Thanks for the input. I think it might be worth posting the current values in 0.32 for comparison...
Tactical CloakRank 1 35% Damage
Rank 4 25% Damage (Total general damage 60%)
Operational MasteryRank 1 Weapon Damage 5% (+2.5)
Rank 3 Weapon Damage 5% (+2.5)
Rank 4 Weapon Damage 5% (15% possible), Power Damage 5% (-5%)
Rank 6 Power Damage and Duration 15% (-10%, max possible is now 80% power damage)
In the end I think we came up with solutions that would be somewhat similar for the Infiltrator. However, a couple of reasons why I did the above.
For cloak, I think the damage needs to be weighted slightly more in Rank 1. In essence this is to somewhat reduce the worth of rank 4 damage, or increase the relative worth of rank 4 duration (point of view). This is because I want to avoid cutting base duration simply to try and create a false choice between "damage and utility."
As for splits between passive and cloak, infiltrator had sort of a mediocre passive beforehand. I left more general damage in cloak mainly in consideration of automatic weapons. I don't want to shift too much weapon damage into passive and make autos better all the time. I wanted to keep the alpha strike sort of feel.
Rank 4 Power Damage nerf actually is there to slightly reduce ammo power while also limiting total power damage.
Tech MasteryRank 1 10%
Rank 3 20% (+10)
Rank 4 Power Damage 20% (+5)
Rank 5 Power Damage 10%
Rank 6 Power Damage 25% (Max is now 85%)
Rank 6 Drone Damage 100%
Basically I had buffed this to 90%, and backed it off slightly. I took 5 I had added at Rank 5 out (since that choice with Weight Capacity is attractive already).
Now we need to quibble over infiltrator vs Engineer a bit. Personally I think Engineer should trump Infiltrator in possible power damage predominantly because you aren't getting the weapon damage bonuses. Granted, you can actually cast slightly faster than cloak min CD with the right weapons, and you have a little better CC, but you should have the edge in power damage.

Also I think he needs more power damage bonus than Adept since they have BE's, while Engineer is a little more direct damage (especially since I reduced TB damage a bit and reverted FE's to death only).
Assuming I can convince you of that last statement, the hard part is determining the absolute power of the classes. You might be able to convince me that I should scale down total possible power damage on Engineer, but that is going to leave me in a bit of a quandry with Infiltrator and his damage bonuses. There isn't much left in passive, so I would need to manipulate cloak. I might consider altering its cooldown more. The damage though...
Adrenaline RushRank 1 Damage 50%
Rank 4 Damage 25% (75% possible)
Rank 4 Hardening 40%DR (+15)
Rank 6 Shield 100 (50)
Combat MasteryRank 6 Weight Capacity 75 (50)
As it turns out, Combat Mastery is actually better than Operational Mastery in most ways. 25% weapon damage, +10% power damage (for ammo), and Weapon Master's 40% Ammo bonus.
I have to say I am somewhat resistant to dropping weapon damage on the Soldier. That is basically the only thing he has to deal with the hardened targets since I took away chained FE's from CS. Granted, Amped CS will do ok damage to armor, but it isn't Cloaked Incinerate w/ TV.
The other thing is the cooldowns on ARush vs weight capacity. Soldier can get a 50% weight capacity bonus fairly easily in CM, but the big bonus that actually is worth anything was stupidly opposed to Weapon Master. This just wasn't a great design idea, especially when everyone else got weight capacity at rank 5 vs squad bonuses. If I could redo it, I would move it there, then split weapon master into "Commando" which would be ammo damage +/- headshot bonus, and "Shock Trooper" which would be weapon damage.
And add to that I think that for "most" soldier builds people will be taking Hardening over the extra dilation and damage. Maybe I am wrong. On sniper builds you can go Damage, but you are way behind infiltrator in damage because of his dynamic bonuses to SR's.
I reverted time dilation to original mainly because I was feeling nostalgic. I alternate between liking and hating it and I am not sure changes to it really count as buffs or nerfs.
Duration you might be able to convince me. Although shortening duration in some ways is a buff to AR if you get it to Rank 6.
I wanted opinions on absolute power though, so I am glad to get a detailed response.
Modifié par capn233, 14 août 2013 - 03:38 .