Nydus Templar wrote...
The problem with Tac Cloak is systemic of the design flaws in MP to begin with. Its true that taking Tac Cloak down several notches hard will just unfairly handycap those that have nothing else going for them, but its only because those classes are reliant upon it to begin with.
Frankly, its all they need. In that single ability, they get massive damage, protection, and manuverability in a very reasonable cooldown. Taking some of the power out of Tac Cloak is necessary in conjunction with improving the other abilities available, as well as making more available abilities.
Really, there shouldn't be passive trees for Fitness & Weapon/Power damage. I mean, does it really make sense that you should have to choose between 'survivability' and 'melee damage'? Using melee attacks places you in the worst position, out of cover. What sense is there in making someone take a double penalty just to use melee? Those things should be static, or scale with level. Instead, there should just be a wider option of powers to choose from, including every kit having a single ammo power. Ammo cards won't be worthless because of this, since not everyone will want to use that ammo power for their build.
Give the Human Infiltrator the choice of Tac Cloak, Cryoblast, Overload, Sticky Grenades, and Armor-Piercing Ammo as an example. This shows two powers that are tech (Cryo & Overload), two powers that are combat (Tac Cloak & Sticky Grenades), and the ammo type being appropriate for dealing with sniping or using a shotgun. Now where the AIU & TGI wants to sink points into their defensive ability, they've got to give up toolkit for dealing with enemy types, and Tactical Cloak just won't fill in all the gaps for them.
As for the Shadow, her issue is related to how horridly melee is treated in this game. The rewards for the risk are underwhelming, to say the least. She's got some nice tools for that type of fighting, but in this game most melee builds that aren't the Juggernaut, Warlord, or Battlemaster are basically low end gun drones. You need to be nigh-invulnerable to use your melee for anything other than the occasional pinch damage.
Ultimately, opening a wider toolkit for every class/race combo will even out the power gaps. It'll also mean that each kit's passives are specific to them, and can be tuned as necessary if they are out of balance. More knobs and levers to pull for balance. More choices for the players. More playstyles supported. Everyone wins.
It's no different than if you took the nerf bat to Adenaline Rush or Marksman. Yeah Infiltrators are reliant on it, but a lot of characters are reliant on one power to do the bulk of their damage.
It doesn't make much sense to me that you need to choose melee vs shields, but that doesn't mean they should just scrap the idea completely. Any discussion at this point is pretty much for Mass Effect 4, so I would say give a revamp so that it's shields vs something else.
Having both ammo powers and consumables will make the powers not all that desirable. Especially since in your list you left a sunder armour effect in Cryo Blast(Single shot snipers also barely notice armour). I do like the idea of having a pool of powers to choose from, however.
The thing is that people are talking about TC as being the sole problem that's making Infiltrators "overpowered". If this were true it not should matter what the other 2 abilities are, every Infiltrator should be able to just pick up a gun and be OP with Tactical Cloak.
but we have plenty of kits that can keep up with Tactical Cloak damage unless it's something on the level of the GI, which is more than just Tactical Cloak. It's 3 powers working in perfect synergy to all increase damage output.





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