I used to disagree with The Spamming Troll in the past, but...
The Spamming Troll wrote...
classes should have been base around what they are, as in an adept or a sentinel, not a preset grouping of skills and then labeling that an adept or a sentinel. an adept, king of all biotics, should have had at the very least, the potential to be exactly that. an adept SHOULD be alot of things it isnt.
I can agree with this up to a point. The Adept is pure biotics, but does not have all the biotic abilities. This was a result of how the bonus power system worked in ME2: bonus powers were limited to squadmate-specific powers unlocked by completing loyalty missions. A decent system, but it left the Adept and Engineer without all the available biotic and tech skills. Although having class-specific powers certainly made the classes more unique than in ME1, where taking Singularity for a Vanguard made for a stronger Adept, and taking AI Hacking on an Infiltrator made for a stronger Engineer.
The Spamming Troll wrote...
minor changes like removing prereques so i dont have to invest in shockwave as a vangaurd.
Totally agree. I think most of the people on this forum agree as well.
The Spamming Troll wrote...
to big changes like an adept class should be able to choose from ALL available biotics. theres no need to worry about one adept being better then another, itd be more like a reave/slam/warp ammo adept VS pull warp/warp/stasis adept. itd create a HUGE variety in gameplay, which is severly lacking in ME2. i mean each ME2 class build looks exactly the same, its pathetic to call leveling in ME2, "leveling." my vangaurd looks exactly like yours, so why even give us the choice to put points somewhaere?
I agree somewhat. If the Adept started with all available biotic powers (like the ME1 Adept) then the "sameness" of Adepts and (other classes) would be less of an issue. More available talents with fewer skill points would allow for more unique builds. I believe that has been suggested by several people. I agree with that suggestion.
I would disagree with Warp Ammo on the Adept unless it was chosen as a bonus power. Warp Ammo is an ammo power with biotic properties, and not an actual biotic power. But good suggestions nonetheless.
The problem most classes, is that you after investing point in 2-3 talents and then the class passive, you are left spending points in powers you will infrequently or never use. For example, after Charge and Inferno Ammo, what is really left for the Vanguard? In theory, the Vanguard could be more combat oriented (Inferno Ammo - Cryo Ammo - Charge - passive, plus Shockwave or combat/biotic bonus talent) or more biotic oriented (Charge - Shockwave - Pull - passive - combat/biotic bonus power). In practice that seems to never be the case.
In theory, the ability to evolve all talents (and not just the class passive) into different evolutions should produce more unique builds. But in practice this kind of fell flat since most of the time, only one choice was clearly better.
Looking at the strategy guides, it would appear that there are many different builds for each class, but in reality most builds either revolve around the bonus power or bonus weapon.
The Spamming Troll wrote...
i also think caster classes shouldnt be limited to sidearms, unless every oher class is as well. if my adepts abilities are no greater then the infiltrators, then why are my guns worse?
I would disgree that the Adept's abilities are no greater than the Infiltrator's, but I think that comes down to personal experience and preference. I understand your position.
In all honesty, I'm nitpicking a game that I really enjoy playing. I think a lot of these issues have only become (more) apparent over time. I'm really looking forward to ME3.