Fast characters with high dps. If you don't get hit, you're plenty survivable.
Survavibility Vs Damage output, which one do you prefer?
Débuté par
RedJohn
, mai 25 2013 01:20
#76
Posté 25 mai 2013 - 05:13
#77
Posté 25 mai 2013 - 05:26
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?
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?
#78
Posté 25 mai 2013 - 05:27
QFT. However, EA Servers.DarkAvatar89 wrote...
Fast characters with high dps. If you don't get hit, you're plenty survivable.
Also, BW netcode. Nothing misses on laggy host!
#79
Posté 25 mai 2013 - 05:31
I duno..in which category does the Fury belong?
#80
Posté 25 mai 2013 - 05:31
The only time I won't try to maximize damage is when I am learning a kit/build.
#81
Posté 25 mai 2013 - 05:38
If it's dead, it can't kill me - survivability at its finest!
Modifié par Heldarion, 25 mai 2013 - 05:39 .
#82
Posté 25 mai 2013 - 05:46
Counter point- AbominationHeldarion wrote...
If it's dead, it can't kill me - survivability at its finest!
More dangerous dead than alive
#83
Guest_LineHolder_*
Posté 25 mai 2013 - 05:48
Guest_LineHolder_*
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.
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
Posté 25 mai 2013 - 06:00
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
Posté 25 mai 2013 - 06:07
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
Posté 25 mai 2013 - 06:07
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.
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
Posté 25 mai 2013 - 06:24
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
Posté 25 mai 2013 - 06:59
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.
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
Posté 25 mai 2013 - 07:09
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.
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
Posté 25 mai 2013 - 07:30
depends.. 95% of the time i go for damage
sometimes i go for more survivability, more up time also means more damage
sometimes i go for more survivability, more up time also means more damage
#91
Posté 25 mai 2013 - 07:45
Both
#92
Posté 25 mai 2013 - 08:41
Survivability, up to a point where I feel that it's good enough.
#93
Posté 25 mai 2013 - 10:39
Zyzimorph wrote...
Max Dmian wrote...
Damage.
Or you could go VanGOD aka 6/6/6/6/6:D
I love you max
#94
Posté 25 mai 2013 - 11:01
RedJohn pls. We've been over this countless of time.
Damage -> survivability, but survivability -/> damage, therefore damage > survivability.
Damage -> survivability, but survivability -/> damage, therefore damage > survivability.
#95
Posté 25 mai 2013 - 11:02
GETH INFILTRATOR
#96
Posté 25 mai 2013 - 11:03
this post changed my life.Jack Crapper wrote...
Grasshopper, greater damage can give you more survivability, but greater survivability will never give you more damage.
#97
Posté 25 mai 2013 - 11:12
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.
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
Posté 25 mai 2013 - 02:25
Ducking behind cover is like, a bazillion shields.
#99
Posté 25 mai 2013 - 02:33
wrongDeerber wrote...
survivability -/> damage
#100
Posté 25 mai 2013 - 03:04
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?





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