Adept: What changes to the class would you like to see in ME3?
#1
Posté 03 juillet 2010 - 05:22
#2
Posté 03 juillet 2010 - 06:17
#3
Posté 03 juillet 2010 - 06:19
#4
Posté 03 juillet 2010 - 06:27
Maybe have more direct damage attack too. Tech damage attacks include Incinerate, Cryoblast, Overload, Energy Drain, and Combat Drone.
Direct Damage Biotics are Warp, Reave, and Slam.
#5
Posté 03 juillet 2010 - 07:24
The good/bad thing is that ME2 is designed to be a shooter with rpg elements (ME1 the other way around). I really like the new combat system - its much more streamlined making the action more intense, but to keep things manageable Bioware decided to reduce to number of abilities and making them less important (powerful). ME2 isn't a 'traditional' rpg where a mage can defeat the most powerful foe without having to rely on physical force. To get the most out of ME2 you'll have to use guns and Adepts can use all (except the unique (Clay-Rev-Widow)).
Overall I think Adepts are the most fun and the most challenging class around (Insanity). Nothing beats the sight of watching a group of enemies practicing for the Olympic Gymnastics
#6
Posté 03 juillet 2010 - 08:26
2) Shield shortens duration, and limits damage 1/2.
3) Barrier protects fully.
But honestly it would probably make the Adept too powerful if these changes were made, they are close to it now, but then again most of the other classes are already so it would balance out.
#7
Posté 03 juillet 2010 - 10:19
On your teammates however I'm finding biotics to be of little use because they don't have the breadth of abilities or the recharge times to be anything but very situational. I think it would be good to be able to select a bonus power on your companions (out of a small pool of powers with one option against each defense type) so that you're a little less restricted in who you need to bring with you.
Modifié par FRZN, 03 juillet 2010 - 10:20 .
#8
Posté 03 juillet 2010 - 11:18
And while I agree that simply being able to pull/throw an armored/shielded enemy would be game breaking on Insanity in ME2, I was initially very annoyed by the fact nontheless. It goes against the lore AND common sense.
#9
Posté 03 juillet 2010 - 11:49
#10
Guest_m14567_*
Posté 04 juillet 2010 - 12:10
Guest_m14567_*
#11
Posté 04 juillet 2010 - 04:39
Moving away a crate so I can shoot someone behind it would be cool.
Crushing a crate onto someone's head would be even cooler.
Modifié par Hulk Hsieh, 04 juillet 2010 - 04:40 .
#12
Posté 04 juillet 2010 - 05:24
I like Hulk Hsieh's ideas also.
#13
Posté 04 juillet 2010 - 06:34
for all classes i'd like to see more melee attacks or biotic melee attacks. idk if this could work out but maybe melee weapons could be a nice addition.. especially for a class like the vanguard.. perhaps it can be some sort of disruptor melee weapon so the vanguard can kind of charge around cutting down barriers/shields... just a thought.
anyway can't wait for the third game
#14
Posté 04 juillet 2010 - 08:30
i love lamp x3 wrote...
i agree that the adept is powerful on lower difficulties but playing on insanity they seem pretty weak as powers have little effect on enemies with barriers and shields or armor, especially when swarms of armored husks are charging towards you.
Adept vs Husks problematic? Solo Shotgun Adept IFF Mission
#15
Posté 04 juillet 2010 - 02:30
Bozorgmehr wrote...
If you're having trouble against protected enemies - play < Veteran
difficulty. At those levels Adepts are incredibly powerful. When biotic
powers can be used against 'protected' enemies it breaks the game - you
wouldn't notice any difference between Casual and Insanity since
throwing an enemy of a ledge will kill him/her instantly no matter what
difficulty you're playing.
This is wrong. The game designers just have to include penalties like less strenght/duration and/or longer cooldown times if biotics were used against "protected system". "The protection system" didnt make the game hard and challenging.More annoying and boring instead(singularity and warp spam most of the time). Honestly, it the most dumb idea imaginable to "balance" biotics.
A jedi/mage had to destroy stormtrooper shields before he/she could use the force.Idiotic,but this is true in this game.
They could make heavy weapons exclusive for the soldier-but let me use biotics on all enemies,including ymir mechs.
Modifié par tonnactus, 04 juillet 2010 - 02:32 .
#16
Posté 04 juillet 2010 - 04:17
#17
Posté 04 juillet 2010 - 04:56
#18
Posté 05 juillet 2010 - 04:06
#19
Posté 05 juillet 2010 - 06:37
no shockwave
no universal cooldown
light armor
Modifié par Worrywort, 05 juillet 2010 - 06:37 .
#20
Posté 05 juillet 2010 - 07:18
#21
Posté 05 juillet 2010 - 09:40
NICKjnp wrote...
I think that all biotica classes should have a biotic melee (similar to Jack's attack on the Ymir mechs when you first release her) but I don't think it should be any different from any other melee from the other classes. I only want it for purely asthetic reasons.... similar to how there is a blue aura around Shepard and Co. when biotics are used. Throw and pull should at least do damage to shields, barriers and armor. Shockwave should knock over enemies with shields, barrier and armor as well as damage those defenses but not send them flying unless their defenses are down. I like warp and reave fine. And as others have said... barrier should be returned to all classes.
I agree all biotic classes should have a biotic melee, but I think they should vary in effect since their training would vary after a certain point. The adept I see as a mastermind class. Perhaps powers that buff squad members could also be considered, but thats more about my taste in gameplay.
For attacks, it is ME canon that biotics are able to channel mass effect fields into strikes(re:Kaidan vs. Vyrnnus) and this aspect of the class should be accessable for combat during gameplay.
After reading and considering the posts, this thread has me leaning to agree with your points about biotics affecting shields/armor. I kind of liked the challenge but it is difficult to avoid warp spamming vorcha/krogan due to class limitation.
Modifié par weirder, 05 juillet 2010 - 10:03 .
#22
Posté 05 juillet 2010 - 09:59
tonnactus wrote...
This is wrong. The game designers just have to include penalties like less strenght/duration and/or longer cooldown times if biotics were used against "protected system". "The protection system" didnt make the game hard and challenging.More annoying and boring instead(singularity and warp spam most of the time). Honestly, it the most dumb idea imaginable to "balance" biotics.
A jedi/mage had to destroy stormtrooper shields before he/she could use the force.Idiotic,but this is true in this game.
They could make heavy weapons exclusive for the soldier-but let me use biotics on all enemies,including ymir mechs.
Like I said before - if biotics can be used against enemies with defenses it breaks the game. Things will become like ME1 where Adepts can disable all enemies without them ever firing a single shot changing fights into target practice. I don't want that, but if you like to play that way, its pretty easy to mod the game (use the settings of Insanity level with Veteran and add some aditional health).
I remember at least one scene where a Jedi is attacked by a droid (those things that roll into battle) with shields. Their weapons (and the Force) where useless and the only thing they could do was run.
I would like a more dynamic enviroment. During the Samara recruitment mission you'll have to fight Wasea who's throwing chemical barrels at you using biotics. It would be cool if Adepts could do something similar like pulling explosive crates and throwing them at enemies. Even better would be a destructable enviroment enabling Adepts to destroy fortified positions with biotics and/or use debree like a shield when closing in on the enemy and smash the piece of debree in their faces when close enough (like the gravity gun in HL2).
#23
Posté 05 juillet 2010 - 03:22
Bozorgmehr wrote...
Like I said before - if biotics can be used against enemies with defenses it breaks the game.
And i disagree with this. First,you use singularity,right? it works on defenses and because of the short cooldown times it could be used frequently. The only enemies that are not affected by singularity are geth primes, heavy mechs and,to make things absolutely idiotic, varren and fenris mechs.On the first two enemies the player use heavy weapons anyway,what an adept shouldnt do or shouldnt rely on to speed things up.The other ones are not really dangerous.
All other enemies,even harbinger and scions were stopped with this.So did singularity breaks the game or is it just boring that its the only ability that work on "protected" enemies?
Modifié par tonnactus, 05 juillet 2010 - 03:22 .
#24
Posté 05 juillet 2010 - 04:52
tonnactus wrote...
Bozorgmehr wrote...
Like I said before - if biotics can be used against enemies with defenses it breaks the game.
And i disagree with this. First,you use singularity,right? it works on defenses and because of the short cooldown times it could be used frequently.
So did singularity breaks the game or is it just boring that its the only ability that work on "protected" enemies?
Hmm i dont recall ever seeing protected enemies getting thrown about & set up for a warp bomb by singularity when they still had their defenses up.
All it does is just stumble them till it wares off, which pull, throw & shockwave also do but just ware off right away while singularity lasts a bit.
ME2 is more fast paced combat then ME1 & because of the much shorter cooldowns if an Adept powers worked on defenses like in ME1 it would definitely be broken.
That being said the system they have now is still pretty dumb & needs changed for ME3;)
#25
Posté 05 juillet 2010 - 05:19
In ME2 they were hit with the nerf bat, that's true, but it was with good intentions. I would propose giving the Adepts a new power instead to compensate for their weaknesses.
Let's call it 'Shred.' It'd be a projectile of unstable dark energy the biotic could send out that would disrupt kinetic barriers/shields and damage armor. It wouldn't do any damage, but would have a fairly short cooldown and in addition to being effective against the shields of the enemy you're targeting, could have a mild stun effect on unprotected enemies.
This would leave the Adept free to pick a power that's not Energy Drain. They could pick Barrier to improve their survivability dramatically, or pick an ammo power for greatly increased versatility.
Modifié par FourSixEight, 05 juillet 2010 - 05:19 .




Ce sujet est fermé
Retour en haut






