Dave666 wrote...
Boz? Why do you always jump to that conclusion? The point I was trying to make is that Tech and especially Combat remained just as effective in ME:2 as they were in ME:1, Soldiers have AR, Vangards have Charge (which while technically a biotic ability acts more like a combat one), Infiltrators have Cloak etc. The Tech users have abilities like Incinerate that can destroy Armor and Health in one shot. Hell even the Sentinel which is supposed to be a hybrid of Tech and Biotics ended up getting a Tech ability as its signiture power.
Biotics simply haven't kept up. I have no problem with the idea of rebalancing classes if Bioware feels that its needed, but I do have a problem when the classes are not balanced equally.
I'm not even sure it's biotics in general - I think it's more that
the Adept's biotics haven't kept up (or at least some of them).
Throw and Pull are fine, as their blindingly fast cooldowns and interaction more than makes up for their inability to work through defences (Heavy Throw is even pretty effective against shields, as it recharges so fast after upgrades you can basically spam it). Warp is just fine as it is (particularly in cooperation with Pull).
On paper Shockwave is fine on the lower difficulty levels, but as someone pointed out, there are limited situations where Shockwave's massive AoE is actually worth it's cooldown in comparison to Area Pull, and of course we have the issues with Singularity with it's unreliable effects and bizarre list of targets it can't affect.
If you look at the bonus powers, there's plenty of incredibly potent Biotics. Reave is patently nuts (essentially combining the effects of Warp, Area Pull and low-level Unity into one sniper-esque insta-blast of doom) and Stasis largely does everything the Singularity was supposed to do in ME2. Dominate is
disproportinately effective given the style and gameplay of the game, and the number of organic opponents. Even the rather basic Slam allows instant Warp Bombs.
To be honest I've often wondered whether Reave should have been given to the Adept instead of Shockwave. It's a lot more useful and no more redundant than the Throw/Shockwave situation, slotting quite neatly into the Adept's need for a long range, one-shot AoE damage ability.
Of course, bonus powers can be taken by anyone, so it leaves the Adept in an odd situation of being the weakest biotic when purely considering class powers (thanks primarily to the Vanguard's charge being as amazing as it is and the Sentinel having significantly better cooldowns).
I'm currently testing a run through with a heavily modded 'biotic god' Adept (partially as an experiment, partially for ME3 post re-modding back to something legitimate and partially because I fancied an all-DLC run through

). It's essentially an Adept with 4 bonus powers - Barrier, Stasis, Warp Ammo and Reave. I think it's quite telling that, while Pull, Throw and Warp are getting used just as much as any other Adept run I've made, I'm using my bonus powers significantly more than I'm using Shockwave and Singularity. Mainly down to the simple fact that they're more reliable.
As I said at the beginning, that's a pretty sad indictment of what is supposed to be a class's signature ability. Bioware, I hope you're taking note of this thread, as there's a lot of good stuff coming out from the posters
Modifié par JaegerBane, 15 mai 2011 - 09:16 .