conclusion that the biotic classes are one-trick ponies. I like to keep things
fresh, and I find myself going back to the tech classes for new builds and
playstyles. Even Soldiers offer more gameplay variety than biotics, since
the three different Collector ship weapons force you to radically alter your
battle tactics.
At the end of the day, Vanguards Charge and Adepts
Warp-splode. Both classes are fun and effective, but how many ways are there to
play either one? Or better yet, how many builds actually make either class play
differently (but still as effectively)?
I’m looking for new Vanguard and Adept experiences, but they are hard to
find in the current power system.
For Vanguards there is only a CQC build of one sort or
another. Whenever you use your class power you are flung into point blank range
and there is no way around that. Vanguards just play pretty much the same way
no matter what the build. Adepts have a little more versatility since they can
be either be CQC or pure caster. However, in the end, warp bombs remain their
most used, and most potent, weapon. I think the biotic classes’ playstyles
depend too heavily on Charge and Warp-bombs, which lack the versatility and
synergetic potential of Cloak and Drone.
Cloak and Drone make your guns and other powers more
effective by neutralizing cover and allowing you to snipe, CQC/melee, advance,
retreat and flank. The tech classes’ most powerful moves really just enhance
their other killing methods and lend themselves to many different styles of
play. Depending on the build, they can be effective snipers, casters, summoners
(mech and organic) or backstabbers.
Any thoughts on keeping the biotics fresh for Mass Effect 3?
Edit:
After a day of passionate biotics defense by fans and fanatics, the best solutions proposed are: a better power combo system and better power evolution chioces. I lean towards the more combos approach. The changes should apply all classes, and the combat system should stay pretty much the same. No new powers to manage, just new effects from combos. If you like the Adept as is, play in your current style and nothing will change. If you want more variety, set up the new combos.
A sigularity based combo scheme might look something like this:
Singularity+Warp = The normal warp'splosion.
Singularity+Throw = A trap that can be set on floors or walls that launches unarmored targets with deadly force.
Singularity+Shockwave = A detonation that sends out concentric rings of shockwaves.
Singularity+Pull = A vortex that starts at the target and moves towards you, pulling in unarmored targets in its path.
Singularity+Reave= A vorex that moves like a drone, distracting or draining energy from
target to target until the duration wears off.
Singularity+Slam = A trap that lifts a group of unarmored targets and slams them in place for a stun effect.
Singularity+Dominate = A confusion detonation like a flashbang that work on targets with defenses.
Singularity+Stasis = A stasis detonation like a cryo blast, holding unarmored targets in place and allowing them to take damage.
Something like this would add value to the minor powers like shockwave and add variety the Adepts arsenal. Any new ideas are appreciated and thanks to everyone for your input.
Edit:
Here is another solution that would keep the current combat system totally intact and just tweak a few powers. If you shorten Singularity's cooldown you can dump Pull. If you speed up Shockwave's casting time you can dump Throw. That would give you two free spots. Toss in Dominate and another biotic power and you have a very versatile Adept:
Warp
Singularity (w/ shorter CD Replces Pull)
Shockwave (w/ shorter casting time replaces Throw)
Dominate
Reave? Stasis? Some new Biotic power?
Biotic Mastery
That power set could be developed in to several sick builds.
Edit:
Practical stopgap solutions for ME2:
PC Modding:
social.bioware.com/forum/1/topic/103/index/2338026
XBOX Modding:
social.bioware.com/forum/1/topic/103/index/2277020
Peace
Modifié par horangi88, 17 octobre 2010 - 01:32 .





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