Adept Cooldown Reduction: Suggestion for Overlord
#1
Posté 18 mai 2010 - 11:59
#2
Posté 18 mai 2010 - 02:01
#3
Posté 18 mai 2010 - 02:14
So, no. On top of that, 7 damage upgrades total would be just too much.
Modifié par cruc1al, 18 mai 2010 - 02:15 .
#4
Posté 18 mai 2010 - 02:35
#5
Posté 18 mai 2010 - 03:15
You're right about 7 being too many, I didn't think about that.cruc1al wrote...
You still couldn't get cooldown reduction before Horizon. You'd get 2 upgrades, which would unlock the duration upgrade. You'd get the third upgrade on Horizon, so you'd have cooldown reduction after Horizon, which you would do anyway by buying an upgrade from Illium right after finishing Horizon.
So, no. On top of that, 7 damage upgrades total would be just too much.
It's a shame they don't seem to want to reduce the powers cooldown, the 5% they gave on the Archon Visor doesn't seem too encouraging.
#6
Posté 18 mai 2010 - 03:17
NICKjnp wrote...
6 seconds isn't all that much. People who play NG+ already have a 20% cool down for an adept. As for the points glitch... it's not all that important. If you have wide singularity you don't need pull field and Shepard's pull only has a 3 second recharge (at lvl 2 you still have enough time to use pull and fire off warp for a warp explosion). Shockwave... well enjoy it if you are playing on veteran or below which most people posting in here are not. If you put shockwave at lvl 1 and pull at lvl 2 then you should be able to get lvl 4 throw, warp, singularity, biotic masters as well as a lvl 3 bonus power.
So you prefer putting points into Throw instead of Pull? Isn't putting the points into Pull to get Area Pull more useful?
#7
Posté 18 mai 2010 - 03:33
mi55ter wrote...
You're right about 7 being too many, I didn't think about that.
It's a shame they don't seem to want to reduce the powers cooldown, the 5% they gave on the Archon Visor doesn't seem too encouraging.
I think it's due to balance reasons. If they boost up cooldowns too far it'll start to break the powers.
I mean, say they gave out a 10% cooldown reduction item in Overlord. That would, in tandem with Nemesis and Upgrades, allow Singularity to cooldown in 2.25 seconds. That's a little extreme, don't you think?
#8
Posté 18 mai 2010 - 03:37
I'd put points into both throw and pull. The area versions aren't really worth it IMO, you have wide singularity for area CC. I think it's best to get pull to level 2; 7 seconds is enough to pull enemies to fatal drops, or to do the perfect off-map pull-throw combo. If you want to evolve throw, get the heavy version, it'll increase your chances of throwing people off-map and if that fails, you'll do more damage.mi55ter wrote...
NICKjnp wrote...
6 seconds isn't all that much. People who play NG+ already have a 20% cool down for an adept. As for the points glitch... it's not all that important. If you have wide singularity you don't need pull field and Shepard's pull only has a 3 second recharge (at lvl 2 you still have enough time to use pull and fire off warp for a warp explosion). Shockwave... well enjoy it if you are playing on veteran or below which most people posting in here are not. If you put shockwave at lvl 1 and pull at lvl 2 then you should be able to get lvl 4 throw, warp, singularity, biotic masters as well as a lvl 3 bonus power.
So you prefer putting points into Throw instead of Pull? Isn't putting the points into Pull to get Area Pull more useful?
#9
Posté 18 mai 2010 - 03:40
As a matter of fact, I did have an idea of a cooldown reduction in DLC that could be negated later on, just to make the "learning curve" a bit less steep. It wouldn't really work either.JaegerBane wrote...
mi55ter wrote...
You're right about 7 being too many, I didn't think about that.
It's a shame they don't seem to want to reduce the powers cooldown, the 5% they gave on the Archon Visor doesn't seem too encouraging.
I think it's due to balance reasons. If they boost up cooldowns too far it'll start to break the powers.
I mean, say they gave out a 10% cooldown reduction item in Overlord. That would, in tandem with Nemesis and Upgrades, allow Singularity to cooldown in 2.25 seconds. That's a little extreme, don't you think?
#10
Posté 18 mai 2010 - 05:12
There are 7 tech damage upgrades if you have all the DLCs...cruc1al wrote...
So, no. On top of that, 7 damage upgrades total would be just too much.
Modifié par Omicrone, 18 mai 2010 - 05:17 .
#11
Guest_Szabo-Krajnyak Sandor_*
Posté 18 mai 2010 - 05:23
Guest_Szabo-Krajnyak Sandor_*
Omicrone wrote...
There are 7 tech damage upgrades if you have all the DLCs...cruc1al wrote...
So, no. On top of that, 7 damage upgrades total would be just too much.
7? Citadel, Illium, Garrus recruitment, Kasumi & Tali Loyalty, Collector Ship. Where's the 7th?
#12
Posté 18 mai 2010 - 05:28
#13
Guest_Szabo-Krajnyak Sandor_*
Posté 18 mai 2010 - 05:34
Guest_Szabo-Krajnyak Sandor_*
Omicrone wrote...
I got a tech damage upgrade from Normandy Crash site mission, but I guess my game got glitched cause it said tech upgrades 7/7 +70% tech damage. Now I reloaded the save and it says tech upgrades 6/6. Never mind, it must be a glitch.
Oh good, I was afraid I missed something
Anyway, I think 6 research is enough, if they want to put an upgrade somewhere, it should be medi-gel capacity.
Maybe like in Zaeed's loyalty, if you're paragon you get a a heavy weapon ammo, if renegade an assault rifle damage upgrade.
In Overload, if you're paragon you get medi-gel, if renegade a shotgun/sniper damage.
Just an idea.
Modifié par Szabo-Krajnyak Sandor, 18 mai 2010 - 05:41 .
#14
Posté 18 mai 2010 - 05:41
Szabo-Krajnyak Sandor wrote...
Omicrone wrote...
I got a tech damage upgrade from Normandy Crash site mission, but I guess my game got glitched cause it said tech upgrades 7/7 +70% tech damage. Now I reloaded the save and it says tech upgrades 6/6. Never mind, it must be a glitch.
Oh good, I was afraid I missed something
Anyway, I think 6 research is enough, if they want to put an upgrade somewhere, it should be medi-gel capacity.
Seriously? I never get more than 3/5 just so I can get full shields on the rare occasion that I need to use medi gel.
#15
Posté 18 mai 2010 - 05:42


#16
Guest_Szabo-Krajnyak Sandor_*
Posté 18 mai 2010 - 05:55
Guest_Szabo-Krajnyak Sandor_*
Omicrone wrote...
Weird...
Indeed, I never experienced this in my playthroughs and I played this mission every time. I imagine it as something like a "loyalty mission" for Shepard. He/she deals with the past, recovers his/her old helmet...
Modifié par Szabo-Krajnyak Sandor, 18 mai 2010 - 06:02 .
#17
Posté 18 mai 2010 - 06:23
#18
Posté 18 mai 2010 - 06:46
#19
Posté 18 mai 2010 - 07:00
Or, perhaps the ability to create a pre-defined combo that would have a 10 second cooldown associated with it.
Say like a death-blossom that just wen all out crazy but left you vulnerable afterwards so that it wasn't something you could spam, but would be there to get you out of tight spots (like when you are encircled by husks and can't get away.
I miss perfectly good warp explosion or pull/throw situations due to cooldowns.
Modifié par RGFrog, 18 mai 2010 - 07:05 .
#20
Posté 18 mai 2010 - 10:35
#21
Posté 18 mai 2010 - 10:45
#22
Guest_m14567_*
Posté 18 mai 2010 - 10:50
Guest_m14567_*
#23
Posté 18 mai 2010 - 10:56
m14567 wrote...
I doubt getting to 7 biotic upgrades is going to drastically change the game. I mean it's just +10% and most biotics don't do a lot of damage, I mean only warp and reave. The others just don't do that much damage from what I remember.
Pull, throw, singularity, slam would all be affected. But of course it wouldn't drastically change the game... like moving from Hardcore to Insanity doesn't drastically change the game. But the change is still there and it's unnecessary because Insanity is easy enough as it is, and you would get the cooldown reduction right after Horizon anyway.
#24
Posté 19 mai 2010 - 03:57
I take it that the point is the cool factor. I personally want to do more stunts with my magic as an adept.
I have no problem getting through insanity as an adept right now. The challenge is definitely higher than on normal mode, but not discouragingly so. I would, however, like to merely do more with my adept... I mean, I can do all the soldier stuff possible with my soldier... ever weapon (other than small machine guns like the tempest) and a pretty good assortment of ammo.
But my adept just feels limited.
#25
Posté 19 mai 2010 - 08:00
Thanks 4 the tip!!cruc1al wrote...
I'd put points into both throw and pull. The area versions aren't really worth it IMO, you have wide singularity for area CC. I think it's best to get pull to level 2; 7 seconds is enough to pull enemies to fatal drops, or to do the perfect off-map pull-throw combo. If you want to evolve throw, get the heavy version, it'll increase your chances of throwing people off-map and if that fails, you'll do more damage.mi55ter wrote...
NICKjnp wrote...
6 seconds isn't all that much. People who play NG+ already have a 20% cool down for an adept. As for the points glitch... it's not all that important. If you have wide singularity you don't need pull field and Shepard's pull only has a 3 second recharge (at lvl 2 you still have enough time to use pull and fire off warp for a warp explosion). Shockwave... well enjoy it if you are playing on veteran or below which most people posting in here are not. If you put shockwave at lvl 1 and pull at lvl 2 then you should be able to get lvl 4 throw, warp, singularity, biotic masters as well as a lvl 3 bonus power.
So you prefer putting points into Throw instead of Pull? Isn't putting the points into Pull to get Area Pull more useful?




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