Powers......Is it just me or?......Any ideas?
#51
Posté 28 avril 2011 - 06:47
PUT CARNAGE BACK IN BIOWARE. Even if it eats up half of your ammo count, I want Carnage back!
#52
Posté 28 avril 2011 - 06:53
Kaedan94 wrote...
I really don't see the point of this.
If you took weapon skills out of ME1, it's almost no different than ME2. In fact, the only difference at that point is that you get more return on your investment for skills in ME2 than you did for skills in ME1.
I'm sorry to say, but there wasn't significantly more variety in ME1 than there was in ME2 once you took weapons out of the equation.
And you should take into account that they've already stated that the skill trees will branch more in ME3, so I think people are worrying about nothing.
Depends on the class and what you mean by weapon skills. Sure the progressive shoot X% better is gone and fine and dandy since it is a shooter/rpg hybrid. But also gone are the weapon specific skills like carnage. It really changed soldiers into a one power class.
While the adept is fairly similar(but he still lost stasis, and barrier as a shield boost), but replace every ammo power with a real power and other classes will start looking more like the original version. It is kind of messed up how many powers and how much diversity some classes lost. This becomes especially apparent with the squadmates who instead of being a full class like the main character get 3 powers+their class passive.
And yes there is quite a bit of cross/squadie power useage. Heck even if you wanted to give simialr powers did they have to be the same. Take overload, have 3 different versions for 3 different squadmates. All are shield defeating, but maybe one that is all it does an it does it well. Another does it poorly, but also fries guns for standard cc duration seconds, while another does moderate damage to shields and also targets health, or is equally effective against armor or something. It would give squadmates different feels while still fullfilling the same rock/paper role.
#53
Posté 28 avril 2011 - 02:29
Ahglock wrote...
Question, do you expect the person to hit 60 on a single playthrough? ME2, got you to max level on the first playtrhough and it wasn't hard to get there, so it doesn't fit as well to steamroll things. But in ME1 you had to play the same shepard 3+ times in order to hit 60, so letting people steam roll the opposition seems fine to me. For people who want to keep it real, just start new shepards, don't do NG+. For people who want shepard to go beyond what he initially was capapable of there is NG+. Basically ME2 only allowed one style of shepard in that regard, ME1 kept both sides happy there. Nothing forced you to NG+ is and get the maxed out monster, but it was available to the people who liked it. ME2 just did not have that option. Did effectively rmeoving NG+ add something to the game or did it just remove the options? To me it just seems like a removal of options.
I think the ability to faceroll the game should be tied to game difficulty settings, not to your character level. Every level should be challenging. You should feel more powerful at higher levels not by fighting weaker opponents necessarily, but by having access to a wider range of abilities that have additional effects or recharge faster.
If you want a ME1 experience in ME2, you can play on casual, for instance. If it insults your pride to play on casual, then it should insult your pride to faceroll ME1. The only difference is an arbitrary name associated with the difficulty setting you play on. The complete absence of a challenge is preserved in both scenarios.
As for hitting level 60, no. I don't expect people to hit it in one playthrough. But level 60 isn't necessary to faceroll the game. After one or two plot missions you no longer need to use cover* if you've built your character even remotely well. Sure, you might get taken down by a one-hit-kill every now and then, but that's just further evidence of poor balancing- artificial difficulty.
NG+ wasn't removed. If anything, we have a deeper NG+ experience in ME2 than we had in ME1, if you count doing missions after the SM as part of the NG+ realm.
*depending on difficulty setting and character class.
#54
Posté 28 avril 2011 - 03:34
Dazaster Dellus wrote...
Does anyone esle think BW needs to differentiate the characters a bit more. They are all pretty much just exact copies of each other minus 1 maybe, maybe 2 moves. like three characters use concussive shot. 3 use warp. Barrier is used by more than a few. So on and so forth. It would be nice to see them with a bunch of different move. I'm not saying that some can't have one or two moves that are the same but the majority of them should be different. Make each character unique. I do like that they are supposedly expanding and changing the powers/skills tree. We will see how that turns out though.
Any ideas for powers/skills?
I don't really understand what the issue is - are you saying you want everyone to have different powers purely for the sake of being different? I don't really think that is a worthwhile use of development resources. I'd rather they concentrate on stuff like AI and level design rather than just making up different versions of the same functional power just for the sake of it.
#55
Posté 28 avril 2011 - 03:38
lazuli wrote...
I think the ability to faceroll the game should be tied to game difficulty settings, not to your character level. Every level should be challenging. You should feel more powerful at higher levels not by fighting weaker opponents necessarily, but by having access to a wider range of abilities that have additional effects or recharge faster.
If you want a ME1 experience in ME2, you can play on casual, for instance. If it insults your pride to play on casual, then it should insult your pride to faceroll ME1. The only difference is an arbitrary name associated with the difficulty setting you play on. The complete absence of a challenge is preserved in both scenarios.
As for hitting level 60, no. I don't expect people to hit it in one playthrough. But level 60 isn't necessary to faceroll the game. After one or two plot missions you no longer need to use cover* if you've built your character even remotely well. Sure, you might get taken down by a one-hit-kill every now and then, but that's just further evidence of poor balancing- artificial difficulty.
NG+ wasn't removed. If anything, we have a deeper NG+ experience in ME2 than we had in ME1, if you count doing missions after the SM as part of the NG+ realm.
*depending on difficulty setting and character class.
No playing on casual does not give you a ME1 expereince, it only gives you the easier part. And it is not like ME2 was ever challenging on any difficulty level. But what it doesn't do is give me the ability to go beyond what my shepard was initially capable of. Think of final fantasy games, you can beat the games at lets say level 40 but you can still go to level 99 and max your character out if you really want to go insane and grind for ever. Not everyone wants this "tough" decision thing in character building. They want to go beyond what is normal for the character no 51 points when it takes 70 to max your character out, they want to max out everything they think is important in the character. Which is why NG+ was such a good idea, it still gave you the "tough decision" in the core game so that crowd is satisfied, but it allowed you to go beyond and max your character out so another crowd was satisifed.
And sorry no there isn't a NG+ experince in ME2, you don't grow or change past the first game. There is just replay the game with the same character, there is no +. How in any way does the ability for people to play beyond normal impact your game in any way. All you have to do is, not play in that mode. Your game wont change in the slightest, but you seem hell bent on making sure others can't play in a way they desire. It is like saying no there shouldn't be a hard core mode in Fallout 3, I don't use it so it shouldn't be there.
#56
Posté 28 avril 2011 - 03:43
marshalleck wrote...
Despite DA2's other problems (recycled environments chiefly) there are way more options for character builds in that game than there are in ME2.
Considering we've learned that each skill will have multiple evolution choices as it is invested in, I wouldn't be surprised if ME3's character building ended up more like DA2, where you get abilities and can choose to invest in perks/evolutions that change how those abilities function or simply make them function much better.
As long as they make all power evolutions reasonably compelling (a failing in the case of certain powers like Heavy Charge vs. Area Charge), just having two extra evolutions per power will increase the variance exponentially.
ItsFreakinJesus wrote...
I just want Carnage back. The fact they removed it from the series saddens me. The fact that enemies can still do it while I can't makes me even sadder.
PUT CARNAGE BACK IN BIOWARE. Even if it eats up half of your ammo count, I want Carnage back!
Also this. A thousand times over.
I want the Revenant to shoot out a blue Carnage, like the Geth Prime, too.
Modifié par Schneidend, 28 avril 2011 - 03:44 .
#57
Posté 28 avril 2011 - 03:49
Crush - increases gravity under an opponent, pinning them to the ground and causing damage at higher levels.
Deflect - projected in front of the caster, redirects projectiles. Higher levels can control the direction the projectiles get redirected, so you can send enemies' bullets back at them.
#58
Posté 28 avril 2011 - 03:52
Schneidend wrote...
marshalleck wrote...
Despite DA2's other problems (recycled environments chiefly) there are way more options for character builds in that game than there are in ME2.
Considering we've learned that each skill will have multiple evolution choices as it is invested in, I wouldn't be surprised if ME3's character building ended up more like DA2, where you get abilities and can choose to invest in perks/evolutions that change how those abilities function or simply make them function much better.
As long as they make all power evolutions reasonably compelling (a failing in the case of certain powers like Heavy Charge vs. Area Charge), just having two extra evolutions per power will increase the variance exponentially.
As long as they don't do the thing in DA2 where the evolutions really are just getting your powers to where they should be in the first place. Singualrity, creates a singulairty that lightly tugs people. Evolution, it pulls people into the air. You know like icy grasp or whatever where the evolution is oh by the way its cold. Obviosuly not all powers were like this, but when you encountered it, it was anooying.
#59
Posté 28 avril 2011 - 03:58
Ahglock wrote...
As long as they don't do the thing in DA2 where the evolutions really are just getting your powers to where they should be in the first place. Singualrity, creates a singulairty that lightly tugs people. Evolution, it pulls people into the air. You know like icy grasp or whatever where the evolution is oh by the way its cold. Obviosuly not all powers were like this, but when you encountered it, it was anooying.
Not all the DA2 evolutions were compelling, it's true. Not all of ME2's were, either. It's a relatively new system, so it'll take some polish. Both games did have some truly awesome evolutions, though, like the DA2 Whirlwind Attack critting ALL THE TIME, and ME2's Hardened Adrenaline Rush turning Shep into a Juggernaut. Loved those abilities.
#60
Posté 28 avril 2011 - 04:32
Ahglock wrote...
As long as they don't do the thing in DA2 where the evolutions really are just getting your powers to where they should be in the first place. Singualrity, creates a singulairty that lightly tugs people. Evolution, it pulls people into the air. You know like icy grasp or whatever where the evolution is oh by the way its cold. Obviosuly not all powers were like this, but when you encountered it, it was anooying.
Agreed. It just seemed that in DA2, they were throwing in evolutions for the sake of it rather than providing the powers that were in the previous game, with an evolution to turn them into supreme wtfpwnage.
I mean, the initial Glyph of Paralysis was a joke. ME2 did have this same stuff with Singularity, but to be totally honest I think that was more to do with them not being totally sure what direction to take singularity in rather than an issue with the evolution system. ME2's singularity functioned more like ME1's Bastion Stasis, in practice. Used more for locking down single, heavy, dangerous targets rather than sucking in whole squads. The general distinction between Area and Heavy versions seemed to work ok for the most part, aside from Charge.
#61
Posté 28 avril 2011 - 04:44
Ahglock wrote...
No playing on casual does not give you a ME1 expereince, it only gives you the easier part. And it is not like ME2 was ever challenging on any difficulty level.
I guess I was misunderstanding you. You don't want the incredible ease of ME1 past level 20. What you want is the option to maximize all skills and stats available to you, ideally with more to max out than ME2 would offer even if you could get to level 40 or so. Would you still want the game to pose a challenge once you've maxed everything out? Let me know if I'm still misreading you.
And yes, ME2 is challenging. You're forgetting that you were once new to the game and had to learn the ropes. By now it's old enough so that people have figured out the easiest ways of doing everything. Unless you are really good at the game, you will need to use cover. Invite a friend over who is relatively inexperienced with the game and watch how he or she performs if you can't remember what it was like to find the game challenging.
#62
Posté 28 avril 2011 - 04:47
ItsFreakinJesus wrote...
I just want Carnage back. The fact they removed it from the series saddens me. The fact that enemies can still do it while I can't makes me even sadder.
PUT CARNAGE BACK IN BIOWARE. Even if it eats up half of your ammo count, I want Carnage back!
But I approve.
Though I assumed this was what they were trying to do with the Plasma shotgun, with the charge-up.
But the blood pack do it using Scimitars, and I wish the same ability.
#63
Posté 28 avril 2011 - 05:06
lazuli wrote...
Ahglock wrote...
No playing on casual does not give you a ME1 expereince, it only gives you the easier part. And it is not like ME2 was ever challenging on any difficulty level.
I guess I was misunderstanding you. You don't want the incredible ease of ME1 past level 20. What you want is the option to maximize all skills and stats available to you, ideally with more to max out than ME2 would offer even if you could get to level 40 or so. Would you still want the game to pose a challenge once you've maxed everything out? Let me know if I'm still misreading you.
And yes, ME2 is challenging. You're forgetting that you were once new to the game and had to learn the ropes. By now it's old enough so that people have figured out the easiest ways of doing everything. Unless you are really good at the game, you will need to use cover. Invite a friend over who is relatively inexperienced with the game and watch how he or she performs if you can't remember what it was like to find the game challenging.
Even on my first playthrough it wasn't that challenging. Since it is a cover based shooter, I don't think needing to use cover really adds to its difficulty. As for the difficulty I think its a mixed bag. I think bosses and even missions etc. should always be tough, but if you are level 60 and you bump into a random eclipse merc he should be joke compared to how tough he was to you at level 10.
Change the enemies, change the situations, but leveling up should feel rewarding. When you are a level 10 fighter a kobold just should not be scary. The level scaling where now you are fighting level 30 goons I think is a bad design, because you never reeally feel any character progress.
I'd basically in the higher level missions put more and more elites in the mix, keep the goons who get killed in a single shot, hell I might give damage multipliers on enemies who are a certain level of wuss compare to you. But make the average enemy in level 30 fights now be the Blue suns commander style, just dont call them commander make it something that fits having multuiples.
Enemies who might have been boss types before might eventually become the average trooper, but heck have some areas where you just massively outclass the oppostion. That way level 30 feels different than level 20. This is especially important for the classes that use less powers. The adept I use every dam point and every power I have, same with the engineer. MY infiltrator I basically used cloak with the occasioanl defense strip here and there. Every fight from level 10 on felt basically the same as I imporved my guns, the bad guys got roughly the same ammount togher. That IMO is boring. If the collector drone always takes the same ammount of effort from level 10 to 30, was leveling important at all? Why not make the drone a joke eventually, but instead you fight more assassins etc. That way it feels like you got better isntead of just staed the same for 20 levels.
#64
Posté 28 avril 2011 - 05:13
AlanC9 wrote...
"Unfortunately?" Well, I guess it's unfortunate that not everybody has the exact same tastes as you. Unfortunate for you, that is.
i was reffering to the fact that you labeled such individuals as "fools." not the fact that we do have opposing veiwpoints.
#65
Posté 28 avril 2011 - 05:24
Schneidend wrote...
Ahglock wrote...
As long as they don't do the thing in DA2 where the evolutions really are just getting your powers to where they should be in the first place. Singualrity, creates a singulairty that lightly tugs people. Evolution, it pulls people into the air. You know like icy grasp or whatever where the evolution is oh by the way its cold. Obviosuly not all powers were like this, but when you encountered it, it was anooying.
Not all the DA2 evolutions were compelling, it's true. Not all of ME2's were, either. It's a relatively new system, so it'll take some polish. Both games did have some truly awesome evolutions, though, like the DA2 Whirlwind Attack critting ALL THE TIME, and ME2's Hardened Adrenaline Rush turning Shep into a Juggernaut. Loved those abilities.
I like evolutions, but there must be choice - unlike DA2. A system when one can get all evolutions would be bad imo. I'd prefer some flexibility to evolve powers the way you want to.
Take Charge, it moves you around and it protects you (shield regen). It would be cool if players have the option to min-max Charge. Some might favor extra protection others put more value in damage. The first can spec his/her version of Charge to be used more frequently or grants better protection whilst the latter can opt for a lot less protection but (s)he gains a huge (temporally) damage boost.
#66
Posté 28 avril 2011 - 05:31
Ahglock wrote...
Enemies who might have been boss types before might eventually become the average trooper, but heck have some areas where you just massively outclass the oppostion. That way level 30 feels different than level 20.
They did this in certain parts of DA:O's endgame, and I didn't find it terribly compelling. There are arguments for and against leveling up enemies along with the player.
#67
Posté 29 avril 2011 - 12:51
Bozorgmehr wrote...
I like evolutions, but there must be choice - unlike DA2. A system when one can get all evolutions would be bad imo. I'd prefer some flexibility to evolve powers the way you want to.
Take Charge, it moves you around and it protects you (shield regen). It would be cool if players have the option to min-max Charge. Some might favor extra protection others put more value in damage. The first can spec his/her version of Charge to be used more frequently or grants better protection whilst the latter can opt for a lot less protection but (s)he gains a huge (temporally) damage boost.
As usual I agree with you, Boz, though I'd prefer they got a little more creative than throwing around damage boosts. Perhaps giving the offensive Charge evolution a Warp-like effect that can detonate biotic powers, or creating a biotic field on a target that can be detonated.
#68
Posté 29 avril 2011 - 04:51
In the first game you only had six characters, each of whom corresponded to the standard six classes. The game nudged you towards building a single team for the entire game (through achievements and design), and thus your other two characters were tailored to compliment yours. Mass Effect 2 has more characters and encourages greater specialization with each character, as well as using certain characters on certain missions, either through order of recruitment or knowledge of the enemies you will face.
The reason why abilities and combat roles are duplicated across squad members is because while you CAN recruit up to 12 operatives, only 8 of them are actually required to access the final mission of the game. More importantly, the final mission itself will deprive you of one or more of these characters, either through death or assignments, thus the necessity of an alternative option is needed if you require a certain ability.
Simply because multiple characters share the same ability does not mean that the characters themselves are the identical or lacking in specialized roles. Any given character is not defined by having a single ability. Rather, you have to take into account ALL aspects of the character, and how they interact with each other, when determining their combat niche. Specifically;
+ Weapon Proficiencies
+ Passive “class-Skill” bonuses
+ Unique upgrades they may have to health, shields, power damage, or elite weaponry
+ How their powers and equipment interact with and compliment each other, and those of the team. This last one is probably THE most important in terms of differentiation of characters.
Another important reason why certain powers are duplicated is because towards the end of the game you will be facing more narrowly defined enemies within a single mission, rather than various disparate groups with differing protections and types. This is especially true in the main-story Collector missions, N7 missions, and most of the loyalty missions. In most cases you obtain information on what you will be facing ahead of time, and in those instances you are far better off selecting two squadmates who are equally specialized against defeating specific types of foes/protections rather than following the Combat/Tech/Biotic squad makeup trinity emphasized in ME1.
Now in terms of the examples of characters themselves, I will address them separating the characters in pre and post Horizon sections.
Grunt’s activated powers on their own are fairly common: Concussive Shot is possessed by three characters. Incendiary Ammo is shared by Jacob and is comparable to Garrus’ Armor Piercing Ammo. Fortification is essentially a weaker version of Barrier/Geth Shield Boost.
What makes Grunt a different character is that he can have
+50% Health from upgrades
+ 50% Health and Regenerate 55 health per second with class passive
Claymore Shotgun
Non-activated special attack in the form of Krogan Charge
Zaeed and Garrus may both have Concussive Shot, but they are also fundamentally different in their role on the battlefield when compared to Grunt. In terms of how they compare against each other; while their abilities and weapon skills do only vary slightly, they do still differ in that Garrus focuses on powers and Zaeed focuses on weaponry. On certain missions they can compliment each other very well, with Squad Disruptor Ammo on assault rifles and Squad Armor Piercing Ammo on Sniper Rifles. Combine that with the Mech/Geth detonating properties of Heavy Overload and the large area damage provided by Incendiary Grenade and you have a very deadly artillery suite.
Mordin, Jack, and Kasumi have the most unique selection of abilities, and are arguably the most powerful characters in their roles.
Mordin has Cryo Blast, which when fully evolved is the fastest recharging crowd-control ability available to any squad member. Meanwhile his Incinerate is the most damaging area attack thanks to his unique omni-tool upgrade and the innate damage multipliers of the power (x2.4 vs armor, and x1.5 vs shields asit is a tech ability). Not only that, his Salarian Scientist ability gives him higher health AND shield bonuses than any other squadmate other than Grunt, Legion, and Jacob. His abilities are both unique and potent even without touching on his loyalty power.
Jack is the only biotic squad member who can throw/topple multiple enemies with a single, non-evolved biotic power, and do so regardless of cover, hive shields, etc. Warp Ammo enables her to damage barriers and armor without placing her crowd-control biotic abilities into cool-down. While Jacob and Samara also have access to Pull, Jack is the deadliest in its use thanks to the combination of Warp Ammo (doubling it to a 30-100% damage boost), her biotic damage upgrade (Pull does inflict grab/collision damage), and the fact that she can use it more often due to her reduced cool-down AND because her defense-stripping power is constantly active (and thus is not competing with Pull for her cooldown time).
Kasumi’s Shadowstrike is more damaging against any given protection on a single enemy than any other attack possessed by a squad member. Flashbang Grenade enables her to disable the powers of multiple enemies and bosses. Even Overload, a power she shares with other characters, was at least intended* by the designers to be superior in her hands due to her (bugged*) power cooldown reduction.
Miranda does not have any powers that are not duplicated/emulated by other characters, nor is she particularly specialized in the use of those powers (i.e. no bonuses to damage/duration/cooldown). What makes her unique is that she is the only character to combine them in one, while also having one of the most universally useful passive abilities in the game.
Jacob has Barrier, Incendiary ammo, and health bonuses that enable him to be an effective tank, even if not as effective as Grunt. He likewise has Pull which enables him to establish crowd control even if his use of the ability is not as rapid or deadly as when used by Jack. The difference is that he, like Miranda, combines two roles into one squad member, which is a value in and of itself when you can only take two people with you on any given mission.
In terms of the Second Act characters (Thane, Samara, Tali, and Legion), as I noted before the repetition of the powers occurs in a portion of the game where the enemies you are facing are much more narrowly defined. Specifically in the N7 missions, primary story arc missions, and loyalty missions. As a result, a more specialized squad is more effective than the equal proportion of combat/tech/biotic formula of ME1.
Thane has Warp, and the power is identical to that possessed by Miranda. The difference is once he is loyal his Warp against organic targets is going to be “better” than Miranda’s for the simple fact that once the enemies armor/barrier is gone he is going to receive a massive weapon damage bonus from Shredder Ammo, enabling him to finish them using a power without actually waiting for his powers to cooldown.
Samara has Throw just like Thane, and Pull just like Jacob. The difference is that she can use both powers, and can use them on a much faster cooldown timer. While her Pull ability may not be as potent as Jack’s for the reasons noted above, she can compensate for the simple fact that she is a biotic specialist who also has Assault Rifle training, which speaks for itself. This does not even tough upon Reave, which is easily one of the best overall abilities in the game.
Tali and Legion both have Combat Drone and AI Hacking. The reverse order in which they receive these powers can be cause to have each specialize in one or the other. Alternatively, the different evolutions of Combat Drone are better suited to their passive abilities. Tali is better with Assault Drone due to her increase in duration (thus greater damage over time). Legion is better with Explosive Drone since he can use his tech talents more often. They are also extremely deadly together on any mission involving Geth, and moderately deadly against Mechs or Blue Suns. There are several late game N7 missions that involve those groups almost exclusively.
Modifié par Darkstar Aurora, 29 avril 2011 - 04:53 .
#69
Posté 10 mai 2011 - 07:02
Modifié par Vez04, 10 mai 2011 - 07:02 .
#70
Posté 10 mai 2011 - 07:11
But they reduced the soldier to ammo "powers" and bullet time?
I don't even...
#71
Posté 29 mai 2011 - 12:26
Da Mecca wrote...
Wait wait wait...Blood Packs could use carnage?
But they reduced the soldier to ammo "powers" and bullet time?
I don't even...
Rofl
#72
Posté 29 mai 2011 - 01:23
Modifié par Preston Watamaniuk, 29 mai 2011 - 01:23 .
#73
Posté 29 mai 2011 - 01:28
Preston Watamaniuk wrote...
The multiple evolved choices has really allowed for you to build your character and squad the way you want them to play. I really liked Carnage as well. Eric did not want to add in a whole new power for it but the solution he came up with is even better. The entire game play team has really amazed me on this project. The jump in quality for combat overall is pretty substantial.
The question is, will evolutions count? What I mean by that is for example in ME:2 is choosing Heavy Pull ever a better choice than Area Pull? The Area version does everything that the Heavy one does and affects multiple enemies.
#74
Posté 29 mai 2011 - 01:59
Preston Watamaniuk wrote...
The multiple evolved choices has really allowed for you to build your character and squad the way you want them to play. I really liked Carnage as well. Eric did not want to add in a whole new power for it but the solution he came up with is even better. The entire game play team has really amazed me on this project. The jump in quality for combat overall is pretty substantial.
Woohooo best news i've heard today!
#75
Posté 29 mai 2011 - 02:47
Preston Watamaniuk wrote...
The multiple evolved choices has really allowed for you to build your character and squad the way you want them to play. I really liked Carnage as well. Eric did not want to add in a whole new power for it but the solution he came up with is even better. The entire game play team has really amazed me on this project. The jump in quality for combat overall is pretty substantial.
Well that's great, Can't wait to see what you guys cooked up at E3.





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