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Evolve Today! - Branching Power Trees for ME3 CONFIRMED!


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#26
Quething

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I'll play.

Heavy Shockwave
-> Blast Wave: Deals good damage (not just more newtons for the physics engine, but straight direct damage from the power), 1.5x modifier vs armor
-> Overwhelming Wave: Crazy-high newton count, enough to put an unprotected YMIR on its ass; ignores one level of protection (ie can ragdoll armored husks, etc)

Improved Shockwave
-> Burst Wave: 360-degree AoE, though it'd have a reasonable radius limit
-> Lift Wave: Ragdolled targets stay airborne for a duration comparable a low-level Pull, allowing warp explosions

Heavy Charge
-> Concussive Charge: Heavy Charge plus low-level Conc Shot, basically; you'd deal a little damage and shred barrers on impact
-> Unstable Charge: Charging a target with a biotic effect detonates that effect, comparable to a low-level warp explosion

Area Charge
-> Pulse Charge: As your primary target is being knocked back, you immediately charge that target again, for a second full impact (on just that enemy, no second area impact)
-> Comet Charge: You hit not just every enemy at your destination, but every enemy within, eh, 2 meters of your travel vector as well

Heavy Disruptor:
-> Overload Ammo: Has a chance to trigger an overload, completely depleting the target's sheilds and damaging nearby enemies (obvs only works on sheilded/synthetic foes)
-> Neuroshock Ammo: Health damage bonus works on organics as well as synthetics; may deal a half-second stun (interrupt more than crowd control) on unprotected foes

Squad Disruptor:
-> Squad Arc Ammo: If two different mobs are hit by this ammo in close proximity (both time and distance, say 3 meters and half a second), both take additional massive damage as electricity arcs between them
-> Squad Bolt Ammo: Just your basic potency increase, upping damage and synthetic stun/weapon overheat duration

Or how about a challenge:

Improved Fortification:
-> Enduring Fortification: If your Fort armor bonus gets depleted while there's still time left on the skill, it will immediately renew itself once
-> Auto Fortification: Fort will automatically pop when your shield gets depleted (doesn't spend your cooldown, but will make the skill unavailable for the usual 12 seconds)

Heavy Fortification:
-> Bulwark: While Fort is up, you take half damage
-> Agressive Fortification: While Fort is up, you deal 100% bonus melee damage

Improved Shredder:
-> Polonium Ammo: 50% normal weapon damage over 3 seconds, against any organic enemy, regardless of protections, and permanently stops health regen (in addition to the standing, near-useless +80% against unprotected health)
-> Sledgehammer Ammo: Every hit has a high chance to stun a protected foe, or knock back an unprotected foe (shattering frozens, if synergy is your thing), and permanently stops health regen

Squad Shredder:
-> Squad Toxic Ammo: Every hit has a chance to reset enemy cooldowns, ala Damping/Flashbang (again, near absolute chance for unprotected, lower for unprotected - this on a Tempest should plausibly completely defang Harby), and permanently stops health regen
-> Squad Corrosive Ammo: Deals bonus damage to armor (maybe the full 60%, why not, we're balancing a really underpowered power here), permanently stops health regen

#27
PWENER

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wizardryforever wrote...

PWENER wrote...

wizardryforever wrote...

PWENER wrote...

This tread just turned into a "make a new power" game.

Adept specific class power:

Singularis: The singularity's reach, number of targets and duration is taken to it's maximun (ei. 60 second duration, 10 targets and 20 meter reach).

Dark Singularity: When the singularity is warped, it literally "warps" enemies out of the map (works like the "Blackstorm" heavy weapon).

Vanguard specific class power:

Sonic Charge: Instead of charging the charge, you instantly perform it and are given a window of 5.5 sec. to unload on your enemy before going back to real time.

Imploding Charge: You become a biotic rocket charging at your enemy and exploding in a biotic bomb as you hit your target, sending nearby enemies flying.


Would these be available to both Heavy and Area versions?  I like the way you think (about this topic at least).

Oh and to anyone who may not know, the new thread title is a Bioshock reference.


Thanks, Im an aspiring writer so it comes natural to me. Want me to do more?

Nice BIOSHOCK reference btw, didn't see it the first time.


Definitely!  That's part of why I started this thread.  How about Adrenaline Rush or Tactical Cloak?  I can't seem to come up with anything good for them. I'd also appreciate knowing what others think of my ideas, if they sound good or not.


Here it goes...

Soldier class specific power:

Adrenaline Surge: Your reflexes are inhuman and damage done to enemies increseas, additionally, the duration of the power increases (time dilation: 100%, Damage bonus: 200%, power duration: 8.00 sec).

Adrenaline Burst: You can take inmense ammounts of damage before dying while "Adrenaline Burst" is active, additionally, the duration of the power increases (Time dilation: 70%, health damage taken: -100%, power duration: 8.00 sec).

Infiltrator class specific power:

Tactical Assassination: When you meele a target while cloaked, you deal 150% extra damage (double of that of the "assassination cloak"). Additionally, your shields are given a slight 30% bonus after cloak ends for a duration of 6.0 sec.

Power Surge Insertion: Cloaking now increases your shields to maximun power and the cloak's duration is increased by 100% (double).

Modifié par PWENER, 02 septembre 2010 - 01:03 .


#28
wizardryforever

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That's what I'm talking about Quething!  Excellent!  I'll offer some constructive criticism though, not too much.  Your squad ammo powers seem a tad overpowered.  Cool, definitely, but remember the whole squad uses this ammo, and squaddies have infinite ammo, at least in ME2.  Maybe change it to a small chance (like 5%) of said special effects to work or else tone down the effect.  That way it won't become a "must-have to not suck" skill.

Anyway, I'll do some more.  Warp leads to Heavy Warp or Unstable Warp.  Heavy Warp -> Stasis Warp or Penetrating Warp.  Unstable Warp -> Catalyst Warp or Enduring Warp.

Stasis Warp = The affected target is paralyzed if the Warp effect strips their defenses completely, or if the target is unprotected.  This effect lasts a few seconds, about the length of time it takes for someone to get up from a Throw.  Can also be detonated, leading to a Warp+Warp explosion.

Penetrating Warp = Warp now penetrates shields to hit armor or health underneath.  This makes it possible to kill someone while their shields are still up.

Catalyst Warp = Warp now deals double damage on a Warp explosion.  This stacks to triple damage when used with Volatile Pull or Unstable Singularity.

Enduring Warp = The target(s) is warped again after 4 seconds, during which time they are slowed.

Let's see. . . Incinerate leads to Heavy or Area (of course).  Heavy Incinerate -> Immolate or Beam Incinerate.  Area Incinerate -> Inflame or Incinerate Blast

Immolate = the target is wrapped in flames, regardless of shields or armor, dealing continuous damage above the initial amount.  This residual damage affects shields giving a 5% chance of outright shield failure while the fires burn.  If the target is organic, the "on-fire dance" is triggered, even if the target has shields or armor.  Blocked by biotic barriers.  Lasts about 6-7 seconds.

Beam Incinerate = When the Incinerate power is used, a beam of fiery chemicals extend from the user to the target.  Any enemies that cross that beam are damaged for half damage, though the intial target takes no extra damage beyond the initial damage.  The beam lasts for 6-7 seconds, and follows the target and the user, making a persistant beam regardless of movement.

Inflame = The area of the power is set on fire, with anyone entering or remaining in the area taking continual fire damage.  This is a good way to "smoke them out" of cover, as enemies will move away from the fire while it lasts.

Incinerate Blast = The blast radius is increased considerably, affecting enemies within several meters of each other.

#29
PWENER

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Im gonna concentrate on Biotic powers...

Passive class:

Adept: Biotic Mastery; Bastion or Nemesis; Archaic or Archoic (human equivalents to Matriarch & Patriarch and depend on the character's sex).

Vanguard: Assault Mastery; Champion or Destroyer; Master.

[The final passive skill evolution should only have one evolve option (in my opinion) that mixes both of the previous ones strengths and lessens the weaknesses]

Modifié par PWENER, 02 septembre 2010 - 01:00 .


#30
Quething

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wizardryforever wrote...



That's what I'm talking about
Quething!  Excellent!  I'll offer some constructive criticism though, not too much.  Your squad ammo powers seem a tad overpowered.  Cool, definitely, but remember the whole squad uses this ammo, and squaddies have infinite ammo, at least in ME2.  Maybe change it to a small chance (like 5%) of said special effects to work or else tone down the effect.


Well, the Shredder Ammo upgrades are intentionally overpowered, yeah. Because Shredder Ammo is unholy
useless, so you have to justify all the points you spend prior to the final evolution too; unlike other abilities which are helpful from the start, those points don't justify themselves. (I suppose the ability to freely respec makes that more tenuous, but it's also worth noting that 1pt Flashbang will lock down Harbinger for just about the whole duration of a fight, and is a fire-and-forget that will work even after you or Kasumi switch targets; a damping effect that requires
20 times the point investment and a constant stream of fire to maintain isn't out-of-line comparatively.)

I'd say the Arc Ammo isn't as strong as it sounds at first blush, either; you need two squadmates both
firing at different targets of the right enemy type in the right proximity with rapidfire weapons for it to proc. Given the way squaddies pick targets, you'd kind of have to set it up manually with tactical pause. Though actually that makes it bad game design, so I suppose you could just switch it to low chance to proc a low-damage spike to any
nearby enemy whether that enemy's being shot at or not.

Anyway, a few more.

Improved Cryo Ammo
-> Penetrating Cryo: Has a higher probability of freezing unprotected foes, and gains a % chance to freeze protected foes (even foes with no health bar at all, like scions and gunships)
-> Shattering Cryo: If the freeze chance procs against an enemy that's already frozen, it insta-shatters that foe

Squad Cryo Ammo
-> Squad Penetrating Cryo: As Penetrating Cryo, but much lower chance to proc, and doesn't work on enemies with no health bar
-> Squad Burst Cryo: If the freeze chance procs against an enemy that's already frozen, other unprotected enemies nearby may be frozen

Heavy Energy Drain
-> Disruptive Energy Drain: Adds synthetic stun and weapon overheat comparable to a low-level Overload
-> Explosive Energy Drain: Drains for 250, and synthetics killed by it will explode (also allows detonation of pyro backpacks & the like)

Area Energy Drain
-> Charged Energy Drain: Provides a temporary 5% tech damage boost to the caster
-> Neural Energy Drain: Damages unprotected organics like unprotected synthetics

Modifié par Quething, 04 septembre 2010 - 06:58 .


#31
wizardryforever

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Well I'm having a bit of a brain fart, so I'll list the abilities that haven't been covered by myself or others.  Just so people can take a stab at some untouched ones, if they want.

Slam
Tech Armor
Geth Shield Boost
Barrier
Armor Piercing Ammo
Neural Shock
Reave
Flashbang Grenade
Inferno Grenade
Shadow Strike (Kasumi only)

Possibly make Geth Shield Boost, Barrier, and Fortification drastically different from each other.  As it is, they aren't too different except that they count as different types (biotic, tech, etc.) of abilities.  Another possibility would be to have certain powers work off of each other, similar to how warp detonates biotic fields.  Come on, show us your stuff (metaphorically:P)!

Modifié par wizardryforever, 05 septembre 2010 - 04:12 .


#32
wizardryforever

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Well now that Lair of the Shadow Broker is out, I'll do Stasis, to get the ball rolling again.

Stasis lead to Deep Stasis or Enhanced Stasis.  Deep Stasis -> One-way Stasis or Temporal Stasis.  Enhanced Stasis -> Explosive Stasis or Catalyst Stasis

One-way Stasis = the stasis effect no longer prevents damage from being taken by the enemy, allowing bullets, but not powers through the field.  Any protections the enemy may have still apply.

Temporal Stasis = the enemy take much longer to recover from stasis, increasing the amount of time to do bonus damage.

Explosive Stasis = When the stasis effect wears off, it explodes in a manner similar to Tech Armor, knocking down enemies near the explosion, but leaving the initial target unharmed.  This can be triggered prematurely by a warp explosion, which doubles the damage of the explosion.

Catalyst Stasis = Powers can now be applied to the target through the stasis effect.  Warp and Incinerate can be used to damage armor and Overload can be used to damage shields, Warp and Concussive Shot can be used to damage biotic barriers.

#33
JLBoyyy

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Look at my sig?

#34
Magicman10893

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Tractor Beam - Pulls enemies near the path of your Charge with you and sends them flying at the end

Trailing Charge - Leaves small biotic explosions behind you similar to Shockwave

Barreling Charge - Lets you Charge past your target to hit enemies behind them

Defensive Charge - Lets you Charge without requiring a target, allowing you to escape in a hurry

#35
Terror_K

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wizardryforever wrote...
How about Adrenaline Rush or Tactical Cloak?  I can't seem to come up with anything good for them.  I'd also appreciate knowing what others think of my ideas, if they sound good or not.


For tactical cloak you could do something akin to an idea I came up with an incorporated into my ME fanfic: light-bending.

Basically, you've got two choices you can branch into: either making yourself totally invisible with the cloak for a short period of time, or bending the light to project your image somewhere else in order to create a distraction/decoy.

#36
Lord_Tirian

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wizardryforever wrote...

Well now that Lair of the Shadow Broker is out, I'll do Stasis, to get the ball rolling again.

Sure... what about Slam?

Heavy Slam Evolutions:
-> Crushing Slam: Enemy takes DoT while on the floor
-> Impact Slam: Enemies within 3 meters take some damage.


Crippling Slam Evolutions:
-> Bounding Slam: Enemy bounces into random direction after being slammed into the floor, taking minor extra damage from 2nd fall... and is, of course, somewhere else (akin to slamming a pulled enemy)
-> Throttling Slam: Lift time increased to 3 seconds.

#37
The Spamming Troll

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i like variation in abilities if allows for variety. i dont need something like the adept from ME2 with alot of abilites but only one application. abilities like throw, pull, slam, lift, crush, or whatever 3 second recharge abilty we get in ME3 will all accomplish the same thing. those are more role playing choices then gameplay mechanics.



i also dont think abilities should have more then one option at master level. if i envest 10, 12, or 100 points in an ability, i want master throw to be heavy, wide, with a long duration, and nuke the screen, with sharks-with-lasers type ability. bioware needs ME3 to be epic and having stupid heavy throw isnt going to do it, when i should really be using my opinion of "master throw."

#38
wizardryforever

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Yay!  More ideas!  Anyone have anything for something like Adrenaline Rush?  I simply can't think of something good for it, or really anything on that list I posted earlier.

The Spamming Troll wrote...

i like variation in abilities if allows for variety. i dont need something like the adept from ME2 with alot of abilites but only one application. abilities like throw, pull, slam, lift, crush, or whatever 3 second recharge abilty we get in ME3 will all accomplish the same thing. those are more role playing choices then gameplay mechanics.

Well I do kind of understand where you're coming from, since many biotic abilities serve to do the same thing, crowd control.  But they do have their individual uses that involve some creative thinking.

i also dont think abilities should have more then one option at master level. if i envest 10, 12, or 100 points in an ability, i want master throw to be heavy, wide, with a long duration, and nuke the screen, with sharks-with-lasers type ability. bioware needs ME3 to be epic and having stupid heavy throw isnt going to do it, when i should really be using my opinion of "master throw."


Well the thing is, if such a thing were implemented, it would break the game for high level play.  Every class would devote all of their points to maxing out an ability as soon as possible and ignoring the others.  If the max ability is that much more powerful, the game becomes too easy to those who have it.  Furthermore, having just the one final version of a power would reduce replayability, as all characters who max the ability have the same thing.  It's nice to have options, to have to really think about your level up process, whether it is roleplay or strategy.

#39
FataliTensei

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Might as well throw my idea for slam out there

Slam evolves into heavy slam or crippling slam

Heavy Slam Evolutions
-> Ragdoll Slam - As the title implies the enemy is tossed around like a ragdoll causing heavy damage from the biotic force and impacts with environment. 2.0x multiplier against shields, barriers and armor and health, damage should be enough to kill one mook or finish of a more powerful enemy if their health has been lowered beforehand. This power would be a good power against boss enemies but be ineffective against large enemies like the geth colossus. Balanced out by high cooldown time.

->Pulverizing Slam - This slam focuses on raw damage to every aspect of an enemies defenses, it would have a 1.5x multiplier against all defenses including health and would bring down a small downburst of biotic power to the impact area on the ground, knocking other enemies down for a short period of time. Should kill most mooks if they have some barrier, sheild or armor damage beforehand, effective on all bosses including colossus, however colossus only takes 2/3 or damage and is barely effected by recovery time.

Crippling Slam Evolutions
-> Assassin's Slam - As the name implies this slam is meant for death. In addition to a little extra damage and down time this slam ignores shields, barriers and armor and has a chance for instant death due to neck snap, or heavy trauma to vital organs. Works on some bosses but chance for instant death is lowered for it not be easily abused. If kill is successful cooldown time is reduced, otherwise it should be balanced out by a longer cooldown time.

->Paralyzing Slam - This slam penetrates barriers and shields and causes massive trauma to bones and the nervous system, rendering a target unable to move for the duration of the battle, slight damage increase as well. Can be used against all enemy types except bosses where only they would only experience a longer downtime than crippling slam. Balanced out by a longer cooldown time and armor protecting against the full effects.

Hope those aren't too overpowered, i think the final evolutions should be very powerful but at the same time should require work to get, perhaps a side-quest to unlock them, or a very high skill point requirement.

Modifié par FataliTensei, 20 septembre 2010 - 04:39 .


#40
The Spamming Troll

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wizardryforever wrote...

Yay!  More ideas!  Anyone have anything for something like Adrenaline Rush?  I simply can't think of something good for it, or really anything on that list I posted earlier.

The Spamming Troll wrote...

i like variation in abilities if allows for variety. i dont need something like the adept from ME2 with alot of abilites but only one application. abilities like throw, pull, slam, lift, crush, or whatever 3 second recharge abilty we get in ME3 will all accomplish the same thing. those are more role playing choices then gameplay mechanics.

Well I do kind of understand where you're coming from, since many biotic abilities serve to do the same thing, crowd control.  But they do have their individual uses that involve some creative thinking.

i also dont think abilities should have more then one option at master level. if i envest 10, 12, or 100 points in an ability, i want master throw to be heavy, wide, with a long duration, and nuke the screen, with sharks-with-lasers type ability. bioware needs ME3 to be epic and having stupid heavy throw isnt going to do it, when i should really be using my opinion of "master throw."


Well the thing is, if such a thing were implemented, it would break the game for high level play.  Every class would devote all of their points to maxing out an ability as soon as possible and ignoring the others.  If the max ability is that much more powerful, the game becomes too easy to those who have it.  Furthermore, having just the one final version of a power would reduce replayability, as all characters who max the ability have the same thing.  It's nice to have options, to have to really think about your level up process, whether it is roleplay or strategy.


so spamming throw with the sentinel o slam with the infiltrator is very similar in turns of biotic CC. the problem is the adept is the only one that uses one of those abilities, as well as singularity. sure it can feel creative or tactical but theres really no reason to use anything then singulairty even if you want to sortof role play your combat and use a throw or a lift when a singularity will be equally if not better efffective.

have you ever really noticed a difference between 1 point in an ability, and what it is at master level? its nothing the avereage non-numbers-crunching gamer will apreciate. why not let master throw be the wide and heavy version? its called master throw, not master throw 1/2. thats not game breaking at all, your thinking way to far into it. leveling up in ME2 is a complete bore as it is, having abilities that dont do much diffenrece from beginer to master.  i hate the way bioware tries to make their higher difficulties more challenging! id rather have ME1s insanity with huge health pools then ME2s insanity with the **** that is enemy protections. anyways its an choice for the simple reason to give us a choice. i cirtainly dont think it makes it more replayable to have a vangaurd with heavy throw and one with throw feild. itd make playing the vangaurd alot funner rather then charge charge charge, i can actually use throw and not feel like im wasting 3 seconds.

Modifié par The Spamming Troll, 20 septembre 2010 - 05:06 .


#41
wizardryforever

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FataliTensei wrote...

Might as well throw my idea for slam out there

Slam evolves into heavy slam or crippling slam

Heavy Slam Evolutions
-> Ragdoll Slam - As the title implies the enemy is tossed around like a ragdoll causing heavy damage from the biotic force and impacts with environment. 2.0x multiplier against shields, barriers and armor and health, damage should be enough to kill one mook or finish of a more powerful enemy if their health has been lowered beforehand. This power would be a good power against boss enemies but be ineffective against large enemies like the geth colossus. Balanced out by high cooldown time.

->Pulverizing Slam - This slam focuses on raw damage to every aspect of an enemies defenses, it would have a 1.5x multiplier against all defenses including health and would bring down a small downburst of biotic power to the impact area on the ground, knocking other enemies down for a short period of time. Should kill most mooks if they have some barrier, sheild or armor damage beforehand, effective on all bosses including colossus, however colossus only takes 2/3 or damage and is barely effected by recovery time.

Crippling Slam Evolutions
-> Assassin's Slam - As the name implies this slam is meant for death. In addition to a little extra damage and down time this slam ignores shields, barriers and armor and has a chance for instant death due to neck snap, or heavy trauma to vital organs. Works on some bosses but chance for instant death is lowered for it not be easily abused. If kill is successful cooldown time is reduced, otherwise it should be balanced out by a longer cooldown time.

->Paralyzing Slam - This slam penetrates barriers and shields and causes massive trauma to bones and the nervous system, rendering a target unable to move for the duration of the battle, slight damage increase as well. Can be used against all enemy types except bosses where only they would only experience a longer downtime than crippling slam. Balanced out by a longer cooldown time and armor protecting against the full effects.

Hope those aren't too overpowered, i think the final evolutions should be very powerful but at the same time should require work to get, perhaps a side-quest to unlock them, or a very high skill point requirement.


Pretty good ideas, I'd say they're a bit overpowered though simply because they penetrate all defenses.  I'd tweak them to penetrate one layer of defenses, whether it's shields, armor or barrier.  However, any additional layer of defenses underneath would stop the effect.  This would also only affect enemies with a layer of health, so no Scions, Praetorians, Harbinger clones, or Collosi.  These enemies need to be challenging to everyone to some degree.  It would allow them to always affect mooks, and mini-bosses that have been softened a bit, but nothing major.  Also, all of your versions penetrate defenses.  I guess that's okay since it is always a single target power.

I like the Pulverizing Slam idea, that the slammed enemy knocks down nearby enemies on impact.  That would make it a fairly good crowd control against grouped enemies.  How about a version where the enemy is slammed into the ceiling instead of the ground, then takes falling damage afterward?  Reverse Slam maybe?  Though if outdoors it would be like regular slam but have the target lifted higher before being slammed.

#42
wizardryforever

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The Spamming Troll wrote...

wizardryforever wrote...

Yay!  More ideas!  Anyone have anything for something like Adrenaline Rush?  I simply can't think of something good for it, or really anything on that list I posted earlier.

The Spamming Troll wrote...

i like variation in abilities if allows for variety. i dont need something like the adept from ME2 with alot of abilites but only one application. abilities like throw, pull, slam, lift, crush, or whatever 3 second recharge abilty we get in ME3 will all accomplish the same thing. those are more role playing choices then gameplay mechanics.

Well I do kind of understand where you're coming from, since many biotic abilities serve to do the same thing, crowd control.  But they do have their individual uses that involve some creative thinking.

i also dont think abilities should have more then one option at master level. if i envest 10, 12, or 100 points in an ability, i want master throw to be heavy, wide, with a long duration, and nuke the screen, with sharks-with-lasers type ability. bioware needs ME3 to be epic and having stupid heavy throw isnt going to do it, when i should really be using my opinion of "master throw."


Well the thing is, if such a thing were implemented, it would break the game for high level play.  Every class would devote all of their points to maxing out an ability as soon as possible and ignoring the others.  If the max ability is that much more powerful, the game becomes too easy to those who have it.  Furthermore, having just the one final version of a power would reduce replayability, as all characters who max the ability have the same thing.  It's nice to have options, to have to really think about your level up process, whether it is roleplay or strategy.


so spamming throw with the sentinel o slam with the infiltrator is very similar in turns of biotic CC. the problem is the adept is the only one that uses one of those abilities, as well as singularity. sure it can feel creative or tactical but theres really no reason to use anything then singulairty even if you want to sortof role play your combat and use a throw or a lift when a singularity will be equally if not better efffective.

have you ever really noticed a difference between 1 point in an ability, and what it is at master level? its nothing the avereage non-numbers-crunching gamer will apreciate. why not let master throw be the wide and heavy version? its called master throw, not master throw 1/2. thats not game breaking at all, your thinking way to far into it. leveling up in ME2 is a complete bore as it is, having abilities that dont do much diffenrece from beginer to master.  i hate the way bioware tries to make their higher difficulties more challenging! id rather have ME1s insanity with huge health pools then ME2s insanity with the **** that is enemy protections. anyways its an choice for the simple reason to give us a choice. i cirtainly dont think it makes it more replayable to have a vangaurd with heavy throw and one with throw feild. itd make playing the vangaurd alot funner rather then charge charge charge, i can actually use throw and not feel like im wasting 3 seconds.


Oh there are certainly times when it is better to use something besides Singularity, namely when you wish to push said enemies off a cliff, or have the enemies move off in a different direction.  It is also a huge difference between Rank 1 Singularity and Rank 4 Singularity (regardless of Heavy or Wide), simply because it lasts much longer and can hold more enemies.  Since the Singularity expires when it reaches its holding limit, this is quite valuable.  Singularity is supposed to be better than other biotics, since it is class-exclusive.  Also note that most of my ideas for biotics allow for a version that penetrates defenses, so I took that into account.

Trust me, the difference may not be something flashy, but the percent increase in damage, duration, and area of biotics increases dramatically upon level up in ME2.  Read the stats for them in the level up screen, some of them double their effectiveness!  And the relative blandness of the current evolutions is part of why I started this thread, to make things more interesting and rewarding the next time powers are evolved.

#43
xbeton0L

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Lets see.... I'm good with this idea sort-of-thing.

And too note, I'm impressed with your ideas so far. all of them. makes me wonder what to build on.

Reserved...



#44
FataliTensei

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wizardryforever wrote...

FataliTensei wrote...

Might as well throw my idea for slam out there

Slam evolves into heavy slam or crippling slam

Heavy Slam Evolutions
-> Ragdoll Slam - As the title implies the enemy is tossed around like a ragdoll causing heavy damage from the biotic force and impacts with environment. 2.0x multiplier against shields, barriers and armor and health, damage should be enough to kill one mook or finish of a more powerful enemy if their health has been lowered beforehand. This power would be a good power against boss enemies but be ineffective against large enemies like the geth colossus. Balanced out by high cooldown time.

->Pulverizing Slam - This slam focuses on raw damage to every aspect of an enemies defenses, it would have a 1.5x multiplier against all defenses including health and would bring down a small downburst of biotic power to the impact area on the ground, knocking other enemies down for a short period of time. Should kill most mooks if they have some barrier, sheild or armor damage beforehand, effective on all bosses including colossus, however colossus only takes 2/3 or damage and is barely effected by recovery time.

Crippling Slam Evolutions
-> Assassin's Slam - As the name implies this slam is meant for death. In addition to a little extra damage and down time this slam ignores shields, barriers and armor and has a chance for instant death due to neck snap, or heavy trauma to vital organs. Works on some bosses but chance for instant death is lowered for it not be easily abused. If kill is successful cooldown time is reduced, otherwise it should be balanced out by a longer cooldown time.

->Paralyzing Slam - This slam penetrates barriers and shields and causes massive trauma to bones and the nervous system, rendering a target unable to move for the duration of the battle, slight damage increase as well. Can be used against all enemy types except bosses where only they would only experience a longer downtime than crippling slam. Balanced out by a longer cooldown time and armor protecting against the full effects.

Hope those aren't too overpowered, i think the final evolutions should be very powerful but at the same time should require work to get, perhaps a side-quest to unlock them, or a very high skill point requirement.


Pretty good ideas, I'd say they're a bit overpowered though simply because they penetrate all defenses.  I'd tweak them to penetrate one layer of defenses, whether it's shields, armor or barrier.  However, any additional layer of defenses underneath would stop the effect.  This would also only affect enemies with a layer of health, so no Scions, Praetorians, Harbinger clones, or Collosi.  These enemies need to be challenging to everyone to some degree.  It would allow them to always affect mooks, and mini-bosses that have been softened a bit, but nothing major.  Also, all of your versions penetrate defenses.  I guess that's okay since it is always a single target power.

I like the Pulverizing Slam idea, that the slammed enemy knocks down nearby enemies on impact.  That would make it a fairly good crowd control against grouped enemies.  How about a version where the enemy is slammed into the ceiling instead of the ground, then takes falling damage afterward?  Reverse Slam maybe?  Though if outdoors it would be like regular slam but have the target lifted higher before being slammed.


Very good ideas, the only thing is I figured since slam is a bonus power, getting it would cost you some other abilities and then investing alot of other points into a third evolution would be even more work, so I would really want to be rewarded for my effort, something cool looking like ragdoll would be worth it, but not always viable due to effecting only one enemy at a time and having a 20 sec+ cooldown time.

I'll post a revised edition after classes today though and make them a little more viable and not so uber :wizard:

#45
Quething

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Hrm. class powers are tricky.

Power Armor
-> Hard Armor: Reduces damage from biotic & tech attacks
-> Ballistic Armor: Reduces damage from bullets & melee

Assault Armor
-> Pulse Armor: The knockdown pulse triggers when your armor hits 50%, as well as when it actually falls
-> Force Armor: You deal +25% melee damage while your armor is up

Heightened Adrenaline Rush
-> Adrenaline Surge: While in Adrenaline Rush, all your cooldowns are 15% faster
-> Focused Adrenaline Rush: While in Adrenaline Rush, your weapons are 25% more accurate with 25% less recoil

Hardened Adrenaline Rush
-> Endorphin Rush: Your damage reduction increases to 75%
-> Brutal Adrenaline Rush: Your damage bonus increases to 125%

#46
wizardryforever

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Quething wrote...

Hrm. class powers are tricky.

Power Armor
-> Hard Armor: Reduces damage from biotic & tech attacks
-> Ballistic Armor: Reduces damage from bullets & melee

Assault Armor
-> Pulse Armor: The knockdown pulse triggers when your armor hits 50%, as well as when it actually falls
-> Force Armor: You deal +25% melee damage while your armor is up

Heightened Adrenaline Rush
-> Adrenaline Surge: While in Adrenaline Rush, all your cooldowns are 15% faster
-> Focused Adrenaline Rush: While in Adrenaline Rush, your weapons are 25% more accurate with 25% less recoil

Hardened Adrenaline Rush
-> Endorphin Rush: Your damage reduction increases to 75%
-> Brutal Adrenaline Rush: Your damage bonus increases to 125%


I like that!  Adrenaline Rush is definitely a Soldier's power. :D  But does the cooldown reduction in Adrenaline Surge count for Adrenaline Rush as well?  I'm assuming yes.  Not too overpowered since Soldiers don't have that many actual powers.

Also, how about changing Hard Armor to Reflective Armor?  The armor now reflects directed biotic and tech attacks back to their owner.  This would work against things like Warp and Incinerate, but not area effects like Singularity and Shockwave.

#47
PARAGON87

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This is an awesome idea, really I feel that the powers that you were given in ME2 were a LOT less than in ME1, albeit they more powerful.

If we get one or two more powers (especially for our squadmates), I would be ecstatic.

Modifié par PARAGON87, 20 septembre 2010 - 04:53 .


#48
FataliTensei

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Updated

Might as well throw my idea for slam out there

Slam evolves into heavy slam or crippling slam

Heavy Slam Evolutions
-> Ragdoll Slam - As the title implies the enemy is tossed around like a ragdoll causing heavy damage from the biotic force and impacts with environment. 2.0x multiplier to barrier, armor and health, damage should be enough to kill one mook that uses barrier only or armor only instead of shields and a boss character who's barriers/sheilds and armor is gone and already has some health damage, could be a good finisher. To balance out the high damage output the skill should have a cooldown time of 20 seconds or more and require a large amount of skill points.

->Pulverizing Slam - This slam focuses on raw damage to every aspect of an enemies defenses, it would have a 1.5x multiplier against all defenses excluding health and would bring down a small downburst of biotic power to the impact area on the ground, knocking other enemies down for a short period of time. The raw damage should kill an unprotected mook if they have at least a little damage and it should be useful for stripping down defenses of stronger enemies. Could effect larger enemies, like praetorians and geth colossuses, but they would only take a fraction of the damage, either 2/3 or 3/4, and would have only about a second or 2 of down time.

Crippling Slam Evolutions
-> Assassin's Slam - As the name implies this slam is meant for death. In addition to a little extra damage and down time this slam has a multiplier of 1.5x against health and has a chance for instant death due to neck snap even if a target , or heavy trauma to vital organs; this effect still has a chance even if they have defenses, though the chance should be slightly reduced for each layer of defense. The base chance should be 1/5 and should be reduced to no more than 1/7. Works on some bosses but chance for instant death is lowered to below 1/30 so that it's hard to abuse. If kill is successful cooldown time is reduced slightly, otherwise it should be balanced out by a cooldown time of 20 seconds or longer, the cooldown reduction should be a random amount between 1-10 seconds.

->Paralyzing Slam - This slam penetrates barriers and shields and causes massive trauma to bones and the nervous system, rendering a target unable to move for the duration of the battle, slight damage increase as well. Can be used against all enemy types except bosses where only they would only experience a longer downtime than crippling slam. Balanced out by a longer cooldown time and armor protecting from the full effects, only rendering the target crippled for longer.

Better or worse?

Modifié par FataliTensei, 20 septembre 2010 - 07:07 .


#49
wizardryforever

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FataliTensei wrote...

Updated

Might as well throw my idea for slam out there

Slam evolves into heavy slam or crippling slam

Heavy Slam Evolutions
-> Ragdoll Slam - As the title implies the enemy is tossed around like a ragdoll causing heavy damage from the biotic force and impacts with environment. 2.0x multiplier to barrier, armor and health, damage should be enough to kill one mook that uses barrier only or armor only instead of shields and a boss character who's barriers/sheilds and armor is gone and already has some health damage, could be a good finisher. To balance out the high damage output the skill should have a cooldown time of 20 seconds or more and require a large amount of skill points.

->Pulverizing Slam - This slam focuses on raw damage to every aspect of an enemies defenses, it would have a 1.5x multiplier against all defenses excluding health and would bring down a small downburst of biotic power to the impact area on the ground, knocking other enemies down for a short period of time. The raw damage should kill an unprotected mook if they have at least a little damage and it should be useful for stripping down defenses of stronger enemies. Could effect larger enemies, like praetorians and geth colossuses, but they would only take a fraction of the damage, either 2/3 or 3/4, and would have only about a second or 2 of down time.

Crippling Slam Evolutions
-> Assassin's Slam - As the name implies this slam is meant for death. In addition to a little extra damage and down time this slam has a multiplier of 1.5x against health and has a chance for instant death due to neck snap even if a target , or heavy trauma to vital organs; this effect still has a chance even if they have defenses, though the chance should be slightly reduced for each layer of defense. The base chance should be 1/5 and should be reduced to no more than 1/7. Works on some bosses but chance for instant death is lowered to below 1/30 so that it's hard to abuse. If kill is successful cooldown time is reduced slightly, otherwise it should be balanced out by a cooldown time of 20 seconds or longer, the cooldown reduction should be a random amount between 1-10 seconds.

->Paralyzing Slam - This slam penetrates barriers and shields and causes massive trauma to bones and the nervous system, rendering a target unable to move for the duration of the battle, slight damage increase as well. Can be used against all enemy types except bosses where only they would only experience a longer downtime than crippling slam. Balanced out by a longer cooldown time and armor protecting from the full effects, only rendering the target crippled for longer.

Better or worse?


Better, though I'm still leery of being able to use Slam on big bosses.  Slam is essentially a Lift and Throw combo, and as such, should be limited as those are.  Big bosses (physically) like Praetorians or Collosi should either just take damage, or be only barely affected.  Also consider that not all of your enemies will be organic, as much as half will be synthetic most likely.  How would that work with those last two?  Long cooldowns are a pretty good deterrent to uber-ness, especially if the global cooldown is kept.  But it isn't the best deterrent.  Consider a Soldier who picks Slam.  A long cooldown doesn't do much to him since he has few activated powers, but it strongly deters an Adept.  Perhaps a deterrent that is a bit more universal?

That's just my take on it, of course.

#50
Relix28

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I like this thread. Lots of nice ideas going on. Here's one of mine.

Improved Flashbang grenade
-> Blinding Flashbang grenade: Before the actual explosion, it builds up 4 seconds of intense light in a wide radius, stuning all organics for the time period (making them sitting ducks), no matter what protection they have. After the bang, it still disables biotic and tech powers, overheats the weapons and knocks down unprotected targets. Deals very little damge vs. all protections and health.
-> TechBang grenade - While still disabling all biotic and tech powers, it now also sends out an electric tech wave wich scrambles enemy's auto-targeting systems on their weapons, making them loose 50% of thier accuracy permenantly. It also temporarily disables all lesser synthetic enemys witihin the blast radius. More powerfull synthetics are only affected if they have no more protection left.


Frag grenade
-> Explosive grenade: Has a 2X damage multiplier against armor, shields and health, but is weak against biotic barriers. It also has a small chance of insta killing weaker enemys with one layer of protection (like vorcha and merc troops). Comes with a smaller area of effect and overheats weapons, disables biotic and tech powers for much shorter period of time. The stun time on unprotected targets is also reduced.
-> Toxic grenade: Releases a toxic gas upon detonation. Organic enemys caugt in the gas explosion receive damage to health over time. The gas also bypasses all protections and blocks out health regeneration (basically dealing damage to health, while leaving shields/armor/barriers unharmed). Comes with a smaller area of effect and overheats weapons, disables biotic and tech powers for a shorter period of time. Uprotected organic targets knocked down by the explosion receive damage to health two times faster than those with protection. Deals little to no damage to synthetic targets, but still knocks down and overheats weapons.

 

Modifié par Relix28, 20 septembre 2010 - 10:02 .