10 Re-Use Timer : Interlock Accuracy Boost 20 : 40 IS Cost : D.P.S. 21 : 100% chance of powerless.
The only other move that has a 100% chance to powerless (without states) that I know of is Zone of Powerless/Vector which is in hacker.
Also, the only other move in operative tree that has a 100% powerless chance is Freedom to Joints which is a sneak attack.
This move can be used technically every 3 rounds, and from what I've experienced has a high chance of going through. One move that can be compared slightly to this is Pistol Barrage from the Duelist tree, which has very similar stats except for one thing.
10 Re-Use Timer : Interlock Accuracy Boost 15 : 30 IS Cost : D.P.S. 18 : 40% chance of powerless.
60% chance is a big difference, so why exactly was PRCS made to be so much more powerful than the other move? There's no other ability that I can think of that can be used in interlock so often that has a 100% chance of powerless without a state, probably because there isn't one, not to mention spammed to hell which is annoying because when it does go through, often in interlock you have a move queued, and thus you become powerless'd and even though your move didn't even get a chance to roll you just lose IS regardless.
I mean, everything else is fine about it. But I honestly don't see the problem with lowering the powerless chance to 40% or 50%.
THREAD HIJACKReminds me that Full Auto Redux shouldn't be an out-of-interlock move.In before rabble rabble.
60% chance is a big difference, so why exactly was PRCS made to be so much more powerful than the other move?
Ballak wrote:60% chance is a big difference, so why exactly was PRCS made to be so much more powerful than the other move? Because it's a higher level move, and higher level moves, by design, are better.Though I do agree that if you have a move cued up and are made powerless you shouldn't lose the IS. But that bug shouldn't really justify nerfing PRCS.
Freedom to Joints is a very high level move, but how many people do you see use that? Honestly, the level of abilities don't mean that much. Wrist Throw is a high level move and is outdamaged by Sidekick Combo let alone plenty of other ability, and the IS cost behind the move is so costly for average damage that no one ever uses it. Making a move that has a high chance to hit, along with a GUARANTEED powerless WITHOUT a state, is ridiculous even if it is a high level move.
Also, I understand that you're like a career Hacker, so like with Logic Bomb/Barrage etc., yes in a way, what you say is true, but in the operative tree a lot of moves are used simultaneously (Hell I use Iron Guard and Overhand Smash occasionally) and thus while some may do more damage/effects than others, I believe that they should be balanced and not simply just, "SINCE IT IS LEVEL 48 ABILITY, YOU SHOULD BE GIVEN GOD MODE AND ROCKET LAUNCHERS THAT NOT ONLY SHOOT ROCKETS, BUT LAZORS."
I see no problem with FAR due to the fact that it takes so long to complete and it requires a state to use.
Let's all use Ghost strike, it's a much better move than Leg Sweep.Right?
Zudrag wrote:Let's all use Ghost strike, it's a much better move than Leg Sweep.Right?Ghost strike allows you to stay invisible after using it, that's the big advantage of it and that's why it costs more IS. But for a more simple example, lets compare Drop Kick and Punt.Drop Kick: 20 IS, 52 DPS, no acc bonus. 2.6 DPS per 1 IS.Punt: 40 IS, 170 DPS, +80 CT Bonus. 4.25 DPS per 1 IS.Now if you ask me Punt, The higher level ability, is a heck of a lot better than Drop kick.I see people use Freedom to Joints rather often when fighting hackers actually. PRCS is not a god mode attack, if it was so God like (As you imply) every MA would be spamming it all over the place, yet they aren't.
Who the *CENSORED* even loads Freedom To Joints? Like I said, like Hacker, the Stealth attack abilities are tiered just like the hacker abilities. MA is a complete different story. A lot of abilities are on different timers, thus using them in different times regardless of their level is very common.
MKTs being the highest base accuracy class in the game, and hackers having dozens of interlock penalties, the only thing you'd have to worry is about DoTs and that Viral Accuracy Boost that lasts like 2-3 rounds in interlock.
I'm not sure where you've been, Pylat, but I see PRCS happen all the time. Anyone who doesn't use it in a full MA load out is seriously missing out.
I'm well aware of how timers work for the different classes. The simple fact remains that PRCS is a high level ability. It's Damage is very low for the IS you pay, the big advantage of it is the powerless, which is only 1 round of IL. Granted the bug which means you lose your IS anyway does make it annoying, but that bug is not justification to nerf the ability.The devs even say that they use an equation to calculate abilities based on various aspects of it compared to the abilities level. Wrist throw has a very high IS cost cause the chance to stun is very good. I'm not saying that the equation is perfect, but it's what the devs work with.If you find you're completely ruined in IL cause someone can powerless you then you should probably work on your loadout and try find ways to counter PRCS.
FAR is friggin' impossible to pull off. Crappy accuracy with dual SMGs piled on short range piled on long-arse "cast" time piled on again more crappy accuracy means I'm lucky if I pull off more than one in every three shots, or my target has crappy ballistic defense. In that case, I better hope they have suckish ballistic resistance as well or I'm never doing more than 800 damage, 600 if they see me coming and load up on resistance (if they just don't move out of range like everyone else). On my good days, around 1.2k+ damage with frequent states and hits.But I'm not here for FAR. For PRCS (lulz perks), I would support a drop in DPS to 11 to balance out its strengths. If I absolutely hated the move (which I don't - I don't see MAs use that on me all that much) I would also demand it require the Staggered state.