Bozorgmehr wrote...
It's already very easy. I reckon you've said Charge's cooldown should be increased a little to make it a little less OP. That would add some tactical depth; but Vanguards will still use Charge all the time (not doing so is gimping yourself).
Well, we will have to agree to disagree. I mean, you basically say Vanguard's Charge wins the game by default, there is no risk and it is incredibly easy. Well, to be honest, I will rather stop now because I really do not want to throw strong/curse words at you..I mean when I look back at all the deaths I experienced while playing Vanguard..I rarely die now, but given how much time I've spent with the game, it is no surprise. In any case, you saying that Charge = I WIN button/Vanguard can't die is f***ing ridiculous. I even thought it was a joke for a second.
A cautious Adept can't die, but they will die when they're taking risks - Vanguard can't die (risk is almost a non-issue). Speed is important; designing one power that makes it (easily) possible to clear levels in (say) 10 minutes; and designing a set of powers who (while using them effectively) results in a 20 minute fight - is not good design or balance.
See above.
I don't care that some classes are a bit more powerful, but the difference should be small. Speed and 'tedious' are closely related - combat needs pace to keep it fun. No one likes to camp somewhere and slowly wear down the enemy - that's boring.
This is already present in ME2.
To work as a team is more complex than going at it alone; and using 3 powers at the right time is more complex than bashing one button only. It's ain't night and day, but more options increase complexity (just a little bit).
Well, to me, the difference between 'multiplication and addition' AND
this is about the same. Either way, it is so simple combination that putting "complexity" into the same sentence is hilarious. Charge is arguably more difficult to use because you must be precise and react quickly. With Singularity or whatever you can sit behind cover and if you screw it up, you just stay where you are and try again in 4 seconds. This is not really possible to compare directly, different people will see it differently.
I would also like to point out that there are very few (<90%) ME2 players who don't "know" how to use Charge (that was only an issue during the first days (maybe weeks) after release) whereas most players (>80%) still don't know how to utilize the Adept's biotic powers when enemies use defenses. Does say something about the "complexity", no?
Not really. People simply expected Adept to be the bioticGod (ala ME1) and that is not the case in ME2. People like to b1tch and moan. I personally find Adept to be easier to play than Vanguard. Not as fast, but nowhere near as risky either.
Idon't see why making the Vanguard more powerful would change all that much anyway. They are just as strong with and without extra abilities. I'm more interested in increasing the challenge a little.
Seriously?
So first you say Vanguard is I-WIN class, and adding more power to them is gonna make the game more challenging? If you mean more challenge = enemies with more DP and HP, then, as I said above, you'd use 2 gimped powers instead of one powerful power in the same timeframe..this is not any better, it is actually much worse. Better AI would not change much given the time dilatation effect.
Just answer this:
Do you believe the ME2 Vanguard is the end of gaming evolution, i.e. they are perfect the way they are now?
Or do you think there might be ways to keep all the good stuff, but also give the Vanguard powers that occasionally see some action beside Charge (without forcing player to get into cover doing so)?
I never claimed Vanguard was perfectly designed. I just
absolutely hate your change proposals, because you totally ignore many
important facts.
All I can say is that I'm glad Bioware wasn't acting like a grumpy conservative grandpa while designing ME2's combat system. I'd like to see a similar improvement in ME3. I'm not saying I know how, or that I'm holding the Holy Grail or anything. I simply don't like it that a game like Crysis is a "better" shooter-rpg than ME2. The nano suit's modes allow lots of ways to approach fights; ME2's system doesn't (you need to play a different class to be able to use another "nanosuit mode"). If the guys at Crytec can do it, Bioware can do it too.
Apples and oranges, apples and oranges.
But I do agree that any gameplay improvement is welcome.
==
Bozorgmehr wrote...
ME1's class system is bad, too much overlap like you've said. This has been improved a lot in ME2 but the
supposedly hybrid classes are one-power specialists - they are fun to play but they don't really 'fit' the term hybrid. Vanguards are (close) combat specialist - not biotics; Sentinels are tanks - not tech/biotic specialist.
This is just not true. Vanguard can be played in a number of ways. The fact that you completly ignore this fact is sad. Personally, I play one dimensional, one power Vanguard, because I love it. BUT, it is possible to take AR, play a long range biotic/combat hybrid with occasional Charge, I am sure some people enjoy that.
Sentinels, again, do NOT have to be tanks. You, again, ignore this fact.
Not much to add, really.
Bozorgmehr wrote...
I also find it hard to believe that the fact you cannot tank or charge 100% of the time (maybe 80 % instead) ruins all the fun. Give the player options; let them decide how they like to play each class; the ME2 Vanguard is awesome at CQC but sucks at everything else - caster Sentinels are a lot weaker than Assault Sentinels. I'd like some tweaks to make it a viable option to focus on biotics (VG) and end up with a good CQC character who can cast biotics effectively. Power Sentinels should be relatively equally powerful compared to Assault Sentinels.
And here we go again. You TOTALLY ignore the fact that the game is NOT based around Insanity. Not every power can be viable on ANY difficulty. Achieving that kind of balance in a game is not worth the resources it would take. And you know damn well I like Insanity in ME2. But this is simply a fact. Be realistic.
Modifié par Kronner, 16 avril 2011 - 04:46 .