Dave666 wrote...
As usual we agree on the problem Boz, I agree having Singularity being reliable and working on all enemies (depending on evolution of course) is critical, after all the whole point of the Adept is Crowd Control, so if you remove that then the Adepts is just a gimped Soldier and not what I and many others would like to play. Personaly I'm for having the Heavy versions of powers able to bypass defences (but only with effects not damage).
Imagine using say Heavy Pull on an enemy with a Shield on, it lifts the enemy but obviously not for as long as it would if you had that enemy's defences down, now imagine if you could throw a warp at that pulled enemy, and it triggered a warp explosion which instead of doing loads of damage simply threw his friends (who also have protections) on the ground so that they have to go through the 'getting up' animation. You have effectively controlled that crowd, but not done much damage.
Or imagine if Heavy Singularity was strong enough to even stagger YMIR sized enemies. I've said before and I hold to the idea that if Singularity simply had a duration instead of a 'x enemies before dispelling', then you could throw it at an area and control that part of the field, remember that you still have to kill them and you can only have one Singularity at a time so if that group has friends you still have to deal with them shooting at you.
The Adept to me should be about locking down the field, controlling the enemies, limiting their movements etc.
There are loads of ways that Biotics could be used without it being overpowered, all it takes is a little imagination on the part of Bioware.
Agreeing on what the problem is - is crucial. Without, no one would know where to start
I agree with Singularity should be a potent power against enemies with protection. I, however, don't think other powers should be able to bypass defenses at all. Your Heavy Pull (or Throw) example sounds good, but there are a couple of important issues I think you might have overlooked. First of all there are ledges, although Pull doesn't inflict any (significant) damage - Pulling an enemy of a ledge kills that enemy. This means you can simply Pull those two Scions of their platforms during the DCS ambush; the same can be done to all other Collectors, including Harbinger.
Having some (evolved) powers affecting defenses makes the other possible evolutions not really interesting, plus it's not of much use on lower difficulty settings.
Those powers also reduce the importance of Singularity, which is only really effective against non-health bars. Anyone playing below ME2 Hardcore only has to use Singularity against Elites and Bosses (the only enemies who always have protection).
There are no valid alternatives to the system currently in place without severely impacting gameplay. I rather keep things the way they are now, make Singularity a reliable (and maybe a little more potent) power, add Stasis to the Adept power-loadout so they'll have multiple CC powers available to be used againt protected enemies (no damage bugs / bonuses though). The best way to increase the usefulness of powers such as Pull, Throw and Shockwave is an interactive environment imo:
The ability to destroy (some) cover, to throw explosive containers at enemies, to destroy other parts of the environment (like having a (weak) wall collapse on enemy positions) etc. would not only make combat much more dynamic and enjoyable, but it also increases the ways in which one can use powers. This would increase the utility of (biotic) powers on all difficulty levels and it solves the most import problem a lot of folks have with biotics on HC/Insanity. I don't think the main issue is being able to use Pull on an protected enemy, but the fact that when fighting starts, a power like Pull cannot be used (really) effectively straight away. When it can be used (although not directly on enemies) would put an end to most complainers; and messing with your surroundings can also provide CC - destroying cover or tossing stuff at enemies will distract em or maybe some will get stuck (briefly) when they got hit by a container or something.





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