I didn't mind the transition of how Renegade/Paragon worked in ME2 from ME1. Charm was always the first thing I invested points in in ME1, so for me personally, it's like I'm getting free points.
Still, something I *DID* like in ME1, and something that IMO would be nice to make a return was how the different skills ACTED as both skills AND stats. Decryption increased the size of tech mine explosions, Hacking increased duration, Electronics increased damage. Okay I might have gotten some of those mixed up, but that's how it worked. So investing in these skills gave you more powers AND altered your existing powers AND worked for situations outside of combat. It'd be nice if that made a return.
Like, what if for every point you put into Flame Tech, all your tech powers got 5% stronger? And for every point you put into Ice Tech, the "casting time" on all your techs got 10% faster. For every point you put into Overload, the AOE of your techs increases by 0.33 meters.
Also, I want to make it clear that part of the *strengths* of the Engineer classes in ME1 was the fact that you had more leeway in who you could take with you on missions. The class directly was probably a little inferior in combat, but the ability to safely take both Ashley and Wrex evened it out.
I'm talking about Engineer abilities, so a lot of people won't relate to this post, but I think it'd be a nice compromise between ME1 and ME2. Some of the nuance and customizability of ME1, but the ease of use of ME2.
Scimal wrote...
While it's fun to think of that in theory, the very nature of stats is to limit possibilities. Think of ME1; I didn't put many points into repair. So, instead of spending more time experiencing the story and the world around me, I spent countless hours repairing the Mako after stumbling into an occupied area for the first time. That's not fun.
But really, who gets damaged in the Mako? Maybe 1-shotted by a Thresher Maw if you don't realize how much EXP they give on-foot, but damage? :-P