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Survavibility Vs Damage output, which one do you prefer?


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162 réponses à ce sujet

#76
DarkAvatar89

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Fast characters with high dps. If you don't get hit, you're plenty survivable.

#77
Mister Blip

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You stole my thread. And I know that Disciple put you up to it!

Anyway, it is durability vs damage output, not survivability vs damage output. You say in your own OP that damage output provides survivability. L2English!

Srsly, this was my planned weekend controversy thread. Wai u Hirt me so Rdjan?:crying:

#78
Mister Blip

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DarkAvatar89 wrote...

Fast characters with high dps. If you don't get hit, you're plenty survivable.

QFT. However, EA Servers.
Also, BW netcode. Nothing misses on laggy host!

#79
MasterPeras

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I duno..in which category does the Fury belong?

#80
RakeWorm

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The only time I won't try to maximize damage is when I am learning a kit/build.

#81
Heldarion

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If it's dead, it can't kill me - survivability at its finest!

Modifié par Heldarion, 25 mai 2013 - 05:39 .


#82
Tokenusername

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Heldarion wrote...

If it's dead, it can't kill me - survivability at its finest!

Counter point- Abomination

More dangerous dead than alive

#83
Guest_LineHolder_*

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i usually like to max out all powers on a power kit in favor of fitness but situational powers like Lash and BS/ES are maki g me rethink this strategy. I find I'm not using them as often as i usually did but I need to test them against all factions rather than just Cerberus.

TBF an extra 200/300 shields would be just as situationally useful as the powers above. For example when you are waiting for that one millisecond for the power to cooldown a Trooper strus across your line of sight and shoots you.

No hard rules to it really.

#84
MaxShine

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I prefer to have all the abilities/powers instead of more shields/health and in general it works. It does not work for the popular thunderdome though sadly ;) With my usual 66660 Huntress build she dies instantly when she tries to run through the Hazard ;) Which is a shame because on every other map she completely tears the Collectors apart with this build.

#85
Taritu

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It varies on the class. Dead men do no damage, and likewise you don't always have right hand advantage, and being able to take fire a little longer means you do more damage

#86
bd2eazy

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survivability because, pug.


besides ever since i got into ARPGS ive been a tank first/dps second kinda guy
but i do like to mix it up when it comes to ME3.

#87
AuntJemima80

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bd2eazy wrote...

survivability because, pug.
 



That's it right there.  I mostly pug and might as well have the lights and siren of any other ambulance.

#88
FlowCytometry

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Depends what items are being compared to. Fitness for health/shields gets dwarfed by over-budgeted CMs (as bad as grenade capacity gear vs. grenade capacity evos- worse if you weigh health as less valuable than refillable shields), so survivability will look poorer when scaled to the returns that fitness gives.

Would I give up 10% additive weapon dmg on a caster for a 15% faster shield recharge? yea probably, cause I tend to stick to cover w/ them anyway and live by the shield gate and shield refresh. On a heavy weapons class? prob not. For 25% more health/shields instead? eh.. maybe? Does that kit also have a DR ability or armor and/or no dodge? How much of my total dmg is coming from my weapon w/ that kit anyways? (sometimes I wish we had a recount-like mod to analyze this crap easier).

In general, I lean more to 'survival' since I'm not that good, am a pugger, and am often off-host.

#89
oO Stryfe Oo

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I like a nice mix of both, like the Collector Adept. But yeah, if I had to choose, I'd probably go with Survivability.

Not saying I'd play the Geth Juggernaut all the time (though if he were a little faster...), though. More like, I'd rather play the Valkyrie than the Fury, or I'd rather play a Vorcha than a Drell. Apples and Oranges.

#90
cgj

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depends.. 95% of the time i go for damage
sometimes i go for more survivability, more up time also means more damage

#91
d_nought

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Both

#92
Dokteur Kill

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Survivability, up to a point where I feel that it's good enough.

#93
Max Dmian

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Zyzimorph wrote...

Max Dmian wrote...

Damage.

Or you could go VanGOD aka 6/6/6/6/6


:D:D

I love you max


B)

#94
Deerber

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RedJohn pls. We've been over this countless of time.

Damage -> survivability, but survivability -/> damage, therefore damage > survivability.

#95
Caldari Ghost

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GETH INFILTRATOR

#96
Caldari Ghost

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Jack Crapper wrote...

Grasshopper, greater damage can give you more survivability, but greater survivability will never give you more damage.

this post changed my life.

#97
the slynx

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This dynamic isn't a choice; it's a spectrum.

Even then, it's situational. PUGS and uncertain latency make higher survivability important towards doing damage, and with a known group and reliable connection, you can focus more on damage. Personally, a lot of my PUG kits are run with five or even six in fitness because having reasonable teammates isn't a given.

#98
xxTICxxTOCxx

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Ducking behind cover is like, a bazillion shields.

#99
ISHYGDDT

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Deerber wrote...

survivability -/> damage

wrong

#100
phunkeybuddha

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Lyrandori wrote...

I usually prefer a balance of both,
even on my Infiltrators (for example still going with weight capacity
rather than weapon damage bonuses
)


Wait, what? :o This, sir, is folly. There's no good reason to take weight capacity over weapon damage on Infiltrators. You're handicapping your ability to inflict the greatest optimal amount of damage. Since Tactical Cloak hides your cooldown once you've taken an action that breaks cloak, your cooldown is approximately 3-4 seconds all the time, even while carrying a heavy sniper rifle AND a heavy shotgun at the same time. The only one even worth considering is the Shadow since she excels at duration. But even then, you'll receive far more utility by using weapon damage and taking a light pistol w/ power amp/melee mods.