didymos1120 wrote...
JKoopman wrote...
Oh, wait. You said not to mention any other game but Mass Effect. If I'm expected to follow your arbitrary rules, I guess I would say that if I want to make myself the squad medic, never fire my gun and just let my teammates take care of all the enemies while I manage their health, I don't consider that to be engaging in combat. Hence, I do not consider First Aid to be a combat skill. It is a support skill.
What relevance do other games have to how Mass Effect works? What is so difficult to comprehend about this? I mean, we're discussing the ME games, are we not? And your contived example of First Aid is meaningless. I never said it was a combat skill (by which you actually mean "offensive skill"). I said it has no application outside of combat. Hardly anything in ME1 skill-wise does. I don't see how you can even argue the point. There are a bare handful of instances (like the Tower of Hanoi puzzle on Noveria using Omni-gel if you want) where your skills/gear see use outside of combat and that also aren't somehow directly related to combat (e.g. Mako repair, unless you're one of those OCD people who can't stand having a damaged tire after falling off some mountain), other than Charm/Intimidate.
When does health restoration in
any game have any application outside of combat according to your definition?
You're being evasive because you clearly can't think of a response. Hence why you arbitrarily dictate that no examples exterior to Mass Effect can be presented. Yet, even when I present an internal example, you claim its irrelevant.
The point is, there were several skills in ME1 that weren't combat-focused. Charm, Intimidate, Electronics, Decryption, First Aid and Medicine. Yes, Electronics, Decryption and Medicine had
applications in combat, but the fact that you were awarded the Overload, Sabotage and Neural Shock abilities at Lvls 1, 5 and 9 of those respective skills does not make Electronics, Decryption and Medicine
combat skills in and of themselves. The former were the Mass Effect equivalent of Lockpicking and the later decreased Medi-gel cooldown time; they just happened to have ancilary bonus abilities included.
What skills are present in ME2 that
don't directly pertain to combat? Are there even any? BioWare "streamlined" everything that wasn't directly relevant to combat clean out of the game. Granted, the "support" roles weren't exactly fleshed out well in ME1, but you could at least make an
attempt at creating a non-combat-focused medic and/or hacker character. In ME2, Charm/Intimidate were merged with Paragon/Renegade and First Aid, Medicine, Hacking and Decryption were stripped completely in favor of automated health regeneration and class-irrelevant mini-games. In effect, they merged the "Holy Trinity" so that
every character is now the Healer
and the Hacker
and the Diplomat
and the Soldier. That kind of simplification is seen as a good thing by shooter fans, but for RPG fans its tantamount to heresy.
Modifié par JKoopman, 07 mai 2011 - 01:49 .