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Adept Cooldown Reduction: Suggestion for Overlord


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#26
mi55ter

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RGFrog wrote...

I think a better adept would be a 7th upgrade that allowed you to cast more than one of your powers at once or a return to individual cooldowns that don't affect your other powers or only affect their use by one second.

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.


Cool ideas!!!

#27
mi55ter

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RGFrog wrote...

I don't think the point is that insanity is too easy.
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.

This is what the point of the thread is, the cool factor, being able to do more with your Adept, really.  To actually make it the class that doesn't have to fire a shot (slight exaggeration, of course) in a battle. I liked an idea a famous Adept came up with (Gatsby, of course!): make the powers manually operated, like grenades in Gears. You have to draw the arc with the joystick (or mouse!), so the emphasis is changed from almost can't miss to a dependance on your skill level. I'm sure they could accompany that with a cooldown reduction in ME3, so yeah, you could use your powers more often, but they'd only be more effective if you were a talented player.

Modifié par mi55ter, 19 mai 2010 - 08:34 .


#28
tonnactus

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Its a shame anyways that adepts and engineers get nothing special on the collector ship, just some weapon training. Nothing that improve their core abilities like a revenant  for the soldier for example.A special bioamp and omnitool that improves at least the cooldown at a rate of 20-30 percent would be great( in additionto the existing upgrades).But his wont happen i guess.

#29
RGFrog

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tonnactus wrote...

Its a shame anyways that adepts and engineers get nothing special on the collector ship, just some weapon training. Nothing that improve their core abilities like a revenant  for the soldier for example.A special bioamp and omnitool that improves at least the cooldown at a rate of 20-30 percent would be great( in additionto the existing upgrades).But his wont happen i guess.


I like this idea! I dont' need to train to use an AR if I'm a decent adept. I can keep everything at bay and let the squadies doll out the pain as necessary.

However, to be a truly powerful adept, I would need to be able to cast more powerfully or more frequently.

I would definitely like a cooldown as an option at the collector's base. I'd never pick up a weapon there again.

The locust is great for when you just get your self stuck in a situation. The tempest is decent at dealing with close up melee situations. The Carnifex, while enemic on ammo, really does a great job with stripping armor.

I'm an adept, I don't need to snipe. I don't need to replace my tempest with a shotgun. I don't need to be acting like a soldier bullet stopper with my AR. I need to cast and do it better than anyone else, otherwise I'm not the awesome Sheppard biotic. I'm just another space marine with l5x implants that can't summon enough muscle to carry a small armory on my back like the shep's without implants.

Modifié par RGFrog, 20 mai 2010 - 01:51 .


#30
mi55ter

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tonnactus wrote...

Its a shame anyways that adepts and engineers get nothing special on the collector ship, just some weapon training. Nothing that improve their core abilities like a revenant  for the soldier for example.A special bioamp and omnitool that improves at least the cooldown at a rate of 20-30 percent would be great( in additionto the existing upgrades).But his wont happen i guess.

Wonderful idea. What does an Adept care about another gun? Give us something as class-specific as the Revvy for the soldier, like you said. Once the soldier gets that...  no looking back. If an Adept got this cooldown like you mentioned, it would be an Adept's Revvy.

Modifié par mi55ter, 20 mai 2010 - 08:34 .


#31
SmokeyNinjas

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mi55ter wrote...

tonnactus wrote...

Its a shame anyways that adepts and engineers get nothing special on the collector ship, just some weapon training. Nothing that improve their core abilities like a revenant  for the soldier for example.A special bioamp and omnitool that improves at least the cooldown at a rate of 20-30 percent would be great( in additionto the existing upgrades).But his wont happen i guess.

Wonderful idea. What does an Adept care about another gun? Give us something as class-specific as the Revvy for the soldier, like you said. Once the soldier gets that...  no looking back. If an Adept got this cooldown like you mentioned, it would be an Adept's Revvy.


I also like the idea of a class specific upgrade for the adept on the collector ship just not an extra 30% cooldown as it would be OP, you would be able to warp every 1.8 & pull every 0.9 seconds not including the DLC 5% cooldown helmet:huh:

Modifié par SmokeyNinjas, 20 mai 2010 - 09:03 .


#32
lexicality

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Faster cooldowns definitely make the adept gameplay flow faster and in turn be more fun, but its not essential for survivability. I've done insanity ng+ without knowing about glitches.




#33
Atmosfear3

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tonnactus wrote...

Its a shame anyways that adepts and engineers get nothing special on the collector ship, just some weapon training. Nothing that improve their core abilities like a revenant  for the soldier for example.A special bioamp and omnitool that improves at least the cooldown at a rate of 20-30 percent would be great( in additionto the existing upgrades).But his wont happen i guess.


They do get access to the Locust SMG, provided you bought the DLC /shrug

#34
RGFrog

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Which really does nothing. Sure, it's an accuracy upgrade for medium distances. But it's only 20 rounds and does less damage than the tempest and is useless up close. That's not really a solution and merely adds to BW's desire to push you into a gun game that is contrary to being and adept.

#35
jwalker

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RGFrog wrote...

Which really does nothing. Sure, it's an accuracy upgrade for medium distances. But it's only 20 rounds and does less damage than the tempest and is useless up close. That's not really a solution and merely adds to BW's desire to push you into a gun game that is contrary to being and adept.


Before Kasumi DLC, picking a weapon in the collector ship was pretty easy: assault rifle. But if you have the Locust, you can pick the sniper rifle. Up close, just the hand cannon.
Agreed, Bioware forces you to choose a weapon. But now, at least, you have more options