My biggest problem with the way that tech/biotics changed in ME2 is thus:
In ME1, as an adept, I felt like biotics were my primary weapon, and guns my secondary. In ME2, it feels as though, as an adept, biotics are my secondary weapon, and guns my primary.
Balancing does need to the be addressed, but ME1
felt right. ME2 feels forced for the sake of balance. If I play an Infiltrator or Vanguard, or whatever, it's because I
don't want to be the standard shooter protagonist. I want to be something different.
My proposal, is thus:
As ME2 did already happen, it will be difficult to dismiss the system, but I propose an alternate hybrid system to the op's.
Put two related abilities on a shared cooldown. An example would be Pull and Throw or Incinerate and Cryo Blast. Thus each character could have 2-4 different cooldowns (assuming additional abilities in ME3), but still be forced to be judicious with decisions. Shepard would have even more.
I do agree that ME2's system fits lore better than ME1's, however, my system could easily be rationalized with new L6 implants that compartmentalize different kinds of biotic uses and omni-tools designed for extreme combat multi-tasking. Combat classes - particularly soldier - could be powered to up to match by increasing weapon damage or decreasing damage taken, or some other clever thing Bioware comes up with.
Just my two cents.
Modifié par LogosDiablo, 12 décembre 2010 - 08:47 .