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#26
Grumpy Old Wizard

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Unfortunately Bioware decided to make the most effecftive way to play the game as to constantly be shooting whatever your class is. The adept is not even really the best at biotics. The most effective caster in the game is the sentinel.



Weapons and ammo powers are far more effective than activated powers.

#27
Nooneyouknow13

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cerberus1701 wrote...

One trick pony?

That's the soldier.

AR, shoot, AR, shoot. There's literally nothing else. No strategy. No risk.

How that class is more played than the others combined I don't get. All I can think of is the fact that people find the virtual "God mode" appealing.


It's entirely because it's the default and most people will only do a single play through.

#28
ryoldschool

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That may be why soldier is played most, but it could also be because there are a lot of shooters out there. I played Infiltrator and Adept before I tried the soldier because I figured soldier would be like other shooters. When I finally played it, soldier is quite different from MW and Halo.

#29
The Spamming Troll

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Nooneyouknow13 wrote...

cerberus1701 wrote...

One trick pony?

That's the soldier.

AR, shoot, AR, shoot. There's literally nothing else. No strategy. No risk.

How that class is more played than the others combined I don't get. All I can think of is the fact that people find the virtual "God mode" appealing.


It's entirely because it's the default and most people will only do a single play through.


quite right. most people wont get DLC for the mattock or GPS or lucust or stasis, nor will most players unlock warp ammo, dominate or barrier.

which means the adept IS a singularity/warp-spoder using the carnifax
and the shiruken for what i can only assume is far far far to long.

most forum posters in here are a little dillusional to think the rest of ME players are equally as informed as they are. im as hardcore as they come with ME and it took me 3 or 4 playthroughs of ME1 to find out there is in fact a very good reason to complete LUNA.

say what you want about having throw, slam, and pull but the OP is right. bioware made each class specific ability so powerfull that each class is a one trick pony. if your not spamming your special ability, whats the reason to be playing that class?

ME3 needs much more leeway in abilites alloted to each class.

Modifié par The Spamming Troll, 14 octobre 2010 - 11:29 .


#30
lazuli

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Grumpy Old Wizard wrote...
The adept is not even really the best at biotics. The most effective caster in the game is the sentinel.


Sentinels can deal more power damage with a single Warp than an Adept.  Additionally, the Sentinel can use Biotics more frequently, but this is not always accurate due to Tech Armor's long recharge.  Whether or not you use Tech Armor religiously is up to you, of course, but unless you embrace Tech Armor you might not be getting the most out of a Sentinel playthrough.

I don't think it's fair to say that Sentinels are the most effective casters.  There are lots of angles to consider, one of which is access to both halves of a Warp explosion on one character.  Sentinels can take Slam, but they'll never be fast enough to detonate it on their own.  I think Pull in and of itself warrants a mention as well.  Adepts can also have longer durations for their powers.  Increased durations might not be as impressive as reduced cooldown or increased damage, but it's worthy of note.

#31
Tokion

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It is not really the class that is a "one trick pony" but gameplay mechanics(total global cooldowns) that make the "weaker" skills more redundant. If Warp + explosion is more effective than all other biotic combos, then why would the player gimp themselves?

#32
Rafe34

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I agree about the total global cooldowns- that effectively kills a "caster" class's versatility, which is generally what makes it an equally viable choice.



Possibly, a TGC could still be implemented- like a 3-4 seconds GCD on all "spells" for ME3- but the actual skill used takes 8-10s+ depending on how powerful it is.

#33
horangi88

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Tokion wrote...

It is not really the class that is a "one trick pony" but gameplay mechanics (total global cooldowns) that make the "weaker" skills more redundant. If Warp + explosion is more effective than all other biotic combos, then why would the player gimp themselves?


I think this is the crux of the problem. The biotic powers have a lot of overlap and, 90% of the time, setting up a warp explosion is your best option. If you strip a group of enemies, your options are area pull+warp, singularity +warp, area throw or shockwave. They all are basically the same, except the last two don't deonate. In all four cases the mooks go flying, but the extra detonation damage seems to be the best option for most situations. I guess you could also area reave, but so can any other class. 

On the other hand, an engineer can overload their weapons and shoot them down at will, freeze and melee (or shoot) them all, or burn them to death. Is there a clear "best" option out of these three? I don't think so and I like having the gun, melee, power damage choice.

All I'm saying is that the adept could use some options to balance out warp detonations. Maybe a buffed, area biotic crush that smears the floor with enemies (direct damage to rival warp'splosions), or an area stasis that you can evolve to pass gun damage through (gunplay buff), or a biotic "confusion" that disables enemies and allows extra melee damage but blocks power and guns. Options like these would give adepts more flavor and allow for more varied playthroughs.


Any biotic power suggestions for Mass Effect 3?

#34
Mr. MannlyMan

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The only one I can think of would be disarming an opponent by ripping their weapon out of their hands.

All the other basic motions are covered. Slam, Pull, Throw, Singularity, Warp, Lift, Reave, etc...

Oh, here's one: Hold. You lift an enemy/object, bring them closer towards you, then shoot them off like a rocket, similar to what you can do with Telekinesis in Bioshock.

Edit: actually, it'd be interesting if we were allowed to combine fully-evolved powers using the power wheel to create new effects. Throw + Singularity would create a spinning vortex that you can send out in front of you, kind of like Shockwave, but anything between you and your target would be affected by the field.

Warp + Singularity = a vortex that does even more damage upon exploding.

Pull + Throw = target is launched into the air like a rocket, as if being thrown up and away from the player

Charge + Throw = a wave follows you along your path as you charge, doing damage to everything and "throwing" any unshielded enemies that are caught in your path.

Modifié par Mr. MannlyMan, 15 octobre 2010 - 07:53 .


#35
SirValeq

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horangi88 wrote...
On the other hand, an engineer can overload their weapons and shoot them down at will, freeze and melee (or shoot) them all, or burn them to death. Is there a clear "best" option out of these three? I don't think so and I like having the gun, melee, power damage choice.


You're certainly being biased. Sounds like you just didn't have fun on an Adept playthrough and came to flame. But you know what? Other people did have fun with their biotics and found various ways to play them, not only one.

I mean, really, don't tell me you use overload on unshielded enemies. I know it can be done and what it does, but does anybody actually do that? When Improved Cryo Blast has lower cooldown and Incineration Blast does considerable direct damage and CCs? We're actually left only with those two, because both of them save you lots of ammo and time compared to Overload.
How that compares to an Adept?
Improved Cryo = Area Pull. Enemies are actually disabled for longer with pull and get an immediate bonus to recieved weapon damage. On top of that, Pull has a lower cooldown.
Incineration Blast should kill mooks outright, just like an Area Pull + Area Throw or a simple Warp-bomb will. The difference in cooldown and killing power depends on powers used.
And if you just want to melee the poor guys, use Throw on them non-stop, even rank 1 will let you toy with quite a few opponents while elbowing them to death. Do you think Cryo + melee is more fun, because of shattering possibilities? I think so to, but others may find throwing enemies off ledges or into walls (or into each other - I tried that once and when you time and aim your Throw right it's great) more fun. It's nothing more than a personal preference. It certainly doesn't make the Engineer a Jack-of-all-trades and the Adept a one-trick pony.

#36
Last Vizard

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Why did they nerf the powers?

#37
ashwind

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horangi88 wrote...
 On the other hand, an engineer can overload their weapons and shoot them down at will, freeze and melee (or shoot) them all, or burn them to death. Is there a clear "best" option out of these three? I don't think so and I like having the gun, melee, power damage choice.

All I'm saying is that the adept could use some options to balance out warp detonations.

Any biotic power suggestions for Mass Effect 3?

Perhaps this thread would be better titled (Fresh Biotic Ideas For Mass Effect 3).

I get the impression that you really enjoy the Engineer / Tech classes - nothing wrong with that but it is a personal preference thing. Others may not find Engineer / Tech class to be more enjoyable/diverse than say Adept / Biotic class. Myself? Commander Shepard the Engineer... just... turns me off.

Engineer not getting any special defining skill again does not suit my taste, they are the only class that does not have a class specific skill (minus the Research cost thingie), which to me means that Engineer is a jack of all trade but master of none. Maybe that is why they can do many things equally well, maybe as well as any other class BUT they cannot do 1 thing extremely well (Overload? Can have Miri do it. Incinerate/Cryo Blast? Can have Mordin do it. Drone? Hack? Tali, Legion can do it, etc) -- CLEARLY this is my personal preference/impression and it could be false because I never complete my Engineer playthrough.

As for Adept Biotic ideas for ME3 - I am all for combos and even advance combo.
1 ) Biotic Crush - Pull + Throw or Slam + Shockwave, the opposing force will crush the target maybe.
2 ) Warp explosion + Singularity creates a Biotic Storms that tears targets apart.

As for Vanguard's Charge, I wish they were left alone because they are vanguards, they spearhead attacks and are masters of CQC. Maybe they cannot do other things as well (maybe they can) but the Charge defines the Vanguard making them special (same as Infiltrator's cloak which defines Infiltrators)

Modifié par ashwind, 15 octobre 2010 - 10:06 .


#38
horangi88

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Mr. MannlyMan wrote...

The only one I can think of would be disarming an opponent by ripping their weapon out of their hands.

All the other basic motions are covered. Slam, Pull, Throw, Singularity, Warp, Lift, Reave, etc...

Oh, here's one: Hold. You lift an enemy/object, bring them closer towards you, then shoot them off like a rocket, similar to what you can do with Telekinesis in Bioshock.

Edit: actually, it'd be interesting if we were allowed to combine fully-evolved powers using the power wheel to create new effects. Throw + Singularity would create a spinning vortex that you can send out in front of you, kind of like Shockwave, but anything between you and your target would be affected by the field.

Warp + Singularity = a vortex that does even more damage upon exploding.

Pull + Throw = target is launched into the air like a rocket, as if being thrown up and away from the player

Charge + Throw = a wave follows you along your path as you charge, doing damage to everything and "throwing" any unshielded enemies that are caught in your path.


The telekinesis idea could be an extension of pull, hold the button when the target is pulled and release the button to launch it at another target.

The combo powers idea sound cool as well. I think Adepts detonating Singularity for different effects would make the class power a lot more versatile and the minor powers a lot more valuable. How about 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 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.

#39
horangi88

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iLikeBWgames wrote...

horangi88 wrote...
On the other hand, an engineer can overload their weapons and shoot them down at will, freeze and melee (or shoot) them all, or burn them to death. Is there a clear "best" option out of these three? I don't think so and I like having the gun, melee, power damage choice.


You're certainly being biased. Sounds like you just didn't have fun on an Adept playthrough and came to flame. But you know what? Other people did have fun with their biotics and found various ways to play them, not only one.

I mean, really, don't tell me you use overload on unshielded enemies. I know it can be done and what it does, but does anybody actually do that? When Improved Cryo Blast has lower cooldown and Incineration Blast does considerable direct damage and CCs? We're actually left only with those two, because both of them save you lots of ammo and time compared to Overload.
How that compares to an Adept?
Improved Cryo = Area Pull. Enemies are actually disabled for longer with pull and get an immediate bonus to recieved weapon damage. On top of that, Pull has a lower cooldown.
Incineration Blast should kill mooks outright, just like an Area Pull + Area Throw or a simple Warp-bomb will. The difference in cooldown and killing power depends on powers used.
And if you just want to melee the poor guys, use Throw on them non-stop, even rank 1 will let you toy with quite a few opponents while elbowing them to death. Do you think Cryo + melee is more fun, because of shattering possibilities? I think so to, but others may find throwing enemies off ledges or into walls (or into each other - I tried that once and when you time and aim your Throw right it's great) more fun. It's nothing more than a personal preference. It certainly doesn't make the Engineer a Jack-of-all-trades and the Adept a one-trick pony.


Not looking to flame, just thinking out loud. I'm suprised how personally people are taking my observations. I'm not saying biotics aren't fun or don't take skill to use. They just could use some flavor and balance.

Adepts detonating Singularity for different effects would make the class
power a lot more versatile and the minor powers a lot more valuable.
How about 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 in place them 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.

Modifié par horangi88, 15 octobre 2010 - 10:35 .


#40
Foolsfolly

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What about....



Deflect.



Merc has a rocket launcher, you see this but you're nearly dead, away from any viable cover, and armed only with a puny pistol with only a precious few shots left. The merc fires his rocket and you realize he has you dead to rights. You then hit your hotkey for Deflect and if you timed the spell right it sends the rocket (now biotically infused so it moves faster and thus harder to dodge) back at the enemy killing it.



It's a defensive spell, obviously, but an active defensive spell unlike all the other passive defensive skills (Tech Armor, Fortification, Geth Shield, Barrier, Immunity, etc.) It requires some practice but in the hands of a master it would be invaluable.



Say once maxed out it can deflect other biotic attacks as well. It wouldn't replace Barrier but it would fill a niche in the combat system. A soldier uses heavy weapons, tons of bullets, and sheer endurance to take down a Colossus but the Adapt can use physics and the Colossus's own attacks against it.

#41
sinosleep

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Not bashing the thread, but what's this doing in the strategy section? Seems more like a thread for general what with it asking for suggestions for ME 3 instead of asking for any build advice or missions specific tactics or anything.

Modifié par sinosleep, 15 octobre 2010 - 10:56 .


#42
horangi88

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ashwind wrote...

horangi88 wrote...
 On the other hand, an engineer can overload their weapons and shoot them down at will, freeze and melee (or shoot) them all, or burn them to death. Is there a clear "best" option out of these three? I don't think so and I like having the gun, melee, power damage choice.

All I'm saying is that the adept could use some options to balance out warp detonations.

Any biotic power suggestions for Mass Effect 3?

Perhaps this thread would be better titled (Fresh Biotic Ideas For Mass Effect 3).

I get the impression that you really enjoy the Engineer / Tech classes - nothing wrong with that but it is a personal preference thing. Others may not find Engineer / Tech class to be more enjoyable/diverse than say Adept / Biotic class. Myself? Commander Shepard the Engineer... just... turns me off.

Engineer not getting any special defining skill again does not suit my taste, they are the only class that does not have a class specific skill (minus the Research cost thingie), which to me means that Engineer is a jack of all trade but master of none. Maybe that is why they can do many things equally well, maybe as well as any other class BUT they cannot do 1 thing extremely well (Overload? Can have Miri do it. Incinerate/Cryo Blast? Can have Mordin do it. Drone? Hack? Tali, Legion can do it, etc) -- CLEARLY this is my personal preference/impression and it could be false because I never complete my Engineer playthrough.

As for Adept Biotic ideas for ME3 - I am all for combos and even advance combo.
1 ) Biotic Crush - Pull + Throw or Slam + Shockwave, the opposing force will crush the target maybe.
2 ) Warp explosion + Singularity creates a Biotic Storms that tears targets apart.

As for Vanguard's Charge, I wish they were left alone because they are vanguards, they spearhead attacks and are masters of CQC. Maybe they cannot do other things as well (maybe they can) but the Charge defines the Vanguard making them special (same as Infiltrator's cloak which defines Infiltrators)


I like all the classes, but I've gotten the most replay value from the non-biotics (Soldier included) and the Sentinel. I think the Adept could be fixed by allowing Singularity to be detonated for different effects. I came up with a list posted above. The combo idea would let people who like the class as it is to continue playing their particular styles while allowing something different for those who want more flavor. 

The Vanguard is a harder nut to crack. I can't think of any ways to make Charge more versatile without changing the nature of the class. Thanks for your ideas.

#43
Bozorgmehr

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horangi88 wrote...

The biotic powers have a lot of overlap and, 90% of the time, setting up a warp explosion is your best option.


No it isn't - why waste cooldown on Warp while you can use Throw and/or Pull twice? Warp explosions are best option only when there are multiple enemies within its detonation radius.

On the other hand, an engineer can overload their weapons and shoot them down at will, freeze and melee (or shoot) them all, or burn them to death. Is there a clear "best" option out of these three? I don't think so and I like having the gun, melee, power damage choice.



Utter nonsense. Engineers have drones to distract and defense stripping powers - they're lacking in the CC department. They don't have fast CD powers such as Pull and Throw to use on unprotected enemies by default and using Overload on an unprotected enemy isn't the "best" option; one of the worst options actually in terms of effeciency.

All I'm saying is that the adept could use some options to balance out warp detonations. Maybe a buffed, area biotic crush that smears the floor with enemies (direct damage to rival warp'splosions), or an area stasis that you can evolve to pass gun damage through (gunplay buff), or a biotic "confusion" that disables enemies and allows extra melee damage but blocks power and guns. Options like these would give adepts more flavor and allow for more varied playthroughs.


Sounds like game breaking powers to me; Adepts are powerful enough as they are - it's up to the player how to utilize biotics as they see fit.

Mr. MannlyMan wrote...

Pull + Throw = target is launched into the air like a rocket, as if being thrown up and away from the player


Pull + (Heavy) Throw does this already :)

horangi88 wrote...
Any biotic power suggestions for Mass Effect 3?


I don't expect Bioware to add more biotic powers to ME3; and that's fine. More isn't always better, it's more a sign of incompetence. In the end it all comes down to this:

- Do you want ME3 to be a RTS game? With many powers available > lots of micromanagement and pausing; or

- Do you like to keep the fast paced action and intensity of ME2?

You cannot have both.

I would be pleased if Bioware streamlined the "defense" system. And use a more advanced physics engine so (biotic) powers can also be used on the enviroment; removing enemy cover, allowing objects to be tossed around etc. - enemies should be able to do the same against Shep & co.

#44
horangi88

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sinosleep wrote...

Not bashing the thread, but what's this doing in the strategy section? Seems more like a thread for general what with it asking for suggestions for ME 3 instead of asking for any build advice or missions specific tactics or anything.


The thread is about the biotic classes in ME2, looking forward toward ME3, and this is the classes, Strategy and Builds Forum. Perhaps it would be better somewhere else, I'm not sure.

On a side note, your videos are pretty dope. Respect.

#45
sinosleep

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Thanks, and again, to clarify, I wasn't bashing the thread or anything, just wondering about the location.

Modifié par sinosleep, 15 octobre 2010 - 11:28 .


#46
horangi88

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Bozorgmehr wrote...

horangi88 wrote...

The biotic powers have a lot of overlap and, 90% of the time, setting up a warp explosion is your best option.


No it isn't - why waste cooldown on Warp while you can use Throw and/or Pull twice? Warp explosions are best option only when there are multiple enemies within its detonation radius.

On the other hand, an engineer can overload their weapons and shoot them down at will, freeze and melee (or shoot) them all, or burn them to death. Is there a clear "best" option out of these three? I don't think so and I like having the gun, melee, power damage choice.



Utter nonsense. Engineers have drones to distract and defense stripping powers - they're lacking in the CC department. They don't have fast CD powers such as Pull and Throw to use on unprotected enemies by default and using Overload on an unprotected enemy isn't the "best" option; one of the worst options actually in terms of effeciency.

All I'm saying is that the adept could use some options to balance out warp detonations. Maybe a buffed, area biotic crush that smears the floor with enemies (direct damage to rival warp'splosions), or an area stasis that you can evolve to pass gun damage through (gunplay buff), or a biotic "confusion" that disables enemies and allows extra melee damage but blocks power and guns. Options like these would give adepts more flavor and allow for more varied playthroughs.


Sounds like game breaking powers to me; Adepts are powerful enough as they are - it's up to the player how to utilize biotics as they see fit.

Mr. MannlyMan wrote...

Pull + Throw = target is launched into the air like a rocket, as if being thrown up and away from the player


Pull + (Heavy) Throw does this already :)

horangi88 wrote...
Any biotic power suggestions for Mass Effect 3?


I don't expect Bioware to add more biotic powers to ME3; and that's fine. More isn't always better, it's more a sign of incompetence. In the end it all comes down to this:

- Do you want ME3 to be a RTS game? With many powers available > lots of micromanagement and pausing; or

- Do you like to keep the fast paced action and intensity of ME2?

You cannot have both.

I would be pleased if Bioware streamlined the "defense" system. And use a more advanced physics engine so (biotic) powers can also be used on the enviroment; removing enemy cover, allowing objects to be tossed around etc. - enemies should be able to do the same against Shep & co.




What do you think of a combo system of some sort? Detonating singularity with different powers from ME2 for different effects wouldn't add any new powers to manage, just new effects. The combat system and pace would remain the same, but the adept could get a little more flavor.

Modifié par horangi88, 15 octobre 2010 - 11:49 .


#47
Bozorgmehr

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horangi88 wrote...

What do you think of a combo system of some sort? Detonating singularity with different powers from ME2 for different effects wouldn't add any new powers to manage, just new effects. The combat system and pace would remain the same, but the adept could get a little more flavor.

Lastly,

Cryo blast isn't AOE CC?


More combos are most welcome, but this isn't linked to biotics. More to the entire power package. There's simply not enough synergy between different abilities (you cannot use biotics on freezing targets for example, why not?). The problem that arises if Singularity gets buffed is what to do with the other classes? They need some extra flavor too just for the balance between classes. I would prefer more customization, why not offer the option to make Throw more powerful and let it bypass defenses at the cost of a much longer cd (like 10 s or something). Player has to make the choice between having a power with limitations (doesn't affect protected enemies; less powerful), but it can be used often; or a powerful version that can be used sporadically.

Cryo Blast is a CC power, but it has a long travel time and it takes time before enemies are frozen. Both Pull and Throw will reach target much faster and their effect is instant (and last longer). Only tech power to rival Pull and Throw is Neural Shock, but that's a bonus power.

#48
horangi88

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Bozorgmehr wrote...

horangi88 wrote...

What do you think of a combo system of some sort? Detonating singularity with different powers from ME2 for different effects wouldn't add any new powers to manage, just new effects. The combat system and pace would remain the same, but the adept could get a little more flavor.

Lastly,

Cryo blast isn't AOE CC?


More combos are most welcome, but this isn't linked to biotics. More to the entire power package. There's simply not enough synergy between different abilities (you cannot use biotics on freezing targets for example, why not?). The problem that arises if Singularity gets buffed is what to do with the other classes? They need some extra flavor too just for the balance between classes. I would prefer more customization, why not offer the option to make Throw more powerful and let it bypass defenses at the cost of a much longer cd (like 10 s or something). Player has to make the choice between having a power with limitations (doesn't affect protected enemies; less powerful), but it can be used often; or a powerful version that can be used sporadically.

Cryo Blast is a CC power, but it has a long travel time and it takes time before enemies are frozen. Both Pull and Throw will reach target much faster and their effect is instant (and last longer). Only tech power to rival Pull and Throw is Neural Shock, but that's a bonus power.


I agree with you on having more combos and synergy for tech powers as well as biotics. Also, I second the idea of better customiztion options for fully evovled powers as well. I think that both could be implemented without changing the combat system drastically.

#49
Leon Zweihander

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If they expand on the warp detonation and make more biotic combos, as well as tech and biotic/tech combos I think classes will be more varied, including the teammates brought to each mission.

#50
The Spamming Troll

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horangi88 wrote...

iLikeBWgames wrote...

horangi88 wrote...
On the other hand, an engineer can overload their weapons and shoot them down at will, freeze and melee (or shoot) them all, or burn them to death. Is there a clear "best" option out of these three? I don't think so and I like having the gun, melee, power damage choice.


You're certainly being biased. Sounds like you just didn't have fun on an Adept playthrough and came to flame. But you know what? Other people did have fun with their biotics and found various ways to play them, not only one.

I mean, really, don't tell me you use overload on unshielded enemies. I know it can be done and what it does, but does anybody actually do that? When Improved Cryo Blast has lower cooldown and Incineration Blast does considerable direct damage and CCs? We're actually left only with those two, because both of them save you lots of ammo and time compared to Overload.
How that compares to an Adept?
Improved Cryo = Area Pull. Enemies are actually disabled for longer with pull and get an immediate bonus to recieved weapon damage. On top of that, Pull has a lower cooldown.
Incineration Blast should kill mooks outright, just like an Area Pull + Area Throw or a simple Warp-bomb will. The difference in cooldown and killing power depends on powers used.
And if you just want to melee the poor guys, use Throw on them non-stop, even rank 1 will let you toy with quite a few opponents while elbowing them to death. Do you think Cryo + melee is more fun, because of shattering possibilities? I think so to, but others may find throwing enemies off ledges or into walls (or into each other - I tried that once and when you time and aim your Throw right it's great) more fun. It's nothing more than a personal preference. It certainly doesn't make the Engineer a Jack-of-all-trades and the Adept a one-trick pony.


Not looking to flame, just thinking out loud. I'm suprised how personally people are taking my observations. I'm not saying biotics aren't fun or don't take skill to use. They just could use some flavor and balance.

Adepts detonating Singularity for different effects would make the class
power a lot more versatile and the minor powers a lot more valuable.
How about 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 in place them 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.




i dont like this at all. your still spamming singulartiy again then! i cna appreciate the differneces each combo would have tho. but i dont need more options to work with singularity or more ways to warp explode. i just want a reason to use throw or pull instead of spamming warp and singularity.