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The Power of the Adept


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#776
ZeroEffect

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Tweaking Singularity a little, adding Stasis to the Adept's default power layout is enough to get them on par with Soldiers - even on Insanity.


Although this starts off slightly off topic, I don't see why this basic idea couldn't be done for every class.  I feel like the ME2 system didn't offer enough options in terms of abilities to really create classes that felt fully customizable (there is more to the issue than that, but that is a much longer and more off topic conversation).  Why not offer barrier, stasis, and dominate as 'standard' choices (I chose the most different three, I could see an argument as to why slam and reave overlap too much for them to be worthwhile additions)?  I would even be fine with a restriction to the number of different abilities I could learn (to keep a more streamlined UI like ME2 has) as long as I had the option to go with other choices.

#777
termokanden

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I don't think the classes were meant to be fully customizable. I do feel character customization is far too limited, but that has nothing to do with the bonus power system.

#778
Bozorgmehr

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ZeroEffect wrote...

Although this starts off slightly off topic, I don't see why this basic idea couldn't be done for every class.  I feel like the ME2 system didn't offer enough options in terms of abilities to really create classes that felt fully customizable (there is more to the issue than that, but that is a much longer and more off topic conversation).  Why not offer barrier, stasis, and dominate as 'standard' choices (I chose the most different three, I could see an argument as to why slam and reave overlap too much for them to be worthwhile additions)?  I would even be fine with a restriction to the number of different abilities I could learn (to keep a more streamlined UI like ME2 has) as long as I had the option to go with other choices.


Good point. This has been discussed before, and - believe it or not - consensus has been reached to change the power-layout making it more customizable, an unicum at the BSN  I believe ;)

Basically is means every class has one signature power and, depending on class, can select the other powers from a pool. Thus Adepts will always have Singularity, but can chose their other biotic powers freely. Vanguards have Charge and can chose a couple biotic and a couple combat powers - there have to be some restrictions though, allowing Vanguards to take Stasis should not be possible.

The true specialists (combat, biotic, and tech) can select any power; the hybrids cannot select the most powerful abilities, no Stasis or AI Hacking for hybrids for example - they belong to the Adept and Engineer only.

You can make an Adept with Singularity, Stasis, Reave, Dominate and Barrier if you want to - for example; or a Vanguard with Charge, Warp Ammo, Flashbang Grenade, Pull and Throw.

Choices are permanent; you pick powers at the start which cannot be changed (later) - it would be lame if you can swap powers between missions at will. 

#779
termokanden

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Bozorgmehr wrote...

Good point. This has been discussed before, and - believe it or not - consensus has been reached to change the power-layout making it more customizable, an unicum at the BSN  I believe ;)


At the risk of sounding negative, no.

I'd rather see each class as something coherent and unique, not as a shopping cart of abilities where you can only select from certain shelves based on your class name. To me that removes the identity of the classes. Maybe then you should just go all the way and stop pretending to have different classes. You could just have a point system so you have ONE class you can customize while following some rules (cannot select more than one super (signature) power for example). That's sort of what Morrowind/Oblivion had, and that wasn't the part that sucked about their leveling system.

I'd personally like to see the customizability in Mass Effect be all about how you focus your class abilities. An Infiltrator would have an overall focus as a class, but you could specialize even further into sniping or tech. Maybe with more unique abilities than just Cloak so the class truly feels unique and not just as a random selection of combat and tech powers. This could be achieved by having more evolutions (which is exactly what we're getting) for each power and more choices to make overall.

Ammo powers however I feel differently about. I don't think they should be powers at all. That way, everyone can pick the ammo they want without having to spend 5-10 levels saving up points just to get one.

Modifié par termokanden, 30 mai 2011 - 12:20 .


#780
JaegerBane

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termokanden wrote...
At the risk of sounding negative, no.

I'd rather see each class as something coherent and unique, not as a shopping cart of abilities where you can only select from certain shelves based on your class name. To me that removes the identity of the classes. Maybe then you should just go all the way and stop pretending to have different classes. You could just have a point system so you have ONE class you can customize while following some rules (cannot select more than one super (signature) power for example). That's sort of what Morrowind/Oblivion had, and that wasn't the part that sucked about their leveling system.

I'd personally like to see the customizability in Mass Effect be all about how you focus your class abilities. An Infiltrator would have an overall focus as a class, but you could specialize even further into sniping or tech. Maybe with more unique abilities than just Cloak so the class truly feels unique and not just as a random selection of combat and tech powers. This could be achieved by having more evolutions (which is exactly what we're getting) for each power and more choices to make overall.


I think the issue with stressing the focus of a character class is that it basically requires all of the powers in the game to be balanced well, that there are no redudancies, and there is little room for a player's own take on how their class plays. You can't really have both a class focused on a specific aspect of gameplay *and* have versatility that is worthwhile, as they're mutually exclusive.

Where things went a bit wrong in ME2 was the developers tried to do both. Sometimes it worked, with things like the infiltrator, which offered plenty of different playstyles but still maintained the overall flavour of the class.... and sometimes it didn't, where you had the Vanguard which was an awesome CQCer and little else.

Realistically I can't see them properly balancing all the powers together, as historically this isn't Bioware's strong point, so I'd rather they offered some player choice into the equation.

Ultimately, I think 'overall class focus' isn't really something that works well if it's enforced, like in ME2 - it's generally better if it's a little more abstract and players get rewarded for playing to the flavour of their class rather than being forced to because their arbitrarily selected powers suck outside of a given application. For that, you need a bit of versatility and player choice in there.

Ammo powers however I feel differently about. I don't think they
should be powers at all. That way, everyone can pick the ammo they want
without having to spend 5-10 levels saving up points just to get
one.


I think this was a classic example of what I'm talking about above. I don't necessarily mind them making them operational via the power GUI itself, or in cases like Warp Ammo where they're explained as some sort of feat on the part of the character that requires specialist skills and talent... but frankly, I found the idea of some evolving clip of ammo that players just got better at using as they put more effort into using it was patently ludicrous. It just didn't feel like the developers really thought through what they were doing, in this particular case.

#781
termokanden

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JaegerBane wrote...

I think the issue with stressing the focus of a character class is that it basically requires all of the powers in the game to be balanced well, that there are no redudancies, and there is little room for a player's own take on how their class plays. You can't really have both a class focused on a specific aspect of gameplay *and* have versatility that is worthwhile, as they're mutually exclusive.


They are? I didn't mean that a class is 100% focused on doing one thing only. It's more of a flavor. Using a more classic example, a rogue is focused on trickery, stealth, and generally fighting dirty. Your build would still focus on certain things you like more than the rest. For example, you could be combat oriented, but you'd still be a rogue using your own class mechanics and not just one special rogue attack.

My point is that this class isn't defined by one signature skill. It has its own mechanics and many skills that have the rogue flavor. I don't like classes overlapping too much. I think they already do in Mass Effect. Sentinel is just a seemingly random selection of tech and biotics together with a signature skill. Instead, how about some mixed tech/biotic powers or some way to use tech to boost your biotics. Just to add some flavor.

Ultimately, I think 'overall class focus' isn't really something that works well if it's enforced, like in ME2 - it's generally better if it's a little more abstract and players get rewarded for playing to the flavour of their class rather than being forced to because their arbitrarily selected powers suck outside of a given application. For that, you need a bit of versatility and player choice in there.

Don't really see why it couldn't work if it has been done before in other games successfully. I'm just afraid if everything is too customizable that the whole concept of having a class will be watered down.

I think this was a classic example of what I'm talking about above. I don't necessarily mind them making them operational via the power GUI itself, or in cases like Warp Ammo where they're explained as some sort of feat on the part of the character that requires specialist skills and talent... but frankly, I found the idea of some evolving clip of ammo that players just got better at using as they put more effort into using it was patently ludicrous. It just didn't feel like the developers really thought through what they were doing, in this particular case.

That's why I mentioned it. I don't really understand how using a particularly type of ammo can be considered a skill. Gameplay-wise I also think it's bad since it's a boring way to spend your points. And again, I think it takes far too many points to get a skill to a reasonable level in general. You have 30 levels in the game. Per 10 levels you can max two skills for the first 20 levels. For the last 10, you can max one. Might as well have fewer levels if nothing much happens when you level up.

#782
JaegerBane

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termokanden wrote...
They are? I didn't mean that a class is 100% focused on doing one thing only. It's more of a flavor. Using a more classic example, a rogue is focused on trickery, stealth, and generally fighting dirty. Your build would still focus on certain things you like more than the rest. For example, you could be combat oriented, but you'd still be a rogue using your own class mechanics and not just one special rogue attack.

My point is that this class isn't defined by one signature skill. It has its own mechanics and many skills that have the rogue flavor. I don't like classes overlapping too much. I think they already do in Mass Effect. Sentinel is just a seemingly random selection of tech and biotics together with a signature skill. Instead, how about some mixed tech/biotic powers or some way to use tech to boost your biotics. Just to add some flavor.


The problem with this is that if you don't make your signature skill stand out, it ends up detracting from the class - like with Singularity. As useful as it is, it isn't an advertisement to play the class in the same way that Charge or AR is, nor is it radically different to existing powers like Pull.

I personally don't mind a lot of overlap. At the end of the day, this isn't something like Dragon Age, where the character you can play can be virtually anything - Shepard, regardless of his specialisation, is still a trained marine and therefore all classes are going to have to demonstrate some similarity to each other. To be honest I think that they did a better job of this in ME1, the strength of powers notwithstanding - all techs had overload and sabo, all biotics had lift and throw - it made a lot more sense then what we have in ME2, where Vanguards inexplicably don't know Throw yet study the far more (lore-based) complex ability of Shockwave.

Don't really see why it couldn't work if it has been done before in other games successfully. I'm just afraid if everything is too customizable that the whole concept of having a class will be watered down.


I'm not saying it doesn't work at all, merely that, from the perspective of a player, a class focus is something that works better if it's kept abstract (like, say, Spellcasting for a Mage) rather than have a very specific form of play imposed upon the class (like the Vanguard). At the very least, there should be at least two distinct ways of playing a class without gimping yourself, as it impacts the replayability of the game otherwise.

That's why I mentioned it. I don't really understand how using a particularly type of ammo can be considered a skill. Gameplay-wise I also think it's bad since it's a boring way to spend your points. And again, I think it takes far too many points to get a skill to a reasonable level in general. You have 30 levels in the game. Per 10 levels you can max two skills for the first 20 levels. For the last 10, you can max one. Might as well have fewer levels if nothing much happens when you level up.


True. The idea of having to pump experience points into ammo just doesn't really make any sense at all - from a storyline point of view it's nonsensical, and from a gameplay point of view, it's largely filler. It wouldn't surprise me to find that they were just made powers so that they could give the Soldier something to put points into. I'd rather they focused on combat moves rather than just taking any old nonsense and cramming it into the power list.

That said, I don't mind the idea behind Warp Ammo. Conceptually that isn't any different to the Enhancement spells from DA:O. Personally I think that Warp Ammo should become a Biotic ammo variant, while techs get something like an experimental EMP-like round that can be upgraded.

Modifié par JaegerBane, 30 mai 2011 - 09:44 .


#783
termokanden

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JaegerBane wrote...

The problem with this is that if you don't make your signature skill stand out, it ends up detracting from the class - like with Singularity. As useful as it is, it isn't an advertisement to play the class in the same way that Charge or AR is, nor is it radically different to existing powers like Pull.


I didn't say anything about signature powers really. It doesn't even have to be one signature power. It could be several powers or mechanics. Whatever it is, it should certainly stand out and make each class unique. More than now I think.


I personally don't mind a lot of overlap. At the end of the day, this isn't something like Dragon Age, where the character you can play can be virtually anything - Shepard, regardless of his specialisation, is still a trained marine and therefore all classes are going to have to demonstrate some similarity to each other. To be honest I think that they did a better job of this in ME1, the strength of powers notwithstanding - all techs had overload and sabo, all biotics had lift and throw - it made a lot more sense then what we have in ME2, where Vanguards inexplicably don't know Throw yet study the far more (lore-based) complex ability of Shockwave.

I agree about the last part. That made more sense in ME1. In ME2 some powers are randomly missing from classes.

But I don't see why Mass Effect couldn't have an interesting class system even though Shepard is always a marine. I think the story will survive this.

I'm not saying it doesn't work at all, merely that, from the perspective of a player, a class focus is something that works better if it's kept abstract (like, say, Spellcasting for a Mage) rather than have a very specific form of play imposed upon the class (like the Vanguard). At the very least, there should be at least two distinct ways of playing a class without gimping yourself, as it impacts the replayability of the game otherwise.


That's sort of what I meant anyway. When I say focus, I don't mind "use Charge with a shotgun". More like in the rogue example. Or spellcasting.

I hate to bring it up here. Well a little bit. But World of Warcraft shows you kind of what I mean: warlocks and mages are both spellcasters. But they don't just each own overlapping subsets of one list of spells. Each has its own spells that have to do with the idea behind the class. Warlocks have spells about demons and curses for example. Furthermore, you can specialize withing the class to a much higher degree than in ME.

Note that I'm not saying they should make ME anything like WoW. Just using it as an example here. Much like the warlock focuses on demons, curses, etc., a sentinel could for example be a caster that focuses on using tech to boost biotics. Instead of just giving them some selection from both lists of spells, this could be explicitly reflected in the gameplay. Maybe some type of tech/biotic combo system (no doubt there are many interesting possibilities).

I don't hate the system in ME (they are among my favorite games after all). I'm merely trying to explain that there's an alternative to simply letting players choose more freely from the same common list of abilities. And I may not be enough alone to keep you from the first ever BSN consensus about class mechanics, but hey, I tried :)

Modifié par termokanden, 30 mai 2011 - 10:31 .


#784
Ahglock

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JaegerBane wrote...

True. The idea of having to pump experience points into ammo just doesn't really make any sense at all - from a storyline point of view it's nonsensical, and from a gameplay point of view, it's largely filler. It wouldn't surprise me to find that they were just made powers so that they could give the Soldier something to put points into. I'd rather they focused on combat moves rather than just taking any old nonsense and cramming it into the power list.

That said, I don't mind the idea behind Warp Ammo. Conceptually that isn't any different to the Enhancement spells from DA:O. Personally I think that Warp Ammo should become a Biotic ammo variant, while techs get something like an experimental EMP-like round that can be upgraded.


It doesn't sound like they are getting rid of ammo powers, more like they are doubling down on that bit of idiocy.  But hey now if your cryo ammo power is running your concussive shot is cold based so like now you spend 20 points to make one power not suck.  I hope I missunderstood them and they are talking about equipped ammo melding with the concussive shot power.  

#785
Bozorgmehr

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Ahglock wrote...

It doesn't sound like they are getting rid of ammo powers, more like they are doubling down on that bit of idiocy.  But hey now if your cryo ammo power is running your concussive shot is cold based so like now you spend 20 points to make one power not suck.  I hope I missunderstood them and they are talking about equipped ammo melding with the concussive shot power.  


Ammo Powers remaining is indeed very bad news, esspecially for the (hybrid-)combat classes (who will still have a poor selection of REAL powers they can use). Fortunately the Adept class is not going to be gimped with those useless 'powers'.

Do you have a source confirming ammo powers will stay? The only thing I know is that Christina has confirmed every class will have a set of specific powers (like ME2) plus a brand new one for each class - bonus powers stay like they are in ME2 (you can use only one at a time and no limits based on class). I've not heard anything about ammo powers though, I still hope BW will get sensible and removes ammo from the power grid.

#786
NICKjnp

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I'ld like them to replace ammo powers for the grenade powers.

#787
Ahglock

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Bozorgmehr wrote...

Ahglock wrote...

It doesn't sound like they are getting rid of ammo powers, more like they are doubling down on that bit of idiocy.  But hey now if your cryo ammo power is running your concussive shot is cold based so like now you spend 20 points to make one power not suck.  I hope I missunderstood them and they are talking about equipped ammo melding with the concussive shot power.  


Ammo Powers remaining is indeed very bad news, esspecially for the (hybrid-)combat classes (who will still have a poor selection of REAL powers they can use). Fortunately the Adept class is not going to be gimped with those useless 'powers'.

Do you have a source confirming ammo powers will stay? The only thing I know is that Christina has confirmed every class will have a set of specific powers (like ME2) plus a brand new one for each class - bonus powers stay like they are in ME2 (you can use only one at a time and no limits based on class). I've not heard anything about ammo powers though, I still hope BW will get sensible and removes ammo from the power grid.


They menationed it in comjunction with concussive shot, somethign like what ammo power you have active will determine the effects of your concussive shot.  Also the only 3 areas of weapon customization are barrel, scope, grip.  Ammo was not mentioned.  I may have missunderstood them or jumped to a conclusion, but that is what I gathered.  

#788
Locutus_of_BORG

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^This is the idea I got as well. I don't remember if this was from GI, PCG, or one of Casey's posts.

However, I'm kind of on the fence about it. From the way it seems to be, either CS will become a viable power, or the Soldier class will become even more dominant than it is now (due to having an unlimimited swiss army-knife-like, grenade attack).

#789
kstarler

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I didn't want to get too far off topic on ammo powers in a thread about Adepts, so I went ahead and started a new thread because I'd like to see this discussion continue. The new thread is here.

#790
ZeroEffect

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I hate to bring it up here. Well a little bit. But World of Warcraft
shows you kind of what I mean: warlocks and mages are both spellcasters.
But they don't just each own overlapping subsets of one list of spells.
Each has its own spells that have to do with the idea behind the class.
Warlocks have spells about demons and curses for example. Furthermore,
you can specialize withing the class to a much higher degree than in ME.

Note
that I'm not saying they should make ME anything like WoW. Just using
it as an example here. Much like the warlock focuses on demons, curses,
etc., a sentinel could for example be a caster that focuses on using
tech to boost biotics. Instead of just giving them some selection from
both lists of spells, this could be explicitly reflected in the
gameplay. Maybe some type of tech/biotic combo system (no doubt there
are many interesting possibilities).


But those examples are largely irrelevant in WoW.  I don't know how much of it you have played, but the cores of those classes are largely the same.  At the end of the day, DoTs and Nukes are no different from each other; they are both just a means of dealing damage.  How it is done is irrelevant.  Demons and Water elementals are in much the same fashion.  They are extra summonable utility.  Curses are just debuffs under a different guise.  They flavor may be preserved between classes, but the options and actual gameplay are largely the same.

This problem presents itself in ME. Warp and Incinerate are the same skill when it comes down to it.  They are nukes.  Warp is obviously handed to the biotics and incincerate to the techies, but it doesn't make a gameplay difference.  If they enemy has armor up and you want to do extra damage, you press them.

If you really believe the current system makes classes play differently, you should take a closer look.  Watch some of the videos of shotgun adepts.  Vanguards use charge to approach enemies and then unload close combat damage with their shotgun.  Shotgun adapts just throw a singularity to lock them down for an approach by walking.  Changing a method =/= changing the gameplay.

If you really wanted classes to distinguish themselves from each other in this game, you'd have to have almost no overlap of abilities, and keep abilities relatively one-dimensional (versatile abilities like Singularity allow both caster adepts and shotgun adepts to exist effectively, which creates an overlap with engineers and sentinels on one side, and vanguards on the other).  That's just boring.

I want a wider array of options for both classes because drastically separating classes just isn't going to work out well.  However, if you could separate your personal playstyle of a class from others who play that class or other classes, it would certainly be unique.  All the class name actually holds is a label and a "flavor guide" to the class.  Let's say we got rid of all the hybrids, but Adepts could choose from:

Throw
Pull
Shockwave
Warp
Barrier
Dominate
Stasis
Singularity (must be taken)

You could still build a CQC adept by focusing on Singularity and Barrier while grabbing a shotgun as your weapon.  This would play more or less the same as a Vanguard.  You could make a control heavy adept by focusing Singularity, Stasis, and Dominate, which mirrors all of the "ultimate control" playstyles.  You could build a nuker using Warp, Singularity, and Pull (throw conceivable too).  Everything is still there.

Now, I still think there should be 6 classes for the sake of flavor in the game,  but I don't feel that Bioware should try and artificially limit gameplay options within that class.

Modifié par ZeroEffect, 01 juin 2011 - 08:49 .


#791
kstarler

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ZeroEffect wrote...

This problem presents itself in ME. Warp and Incinerate are the same skill when it comes down to it.  They are nukes.  Warp is obviously handed to the biotics and incincerate to the techies, but it doesn't make a gameplay difference.  If they enemy has armor up and you want to do extra damage, you press them.

If you really believe the current system makes classes play differently, you should take a closer look.  Watch some of the videos of shotgun adepts.  Vanguards use charge to approach enemies and then unload close combat damage with their shotgun.  Shotgun adapts just throw a singularity to lock them down for an approach by walking.  Changing a method =/= changing the gameplay.

I generally don't like to argue opinion, as it is opinion and therefore variable from person to person. In that regard, I'm only going to address the facts of your post. In regards to Warp and Incinerate, you are wrong. They both overlap in that they work against armor and damage enemy health. However, Warp also works against Barriers (something that Incinerate doesn't do nearly as well). It also can chain into a Warp Bomb in combination with a Pull or Singularity.

Incinerate doesn't chain with anything. It is a flat damage ability. However, it can be evolved to affect groups of enemies, where a single Warp, without a combination with another power, will always only hit a single target, no matter how you evolve it.

While you can argue that the essence of these abilities is the same (they damage the enemy), the ways that they can be applied are very different and unique. You can't use Warp to strip defenses from a group of husks. You can use Incinerate to do exactly that.

Singularity and Charge are also very different abilities. Again, you can argue that they can be applied for the same purpose, but they can also be applied for completely different purposes which the other could never match. For instance, Charge can be used as a shield recharging ability, but could never be used on Harbinger to keep him from attacking while you deal with other enemies. Singularity can do the latter, but can't do the former. They are unique in that regard.

#792
JaegerBane

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ZeroEffect wrote...

This problem presents itself in ME. Warp and Incinerate are the same skill when it comes down to it.  They are nukes.  Warp is obviously handed to the biotics and incincerate to the techies, but it doesn't make a gameplay difference.  If they enemy has armor up and you want to do extra damage, you press them.

If you really believe the current system makes classes play differently, you should take a closer look.  Watch some of the videos of shotgun adepts.  Vanguards use charge to approach enemies and then unload close combat damage with their shotgun.  Shotgun adapts just throw a singularity to lock them down for an approach by walking.  Changing a method =/= changing the gameplay.


I think kstarler has a point here. The above is generally a matter of opinion, not really something that can be objectively pointed out.

I do agree that it wasn't really a great idea to make techs essentially the equivalent to biotics, being spellcasters that focus on elemental attacks as a oppose to physics effects - but theres a big difference between saying that they're similar and essentially the same, in this case Warp and Incinerate. Kstarler is right in that there is some overlap, much as the tech and biotic classes themselves, but to paraphrase you, overlap =/= same thing.

If you're going to argue that things like Vanguards and Adepts are the same, aside from their specific methods, I'm not really sure that's a sustainable argument. At the end of the day this is an action RPG. The objective is to destroy your opponents and gain XP. To state that because all the classes are focused on killing enemies while preserving their own skin, whether that be through mobility, shields or crowd control, then they must be essentially the same, is a pointless argument. That logic would state all combat games are the same based on the idea they involve blowing up enemies. It just doesn't make any sense.

#793
ZeroEffect

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kstarler wrote...

I generally don't like to argue opinion, as it is opinion and therefore variable from person to person. In that regard, I'm only going to address the facts of your post. In regards to Warp and Incinerate, you are wrong. They both overlap in that they work against armor and damage enemy health. However, Warp also works against Barriers (something that Incinerate doesn't do nearly as well). It also can chain into a Warp Bomb in combination with a Pull or Singularity.

Incinerate doesn't chain with anything. It is a flat damage ability. However, it can be evolved to affect groups of enemies, where a single Warp, without a combination with another power, will always only hit a single target, no matter how you evolve it.

While you can argue that the essence of these abilities is the same (they damage the enemy), the ways that they can be applied are very different and unique. You can't use Warp to strip defenses from a group of husks. You can use Incinerate to do exactly that.


Hitting barriers heavier is irrelevant.  It just makes the nuke hit harder, it doesn't really change how you use it.

In regards to combos, I would argue that that's also a how you use the ability, and not actually what the ability does.  Does it make a difference if I hit another button first if my goal is still to nuke the enemy?  I'm not arguing efficiency, I'm arguing intent.

Warp does detonate AoE.  Drop a Singularity and then throw an Unstable Warp.  The detonation radius is much larger than that of incinerate.  Against, having to cast Singularity first doesn't change what you're actually doing with warp, it's just a function of how you use it.

The point I'm trying to make is that from a design standpoint, both abilities fulfill the same end, nuking enemy targets.  None of them offer any utility that would cause you to use them for a different reason other than doing damage.  Overload, while being a nuke (again, what it nukes doesn't actually matter), has an extra option (overheating weapons).  I could feasibly cast overload in order to prevent damage, which adds another function to the ability.  This is what creates a fundamental difference.

Adding more abilities isn't the only way to differentiate classes.  If power evolutions were done correctly (in a way that added additional functions to moves), the same thing could be accomplished.  I could see this route being acceptable, but it is much more difficult to balance.

For example, let's say Overload just nuked shields.  At rank 4, one route added the gun overheat option, and the other worked like Energy Drain.  This would create 2 fundamentally different abilities.  One nukes and disables and enemy, the other nukes and protects the user.  However, you could see how this would be difficult to balance without making one strictly better than the other.

kstarler wrote...

Singularity and Charge are also very different abilities. Again, you can
argue that they can be applied for the same purpose, but they can also
be applied for completely different purposes which the other could never
match. For instance, Charge can be used as a shield recharging ability,
but could never be used on Harbinger to keep him from attacking while
you deal with other enemies. Singularity can do the latter, but can't do
the former. They are unique in that regard.


I went a little to far in that deparment.  My intent with that was to show how two classes with two very different abilities could use them both the for same ends to create the same essential gameplay.  The classes each direct you to a more obvious playstyle, but many of them can replicate that of the others, even if one has more options or whatever.

#794
kstarler

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ZeroEffect wrote...

Hitting barriers heavier is irrelevant. It just makes the nuke hit harder, it doesn't really change how you use it.

In regards to combos, I would argue that that's also a how you use the ability, and not actually what the ability does. Does it make a difference if I hit another button first if my goal is still to nuke the enemy? I'm not arguing efficiency, I'm arguing intent.

Warp does detonate AoE. Drop a Singularity and then throw an Unstable Warp. The detonation radius is much larger than that of incinerate. Against, having to cast Singularity first doesn't change what you're actually doing with warp, it's just a function of how you use it.

The point I'm trying to make is that from a design standpoint, both abilities fulfill the same end, nuking enemy targets. None of them offer any utility that would cause you to use them for a different reason other than doing damage. Overload, while being a nuke (again, what it nukes doesn't actually matter), has an extra option (overheating weapons). I could feasibly cast overload in order to prevent damage, which adds another function to the ability. This is what creates a fundamental difference.

Adding more abilities isn't the only way to differentiate classes. If power evolutions were done correctly (in a way that added additional functions to moves), the same thing could be accomplished. I could see this route being acceptable, but it is much more difficult to balance.

For example, let's say Overload just nuked shields. At rank 4, one route added the gun overheat option, and the other worked like Energy Drain. This would create 2 fundamentally different abilities. One nukes and disables and enemy, the other nukes and protects the user. However, you could see how this would be difficult to balance without making one strictly better than the other.

By your argument, there shouldn't be any class other than the Soldier, since every class has the same intent of dealing damage to the enemy. It's a silly argument that, as JaegerBane already pointed out, is a non-starter.
There will be overlap in a class system, and it can be argued that every ability has the intent to damage the enemy. After all, the intent of keeping yourself alive via your Overload example is just so that you can damage the enemy with a follow-up attack. Even using Medigel has the intent of ultimately damaging the enemy. It’s just a combination of using Medigel so that you stay alive long enough to follow up with an Incineration Blast to take out those two shieldless Blue Suns. The argument is puerile.

Just because Warp and Incinerate have the same intent (to damage certain protections and enemy health) does not mean that they are the same and therefore should undergo drastic change. It’s true that they can have the same application, but they can also have very different applications. There is overlap, but that does not mean they are simply mirrors of each other. Just like a cat and dog are both animals, but a cat is not a dog, because there are real differences between the two besides which if preferred, the same is true of Warp and Incinerate.

Now, as to your point, let me say that I agree, and hope that in ME3 we will see different evolutions of powers that can change their application entirely. However, that seems like a discussion for one of the many "Things we'd like to see in ME3" threads rather than a discussion specifically about the power of the ME2 Adept.

Modifié par kstarler, 02 juin 2011 - 12:56 .


#795
Bozorgmehr

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All wars and conflicts are essentially very simplistic. According to Mr von Clausewitz "War is an act of violence intended to compel our opponent to fulfill our will." This, however, does not mean war is a simple business ;) War can be waged in many ways just like ME2 can be played in many ways.

Adepts are masters in controlling enemies; Engineers are masters of distraction - both classes use their powers primarily to reduce threat by temporally disabling enemies. The goal is similar but the way they (try to) achieve it is quite different. Engineers can handle the two most common defense types, Adept can only handle the two least used types - Engineers are far less capable of handling unprotected enemies and tech powers have no combos. Adepts are the very best once enemies have lost defenses and they can use (setup) biotic combos (themselves). Singularity can trap/hold multiple enemies (AoE), Combat Drones will distract one enemy only, but power is insta-cast and has more reliable effect (compared to Singularity).

Both classes have their own strengths and weaknesses, but they play completely different and are evenly matched. I personally prefer the Adept because of the awesome visual effects, Engineers are more subtle (almost sneaky) using their powers, and my second favorite class.

#796
Guest_lightsnow13_*

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Modifié par lightsnow13, 05 juin 2011 - 10:41 .


#797
CajNatalie

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I just took Jack along on my Hardcore Soldier run in Overlord.
I found myself using her biotics to set up a lot of very convenient kills.
From the very first battle I had her lifting stuff up for the double damage bonus. And when geth grouped up, with a little help from Kasumi's Area Overload they were easy prey for some Shockwaves.

This is just a post to show support for biotics... and that even a biotic teammate is still able to be useful on high difficulties.

Modifié par CajNatalie, 06 juin 2011 - 01:58 .


#798
Dave666

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Bozorgmehr wrote...
Tweaking Singularity a little, adding Stasis to the Adept's default power layout is enough to get them on par with Soldiers - even on Insanity.


Add Barrier in there as a core ability for Adepts and I'd go with you on this one.  Adepts need a buff in their arsenal.  Soldiers have ARush which functions like Immunity.  Infiltrators have Cloak which completely negates damage.  Sentinels have Tech Armour.  Vangards have Charge which replenishes Shields (well, Barriers, same difference).  The Engineer should probably get something like GSB.  Giving the Adept Barrier to increase survivability seems fair to me.

I still disagree with your conclusion about Adepts not being underpowered compared to other classes, but I respect it Boz.

*Edited for spelling derpery*

Modifié par Dave666, 06 juin 2011 - 10:06 .


#799
Bozorgmehr

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BW should improve the way shields and health work first, then Barrier would become worthwhile. I really like Barrier and it's still useful, but the long cooldown ruins it.

Too bad we haven't seen any biotics in the E3 demos so far, only Soldier pew-pew and cutscenes.

#800
NICKjnp

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Bozorgmehr wrote...

BW should improve the way shields and health work first, then Barrier would become worthwhile. I really like Barrier and it's still useful, but the long cooldown ruins it.

Too bad we haven't seen any biotics in the E3 demos so far, only Soldier pew-pew and cutscenes.


We saw Shepard throw out singularity (or some biotic power) in this trailer