased from [427.9-534.8] to [460-575]
Valkyrie Assault Rifle
- Base damage increased from [114.2-142.8] to [119.9-149.9]
This was so game breaking it needed to be changed but insta-revive isn't? Somebody fell asleep at the wheel.
The only kit that comes close to the silliness of the AIU is the TGI. You can play recklessly with the TGI and get away with it but the AIU just takes it to the next level. I've played both and tried to abuse both as best I can. The TGI can shrug off about 5 shots with a warfighter package when I stand out in the middle of Giant derping around. The AIU takes a few hits, shield regen takes some back, I take a few more. I go down. I get back up with my lil invincibility frames and keep on going. I take some more shots, regen kicks in, I go down, blah blah blah on and on. I think they're both horribly unbalanced kits but the AIU is just....so much worse. Soooo much worse.
#328
Posté 07 mars 2013 - 04:05
#329
Posté 08 mars 2013 - 05:23
#330
Posté 08 mars 2013 - 05:24
Modifié par Asebstos, 08 mars 2013 - 05:25 .





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