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Adepts - what they were, what they are becoming, and what they will be...


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#1
Jarys

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I played an adept on my second playthrough in ME1, and it was probably the most fun i'd ever had in a game at the time. The concept of throwing people around with brain power was cool, and well developed. It completely changed the game from the omgshootit method that you get as a soldier (which was my first playthrough). Anyways, adept was fun and badasstic.

Fast forward two years to ME2. You see the adept concept video and go, omg omg omg i can punt people into the stratosphere now and they scream like little girls! *queue girly scream of happiness*

Then you find out that you cannot lift, throw, or even poke people with any biotics until there is no shield, barrier, or other defensive armament protecting them.

Alright, that's fine, I still have my AR. Oh wait, I don't. QQ part inc!

Is the current strategy one that they will carry through to ME3? As it stands, Adepts are basically nukers. As in you spam warp on every cooldown, and occasionally get to use other abilities if somehow your team hasnt destroyed everything as soon as the shields are down. Playing through the game as an adept on regular/hardcore is significantly more fun than on insanity, simply because it allows you to play the adept to its fullest - as a crazy biotic that can juggle a half dozen enemies at once and throw them off the sides of buildings/over cliffs with a wave of your hand.

I have seen the threads where people say, 'it's like that because otherwise the game would be broken and adepts would be op.'

Right now my soldier can kill the end-game collector mobs in 3-5 shots with an AR. Usually 3 with a single clip. Widow 3-5 shots even the toughest npcs (omgskulllazershalp). The difficulty is most definately not 'insane.'

TLDR: Why can you mow through every type of enemy with ease on a soldier, yet changing adepts to be able to use their abilities to their fullest will break the game?

Side note: maybe make it a dlc for people who like bowling with mercs. :(

let the hate begin!

#2
Kronner

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If you like bowling with mercs and do not like that you have to remove defenses first (why not use squadmates for that..just a thought) play on Normal. Adepts do not play like a Soldier, there are many threads/videos showing Adepts is not just a gimped Soldier.

Modifié par Kronner, 21 septembre 2010 - 05:41 .


#3
sinosleep

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I'm fine with what they were in vanilla ME 2, I'm even more fine with what they are post LotSB. One or two powers that work through defenses, everything else stays as is.

#4
BewareTheDrow

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The only "complaint" I had with the adept was that I was used to having barrier in ME 1. In ME2 that meant I had to choose between barrier/warp ammo for a bonus power, which can be a little frustrating. I still think the adept is fine power-wise in ME2 though.

#5
Akinra

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Normal or Veteran difficulty will allow you to play an Adept ME1 style. They're still effective on hardcore/insanity, but just in a different way. Adpets can still be very powerful on insanity, they just require the right tactics.



Oh and assault rifles were only a bonus in ME1. Adepts only got an AR in ME1 after you completed the game and got a certain number of kills (200 if I remember right).




#6
termokanden

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I played my first adept in ME2 like a Warp spammer. Second one I played very differently, destroying defenses and setting up Warp bombs. Much more fun. I just had to get it into my head that adepts don't work the way they used to, nothing does.



I wouldn't mind a few tweaks here and there, but overall I can't say I'm disappointed.




#7
RGFrog

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Take ED as your bonus power. That way you can get through pretty much all defenses without using a weapon. Hang your crew back around the corner and don't forget to use their powers, too.

Warp bombs are not the only thing you can do as an adept. Use your imagination. I like singularity and pull to set up crazy throws. Aim just right and you toss them off bridges. Aim again to pop them up and use them as merc skeet.

Practice your pull and throw aims to get canisters to explode just where you want them (on a merc's head).

Practice the aim of your singularity and watch ragdolled mercs float off the map. Practice your pull aims to bring targets from the backfield into a closer group of targets and then warp bomb them all.

Use ED and Warp to strip a YMIR to health. Then pop it's head with your pistol and watch it nuke the other targets.

Those are just a few of the things I like to do with my adept. Also, stasis the scions on moving platforms for some great midgame lulz...

#8
WhiteRobes

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bShieldsBlockPowers = FALSE

#9
RGFrog

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hehe, yeah, i've looked at that a few times. But never really did anything with it since I figured that setting was the only thing that really made hardcore/insanity more difficult than casual/normal.

#10
termokanden

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If a Warp bomb kills a mook at 100% health and bombs his buddies, why would I want to throw him? You can, but :)



If they're standing there on their own, sure, go nuts.



I don't think you should rule out weapons either. Unlike in ME1, adepts are pretty good at using weapons. One thing I like to do is cast Singularity on a mook, shoot for half a second with the Locust SMG then Warp.

#11
OniGanon

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Engineers/Caster Sentinels are the nukers. Adepts, you pair them with nuker squadmates, use their powers and your guns to strip the defenses, then use biotic powers to CC, then use either biotics or your guns to kill.



Use your powers to strip defenses and enemies are undefended but you can only use your guns for the next 4 seconds. Use guns and squadmates to strip defenses, and you have powers ready for the moment they are down.

#12
RGFrog

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termokanden wrote...
If a Warp bomb kills a mook at 100% health and bombs his buddies, why would I want to throw him? You can, but :)


I'd guess that some players just get tired of warp explosions every time. I started throwing targets for the funny.

That led to me actually trying to do things with directional missile casts. So now, while not a quick draw expert, I can hurl explosive canisters at oblique targets. Or pull canisters over targets. Or hurl targets at explosive canisters. Etc., etc.

It's all about what's fun to you. If slam is your thing, then go for it. I'd never thought about a pull slam combo and am going to give that a try. But otherwise, I don't use slam because my imagination has not caught up to a better use for it than a poor man's warp explosion.

That's all.

#13
Bozorgmehr

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Exactly. Adepts are very powerful once you combine all available powers and weaponry, it only takes a little thinking and you're up and running. Guns, squadmate powers and the Adept's own formidable biotic arsenal make one heck of a combination. Most fun class in my book.

#14
Miths

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I'm getting started on my second playthrough (well, technically I did my first run as a Soldier back when the game was released, and then I've played a little here and there with the other classes, but now I'm trying to figure out which class I want to do a full second run with), and I'm seriously considering sticking to just playing on veteran difficulty.



While I've seen videos showing that all classes can seemingly do great even on insanity, it just feels like the game mechanics - particularly those involving the use of many powers - were designed around many enemies having no protection.

From a story/lore perspective it also seems a bit ridiculous that even the (supposedly) weakest cannon fodder NPCs should have several layers of protection and be a hell of a lot tougher than Shepard and co.

#15
sinosleep

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The weakest cannon fodder npcs only have one layer of protection at maximum, which can be removed from several characters at a time with one button press. By the time you have completed the tutorial and freedom's progress you already have access to squad incendiary from Jacob and aoe overload from Miranda. One mission later and you can pick up Mordin who will have aoe incineration and 3 missions into the game you will have aoe solutions to any protection problems. Which are only multiplied as the game goes on resulting in the game going right back down to casualty difficulty if you do something like say, take garrus and miranda on Garrus' loyalty mission where everyone and their mother is rocking shields. Overload, overload, two seconds later there are 5 or so completely defensely enemies just waiting to get thrown, pulled, caught in a singularity, or have a ride on a warp explosion.

I've never understood why defenses are such an issue for people when a.) every single weapon in the game is specifically designed to receive bonuses against defenses b.) there are ammo types for every defense and c.) they can all be destroyed en masse almost from jump via squadmates. The only defenses that should be causing anyone any kind of concern are multi-layered defenses, and on the whole those are few and far between.

Modifié par sinosleep, 21 septembre 2010 - 08:29 .


#16
Lvl20DM

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The biggest problem I have with Insanity is not the defenses, but the toughness of enemies and their uncanny reaction times. This is a story problem for me, it is challenging and fun to play.



I think the Adept is meant to be a "controller" class with some potent nukes. It certainly feels that way, particularly with Stasis now available. I think Throw might need a buff, but I'm not sure what that would be (higher damage, probably).

#17
OniGanon

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GPS also oneshots shields from about 15m away with the Shield Piercing upgrade. Shields and Barriers are seriously not an issue with this thing.

Also Sino Garrus' loyalty is actually about half LOKI mech.

Modifié par OniGanon, 21 septembre 2010 - 09:02 .


#18
Kronner

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Shields are no issue. Area Overload from Garrus/Miranda will remove the shield completly from several regular enemies instantly. Fastest solution there is. Then it is playtime for an Adept. You do not even have to shoot.

#19
AntiChri5

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Buy the Force Unleashed.

#20
NICKjnp

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Garrus can get rid of shields for you at lvl 3. He has the 25% power bonus as his passive. When you take him after he is loyal then he becomes a force of nature due to his squad armor piercing ammo and his lvl 3 overload.

#21
D Amiri

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Biotics are fine with the exception of Shockwave. I think if Shockwave and Throw made all non Heavy-sized/boss enemies fall in place therefore buying you a 1-2 sec CC effect, biotics would be perfect. The current split second stumble on enemies with defenses isn't enough. For ME3 I want them to bring back the brown crates. The brown creates in ME1 gave biotics that godmode feel of totally controlling the battlefield. Adding brown creates would give way more utility to all the biokinetics (shockwave, pull, throw, charge, singularity)

#22
Grumpy Old Wizard

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Jarys wrote...
Then you find out that you cannot lift, throw, or even poke people with any biotics until there is no shield, barrier, or other defensive armament protecting them.


Sad to say it but guns are where the power is at in ME 2. Guns+ammo powers >> active powers. That is why the soldier classes are the three most popular classes in the polls (soldier, vanguard, and infiltrator) and why the soldier is played more than all other classes combined. The soldier classes all keep their same playstyle throughout all difficulty levels whereas the adepts powers begin to be more ineffective as the difficulty levels increase and he becomes basicly a gimped soldier with flashy finishing moves.

#23
The Spamming Troll

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ive got a few ideas of what i think biotics should be......





running faster.

jumping higher.

ripping off limbs.

crushing skulls.

splattering enemies into walls. keyword splatter.

being a biotic god.

faster planet scanning.

punch enemies balls.

punch girl enemies in their girl-balls.

squishing bodies into a red mist.

invoking 1000 newtons of force into an enemies eye socket.

hhmmmmm, maybe better sex?





......or maybe your just into lifting someone off the ground.

#24
Nooneyouknow13

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D Amiri wrote...

Biotics are fine with the exception of Shockwave. I think if Shockwave and Throw made all non Heavy-sized/boss enemies fall in place therefore buying you a 1-2 sec CC effect, biotics would be perfect. The current split second stumble on enemies with defenses isn't enough. For ME3 I want them to bring back the brown crates. The brown creates in ME1 gave biotics that godmode feel of totally controlling the battlefield. Adding brown creates would give way more utility to all the biokinetics (shockwave, pull, throw, charge, singularity)


Shockwave just needs normal effectiveness vs protected enemies, and everything is good to go. I'd love see everything else wokr through protections as well, but editing the coalasced.ini to allow powers to work through shields makes it a huge joke.  You can just pull->warp stun YMIRs for example, even though rank 1 pull sin;t enough to lift them it's enough to set up the combo, and rag doll them afterwards. 

#25
Gokuthegrate

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I felt the same. It seems bioware focused more on people who played as the soilder and it hurt those who enjoy using powers.

In ME2 biotic powers feel pretty much useless vs defences. For ME3 all powers should do damage against protected enmies even if its diminished by alittle.