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Global cooldown, Why do people hate it so much?


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#76
Silmane

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Kakistos_ wrote...

As an Adept in ME2 I felt powerless. Powers may or may not have been overpowered in ME1 but at least they were fun. I feel that as an Adept who sacrifices weapon versatility and armor to max out my biotic abilities that I deserve to be a little overpowered.


You just have to learn the class. Singularity is amazing and it's very easy to combine your moves with squadmates for good results. 

Actually looking forward to putting my Adept to the test in Arrival, since some of it is Shepard solo.

#77
Raycer X

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Silmane wrote...

Kakistos_ wrote...

As an Adept in ME2 I felt powerless. Powers may or may not have been overpowered in ME1 but at least they were fun. I feel that as an Adept who sacrifices weapon versatility and armor to max out my biotic abilities that I deserve to be a little overpowered.


You just have to learn the class. Singularity is amazing and it's very easy to combine your moves with squadmates for good results. 

Actually looking forward to putting my Adept to the test in Arrival, since some of it is Shepard solo.


The only problem I have is that Heavy Singularity has too small of an effect radius (imo, it should be 2 meters, not 1.25) and wide/area Singularity doesn't affect enemies behind cover, even though the gravity center is clearly touching the object that the enemy is behind.

#78
Dave666

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Personally I would prefer a hybrid system between ME:1 and ME:2, two seperate cooldowns, a Global Cooldown of say 2 seconds and an individual cooldown for each power.  These numbers are all as example only, in practice it would work like this, you see an enemy with a barrier and use Warp which starts two cooldowns, warp is at say 6 seconds, global is at 2, after 2 seconds you are free to use any ability except Warp (by this time now on 4 seconds Cooldown).  All you would need for this to work would be a small icon that fills then disappears when its Cooldown is over.

This type of system would mean that combo's are still possible, however it discourages people from simply spamming warp over and over again for example. Again, all numbers here are as examples only to get the idea across.

#79
RenownedRyan

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People against it just want an easier playthrough imo.

#80
Drake_Hound

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I prefer the ME1 system too , or group tied in cooldown ammo tied cooldown
It is a bit silly that Geth Shield and Fortification have 12 second cooldown , while Adrelina Rush 6 .
So activating powers also triggers ammo swap cooldown . doesn´t make much sense .
Or activating ammo powers , means you can´t activate powers .
It is a bit silly the ME2 system , that global cooldown are based on the powers you press recharge timer .

#81
tonnactus

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Orkboy wrote...


If Bioware are so set against individual cooldowns then they should at least split out the different types...
.


Only the Mass Effect gamedesigner team.Dragon Age II still have seperated cooldowns and is a better rpg by miles.

#82
Kakistos_

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Silmane wrote...

Kakistos_ wrote...

As an Adept in ME2 I felt powerless. Powers may or may not have been overpowered in ME1 but at least they were fun. I feel that as an Adept who sacrifices weapon versatility and armor to max out my biotic abilities that I deserve to be a little overpowered.


You just have to learn the class. Singularity is amazing and it's very easy to combine your moves with squadmates for good results. 

Actually looking forward to putting my Adept to the test in Arrival, since some of it is Shepard solo.

What I ment by powerless is that I felt limited and sluggish. I beat the game as an Adept in a fair amount of time but it felt so meh. For classes that rely on their powers in combat the global cooldown is a real downer even with Squad combinations.