Idea for a new Biotic power for Adepts: Focus
#1
Posté 09 février 2011 - 05:00
With this skill, Shepard can temporarily dramatically boost the output of his/her bio-amp for additional damage to all biotic abilities, as well as lowering the cooldown of all biotic abilities to a flat 1.5 seconds. You also will gain a (very) minor time dilation effect (lower than lv1 Infilitrator dilation). However , this does not come without cost; after the powers 20 seconds are up, Shepard will be weakened from the exertion, and all biotic powers will have their cooldowns increased by 1.5 for 20 secs after the end of the skill. If Focus is used again during this 20 sec "cooldown" phase, Focus will last half as long(10 seconds), and the cooldown phase will be more severe after that , doubling all cooldowns and locking Focus for another 20 seconds.
Rank 1: +25% Biotic Damage Increase
Rank 2: +50% Biotic Damage Increase
Rank 3: +75% Biotic Damage Increase
Rank 4 Evolutions: Hardened or Heightened
Hardened Focus: Shepard has become accustomed to the effects of Focus, and has a shorter cooldown phase after use.
+75% Biotic Damage Increase, 10 second "cooldown phase"
Heightened Focus: Shepard has learned to maximize the bio-amp's powers while Focused, and gains an even larger damage increase to biotics while in this mode, as well as a slightly more powerfull time dilation (while still not reaching lv1 Infiltrator dilation).
+100% Biotic Damage Increase, slightly higher dilation
In game look: The effects of the dust in Samara's recuitment, including the effects on the looks of powers. Maybe have blue fizzling sparks when in cooldown phase.
It shares alot of similarities with Adrenaline Rush, but I hopefully tried to make it as balanced as possible for Adepts, while still rewarding aggressive play. Any thoughts/suggestions?
#2
Posté 09 février 2011 - 05:36
Of course it could end up being very overpowered as well.
#3
Posté 09 février 2011 - 06:30
It might encourage short yet devastating biotic attacks, but the penalties imposed afterward might result in Shepard hiding behind cover til the next Biotic Focus Rush.
#4
Posté 09 février 2011 - 06:45
#5
Posté 09 février 2011 - 06:49
termokanden wrote...
Not a bad idea. I'm a bit afraid it would just mean you use biotics under Focus, then shoot, then use Focus after the cooldown phase. That also makes Hardened Focus seem like the best evolution of the two if you want a caster class.
Of course it could end up being very overpowered as well.
Yes, you bring up a good point. I was going to add a penalty to accuracy to the cooldown phase, but then I feared that it would lead to Adepts just taking cover until all the negatives wear off. Maybe adjust the time period for when the weakened Focus activates to 30 or 40 seconds, but leaving the cooldown period to 20 seconds?
Bozorgmehr wrote...
I like the idea though only Warp will really benefit from a biotic damage increase - added duration would be great also.
It might encourage short yet devastating biotic attacks, but the penalties imposed afterward might result in Shepard hiding behind cover til the next Biotic Focus Rush.
Maybe putting a duration bonus in there would go like this:
Rank 1: +25% Biotic Damage Increase, +20% Biotic Duration
Rank 2: +50% Biotic Damage Increase, +40% Biotic Duration
Rank 3: +75% Biotic Damage Increase, +60% Biotic Duration
Hardened: +75% Biotic Damage Increase, +60% Biotic Duration
Heightened: +100% Biotic Damage Increase, +100% Biotic Duration
What do you think? Anyone have any thoughts about how to maybe stop that cycle of: Use Focus, hide behind cover, use Focus?
#6
Posté 09 février 2011 - 07:04
As stated earlier, this isn't needed on Veteran and below because after upgrades the adept can already wipe the board playing ping-pong at will. Nice idea, but the practical application would mess the game up play wise.
#7
Posté 09 février 2011 - 07:08
The Runeseeker wrote...
What do you think? Anyone have any thoughts about how to maybe stop that cycle of: Use Focus, hide behind cover, use Focus?
One that comes to mind is how Cloak prevents the health and shield regeneration for a short period.
With Focus maybe a similar function would do?
#8
Posté 09 février 2011 - 07:14
Bozorgmehr wrote...
I like the idea though only Warp will really benefit from a biotic damage increase - added duration would be great also.
In addition, from what it looks like, only Warp and Shockwave and bonus Barrier would really benefit from the shortened cooldowns.
Pull and Throw are already nearly 1.5 seconds after the upgrade and passive boosts. Singularity's cooldown isn't that far off and I've never really found myself "waiting" for Sing's cooldown to finish.
This sounds like a good concept, but just not the right implementation with the system in place. The duration bonus would be one good addition but overall I don't think it would fit being shoehorned into the ME2 set up.
#9
Posté 09 février 2011 - 07:14
Hold key to charge (few seconds) -> blue glow around shepard -> release for greater damage/duration/AOE... Severe cooldown penalty (double or whatever).
Of course this means things like wide/heavy singularity would need changing (well the difference never made sense in the first place) - instead have the option of insta-cast or projectile or something, and charge it up to make it more powerful.
Personally I feel that is simpler than creating another ability.
#10
Posté 09 février 2011 - 07:22
They could add more health to enemies (1.5 to 1 = health to defense ratio) to make biotics even more useful. I just hope they don't overdo it and biotics will be still fun, not 'I win' abilities that lead to kite shooting a la ME1.
Modifié par Kronner, 09 février 2011 - 07:23 .
#11
Posté 09 février 2011 - 08:33
But, still, Let's not let this thread go to waste! If you have any ideas for improving biotics in the upcoming sequel, or any more feedback about what I've written, please, do share!
Modifié par The Runeseeker, 10 février 2011 - 01:47 .
#12
Posté 09 février 2011 - 11:01
#13
Posté 10 février 2011 - 01:22
something like using an ability that allows biotics to work on protected enemies for a short time, or forever.
Rank 1: +25% Biotic effectiveness Increase - stagger effect
Rank 2: +50% Biotic effectiveness Increase - falls on their butt
Rank 3: +75% Biotic effectiveness Increase - flies across room
Rank 4 Evolution: master means master. it always works. enemies fly across room and take damage
Modifié par The Spamming Troll, 10 février 2011 - 01:26 .
#14
Posté 10 février 2011 - 01:26
#15
Posté 10 février 2011 - 01:28
#16
Posté 10 février 2011 - 01:26
#17
Posté 10 février 2011 - 01:30
#18
Posté 10 février 2011 - 02:12
turian councilor Knockout wrote...
Just give adepts a biotic power that penetrates shields and they will be unstoppable.
Because that's not possible on Normal.
Why ruin the game for others just because some people apparently think they have to be godlike on Insanity.
#19
Posté 10 février 2011 - 02:38
Why would an Infiltrator ever use Cloak if Neural Shock can be used 3-4 times - no need to be invisible when there are no enemies around firing back? That would even rival ARush thus trivializing both classes and difficulty.
#20
Posté 10 février 2011 - 02:43
Roxlimn wrote...
Rank 4 Evolution: reset difficulty level to Veteran.
Now if there only was a way to do that in the game. Ah...wait...
#21
Posté 10 février 2011 - 03:08
Bozorgmehr wrote...
Yeah, when powers like Pull and Throw work regardless of defenses they make Singularity - the Adept's unique power - completely redundant. It makes the Adept class completely redundant, in fact it makes all classes redundant.
Why would an Infiltrator ever use Cloak if Neural Shock can be used 3-4 times - no need to be invisible when there are no enemies around firing back? That would even rival ARush thus trivializing both classes and difficulty.
Actually you pretty much just described what Flashbang Grenade does on normal difficulty
#22
Posté 10 février 2011 - 03:31
#23
Posté 10 février 2011 - 04:10
:blink:But I don't have a left-click abil-OOOooh! I see what you did there!thisisme8 wrote...
The easiest way to become more OP on Insanity difficulty regardless of class is to actually use your left-click ability more. It tears through all defenses and even damages health.
#24
Posté 10 février 2011 - 04:30
Curunen wrote...
I still advocate chargeable powers, although this will require the use of hotkeys; so understandably there would be limitations on a controller compared to keyboard and mouse. Even so, you can still select 3 powers, so not really much of a disadvantage.
Hold key to charge (few seconds) -> blue glow around shepard -> release for greater damage/duration/AOE... Severe cooldown penalty (double or whatever).
Of course this means things like wide/heavy singularity would need changing (well the difference never made sense in the first place) - instead have the option of insta-cast or projectile or something, and charge it up to make it more powerful.
Personally I feel that is simpler than creating another ability.
I really don't see how holding down buttons is harder than holding down keys...
In any case, this ability really isn't necessary. The Adept is fine on Insanity. He just needs to adjust his strategy like every single other class to adapt to the added durability and lethality of the enemies.
#25
Posté 10 février 2011 - 04:58
My post was as an alternative to the OP, that if some sort of power enhancement ability were to be created, I'd prefer it in this chargeable form instead of a new passive/active power.
Modifié par Curunen, 10 février 2011 - 04:59 .





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