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Stasis - Yay or nay?


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#201
Athenau

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The normal ragdoll bonus is more than enough to kill most enemies while they're lying there. Stasis is a 5-12 second CC + guaranteed knock down through defenses, which is already pretty awesome.

#202
JaegerBane

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Does anyone have the specific SFXGameContent code for stasis, just in case it doesn't turn up when I make my new Vanguard in a few days time?

#203
lazuli

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sinosleep wrote...
Not being able to put it on new characters appears to be a PC specific bug. I take it that anyone who has been able to use it on a new character is on 360 right? In my case it doesn't show up on character creation


I was able to select it right off the bat with my newest Vanguard on the 360.

#204
tonnactus

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JaegerBane wrote...

For something that was implied to be a buff favouring Adepts, ironically I've found Stasis to be the one thing my Vanguard was missing - a sure-fire quick way to control a tough enemy from as far away as I need.

It's an excellent power. Kudos to the design team for tweaking it from it's old ME1 version, which lurched form overpowered on a bastion to pointless on a Wrex :P

It was never pointless to take a strong enemy out of the fight and to concentrate on the other then.

#205
JaegerBane

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tonnactus wrote...
It was never pointless to take a strong enemy out of the fight and to concentrate on the other then.


In ME1 there was a raft of abilities that could this without making the enemy invincible.

#206
lazuli

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JaegerBane wrote...

tonnactus wrote...
It was never pointless to take a strong enemy out of the fight and to concentrate on the other then.


In ME1 there was a raft of abilities that could this without making the enemy invincible.


There certainly was, but I agree with Tonnactus (gasp).  And because there weren't global cooldowns, even one point in a power could help.  I found myself out of other options quite frequently on Insanity.  I wouldn't say that Stasis was my first choice for crowd control, but every little bit helps.

Edit: Grammar.

Modifié par lazuli, 10 septembre 2010 - 07:11 .


#207
tonnactus

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Simbacca wrote...

Bioware and their famous power creep.  First there was Reave, as versatile as Warp, with AoE, crowd control, and health regen as the original OP ME2 talent that many swore off ever using on their Shepard precisely because it is so obviously unbalanced. 

Mellee is far more overpowered then reave in this game...
Even able to stagger enemies up to geth primes,what is a seriously dumb,isnt it,regarding that a biotic power with a force of 1000 newtons did nothing to them.Or energy drain.Or adrenaline rush.(100 percent additional damage even on level one)
A lot things in this game didnt make sense or are unbalanced.

#208
tonnactus

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JaegerBane wrote...


In ME1 there was a raft of abilities that could this without making the enemy invincible.

Right.But also long cooldown times in early levels.One point in stasis gives a 12 second lockdown for all enemies except
krogan battlemasters,armatures and geth colossi.Completly worth if the squad has to face more then one krogan early game.

#209
sinosleep

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The reason melee isn't over powered is that to stay in melee range with any kind of consistency you are a.) opening yourself up to enemy melee b.) leaving cover and opening yourself up to weapons fire from all sides. There are SERIOUS down sides to attempting to melee so it's balanced just fine IMO.

p.s. Biotics DO stagger through defenses.

Modifié par sinosleep, 10 septembre 2010 - 07:23 .


#210
tonnactus

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sinosleep wrote...

The reason melee isn't over powered is that to stay in melee range with any kind of consistency you are a.) opening yourself up to enemy melee b.) leaving cover and opening yourself up to weapons fire from all sides.

There are players that elbowing theirself through insanity only using melee most of the time...(playing as sentinels)
Krogan melee is not even far as dangerous as it was in the first game.And their are the only enemies aside from varen,who use charge.(but predictable and easy to avoid,lame)

p.s. Biotics DO stagger through defenses.


Biotics did not ragdoll enemies like ymir and geth primes as long as the defenses are up.Melee affect geth primes,stagger them and make them unable to fire their revenant. Its far easier to just charge the robot instead to fight
it at distance.

#211
Simbacca

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tonnactus wrote...

Simbacca wrote...

Bioware and their famous power creep.  First there was Reave, as versatile as Warp, with AoE, crowd control, and health regen as the original OP ME2 talent that many swore off ever using on their Shepard precisely because it is so obviously unbalanced. 


Mellee is far more overpowered then reave in this game...
Even able to stagger enemies up to geth primes,what is a seriously dumb,isnt it,regarding that a biotic power with a force of 1000 newtons did nothing to them.Or energy drain.Or adrenaline rush.(100 percent additional damage even on level one)
A lot things in this game didnt make sense or are unbalanced.


The actually point of my post that got omitted was solely my personal preference not to exploit Stasis's obviously ridiculously excessive damage multiplier upon wearing off.  The rest of the post was just outlining Bioware's famous dlc power creep that has cuminated with this Stasis fall of doom.

And yes, melee is a little too powerful too, just as it is in every shooter game it seems.  Still not the same as an ability that works through all defenses, takes enemies out of a fight, and then lets you do 8153762x damage upon wearing off.

Modifié par Simbacca, 10 septembre 2010 - 07:38 .


#212
Bozorgmehr

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Simbacca wrote...

Yeah... that's a valid argument against the actually point of my post that got omitted, namely my personal preference not to exploit Stasis's obviously ridiculously excessive damage multiplier upon wearing off.  The rest of the post was just outlining Bioware's famous dlc power creep that has cuminated with this Stasis fall of doom.

And yes, melee is a little too powerful too, just as it is in every shooter game it seems.  Still not the same as an ability that works through all defenses, takes enemies out of a fight, and then lets you do 8153762x damage upon wearing off.


Yeah, you only have to use melee once, right after Stasis effect wears off to instakill 95% of all enemies in ME2 (fully protected) - melee without Stasis is very risky like Sinosleep explained; I too believe its well balanced. It rewards those who are fighting at the vanguard. All weapons get a point blank range damage bonus making them very powerful up close, but it makes Shep vulnerable to enemy fire. It would be really lame hitting enemy 30 times with melee before going down.

#213
sinosleep

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tonnactus wrote...

There are players that elbowing theirself through insanity only using melee most of the time...(playing as sentinels)
Krogan melee is not even far as dangerous as it was in the first game.And their are the only enemies aside from varen,who use charge.(but predictable and easy to avoid,lame)


1.) There are sentinel players shotgunning their way through insanity while using melee in combination. And even if there were, that wouldn't speak to how overpowered melee is that would speak to how over powered tech armor is. 


Biotics did not ragdoll enemies like ymir and geth primes as long as the defenses are up.Melee affect geth primes,stagger them and make them unable to fire their revenant. Its far easier to just charge the robot instead to fight it at distance.


You can't simply chain melee stagger any enemy in the game with impunity the way your are implying. I have tried it before, the stagger doesn't always work and they WILL fire back and you WILL die.

Modifié par sinosleep, 10 septembre 2010 - 07:52 .


#214
RGFrog

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JaegerBane wrote...

Does anyone have the specific SFXGameContent code for stasis, just in case it doesn't turn up when I make my new Vanguard in a few days time?


SFXGameContentLiara.SFXPower_StasisNew_Liara

I would assume you'd add _Player at the end of it, but I haven't had a chance to test it yet. Nope...

Modifié par RGFrog, 10 septembre 2010 - 07:55 .


#215
rumination888

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Dunno how anything can be considered overpowered in this game. Almost everything in this game makes combat a joke. AR, TC, sniper time dilation, TA, Charge, Drone, Reave, Warp, most weapons, ammo powers, squadmates, cover, etc. Stasis would be garbage if it wern't up to par with the above.

And I think thats all fine considering how quickly you can die on Insanity with just one little slip up. It'd be boring if enemies took forever to kill like in ME1.

Modifié par rumination888, 10 septembre 2010 - 07:54 .


#216
sinosleep

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Stasis isn't up to part with the above, it's MILES above it. You can one shot YMIR mechs with it at full defenses. I don't think anyone wants the level 60 immunity spamming mobs that could take several high explosive sniper head shots and survive, but one shotting YMIRs is pretty ridiculous. I don't think the damage boost from stasis is comparable to any other power in the game at the moment. 

Modifié par sinosleep, 10 septembre 2010 - 07:56 .


#217
rumination888

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You can completely take out a YMIR mech with an Engineer's Drone. /shrug

#218
Bozorgmehr

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rumination888 wrote...

You can completely take out a YMIR mech with an Engineer's Drone. /shrug


Yes but it will take minutes, with Stasis its over within a couple of seconds :blink:

#219
sinosleep

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Bozorgmehr wrote...

Yes but it will take minutes, with Stasis its over within a couple of seconds :blink:


Exactly, there's a world of difference between a distraction that still forces you to completely destroy the mech and an ability that lets you one shot it.

#220
rumination888

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Bozorgmehr wrote...

rumination888 wrote...

You can completely take out a YMIR mech with an Engineer's Drone. /shrug


Yes but it will take minutes, with Stasis its over within a couple of seconds :blink:


Its over in a couple seconds with an Engineer's Drone as well. Most people tend to spend more time not shooting at the YMIR mech than they do actually shooting at it. Also, most tend to use ineffective weapons against the protection type. A full clip of from the Tempest, for example, knocks down almost half of its shields. More than all of it with squad disrupter ammo and shooting at PB range. Switch to the Carnifex(or even better, the Phalanx) when its shields are down and the armor will melt even quicker than what the Tempest did to its shields.

#221
Simbacca

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sinosleep wrote...

Stasis isn't up to part with the above, it's MILES above it. You can one shot YMIR mechs with it at full defenses...


This.

This is what my original point was, which I thought would have been clear, before this discussion of what overpowered means/is/whatever spawned.  Yes OP doesn't normally matter in a SP game.  However this is more than just regular old OP, this is OOOOOOOOOOOOOP

Modifié par Simbacca, 10 septembre 2010 - 09:24 .


#222
archurban

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any bonus power is welcome. why not? even though it was from ME 1. stasis is very good combo with singularity. when throw stasis, and singularity, you are very powerful. no doubt. I actually tested against heavy mechs. it was very useful.

#223
TMA LIVE

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I was wondering why enemies were dying after Stasis wore off.



So has Norman confirmed it's just a bug?

#224
HBC Dresden

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The damage bonus from the knockdown of Stasis is intentional, as said on Christina Norman's twitter feed: http://twitter.com/truffle.

Why is it when some people don't understand something, they assume it's a bug? I also don't know why some are calling this overpowered?

EDIT: Well actually, I can, for YMIR's and Scions, but with regular troops (when they attack en masse), at least the knockdown is short enough to make it challenging to finish them off. Hmmmm, maybe Stasis can be the bonus power for my Widow Infiltrator. If I use a biotic power (I know blashemy) for my Infiltrator, will it still be affected by the recharge bonus from the passive skill?

Modifié par HBC Dresden, 11 septembre 2010 - 03:15 .


#225
OniGanon

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Undocumented features are usually assumed to be bugs until confirmed (retconned) by the creators to be undocumented features.