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Don't make ME3 too hard


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#76
marshalleck

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turian councilor Knockout wrote...

marshalleck wrote...

Someone With Mass wrote...

To lock down and control enemies? Stasis and Dominate. Ta-daa.


Neither of which are Adept abilities. See what I am saying?

Pull, Throw, Shockwave and singularity can all be very valuable Crowd Control powers, it's not the power that is the problem for you it's the shields and how is shields exactly a problem they go down in seconds, then maybe biotics classes isn't for you.


Obviously this discussion is over your head. I suggest slowing down and focusing on comprehension before responding to anything I've said in this thread. 

#77
turian councilor Knockout

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marshalleck wrote...

turian councilor Knockout wrote...

marshalleck wrote...

Someone With Mass wrote...

To lock down and control enemies? Stasis and Dominate. Ta-daa.


Neither of which are Adept abilities. See what I am saying?

Pull, Throw, Shockwave and singularity can all be very valuable Crowd Control powers, it's not the power that is the problem for you it's the shields and how is shields exactly a problem they go down in seconds, then maybe biotics classes isn't for you.


Obviously this discussion is over your head. I suggest slowing down and focusing on comprehension before responding to anything I've said in this thread. 




I do understand what your are trying to say and i agree that Adepts should feel likey you don't have to resort to companions and powerful weapons in order to make them  able to handle most situations just as other classes can do but i personally don't feel that they are at huge disadvantage.

#78
marshalleck

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I've never said they are at a "huge" disadvantage, only a rather unique one in that they rely so heavily on their biotic powers that the defenses on hardcore/insanity hit the adept harder than any other class. I would agree with the general statement "adept is not broken." It's not a broken class.

To recap what I said in another thread, the class issues with Adept would be adequately resolved with a few power swaps in their toolset for ME3, assuming all the combat mechanics stay relatively the same as in ME2. I'd give Adepts stasis as a core ability and probably remove pull, leaving that one with vanguards who generally want enemies in close range anyways.

#79
termokanden

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Can't say I understand why you'd want to remove Pull. One of the good things about the class is how easy it is to get Pull in your build, whereas a Vanguard has to put points in Shockwave to get it and Sentinels can't get it at all.

But I do think Stasis should be an Adept only power.

Modifié par termokanden, 12 mai 2011 - 02:33 .


#80
Someone With Mass

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Sentinels have Tech Armor, which ignores protection and knocks everyone in range on their ass when it detonates.

#81
marshalleck

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Well, the only reason I'd say remove pull is because I can't think of any particular reason an adept would want to pull an enemy closer to them than toss them away--unlike vanguards, who gain the distinct advantage with pull in that it gets enemies into range of massive shotgun damage. And I was assuming that there would still be a limitation on the number of powers any character class could have. It was basically a "where would I make room for stasis" rationale; pull merely seemed like the most situational tool in the toolbox, so that's where I'd make the swap. Other than that, yeah I don't see any reason why an Adept wouldn't have pull, but then I'll let Bioware justify why they reduced characters to only six abilities.

Modifié par marshalleck, 12 mai 2011 - 02:39 .


#82
Dave666

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Ghost Warrior wrote...

"Don't make ME3 too hard "
Why not? If it gets too hard for you,you can always decrease the difficulty.I am sure casual will still be a walk in the park. But for those who want more challenge than ME2 insanity could give,we need a more difficult game. As for me,I can't say I really care,because I get used to any difficulty pretty fast.


I don't mean to be rude, but did you even read the original post?  The OP was saying that since in ME:3 they're going to be boosting the dificulty levels up a notch (ME:3's Normal dificulty will be as hard as ME:2's Veteran) then that means that ME:3's Casual will be as hard as ME:2's Normal, so he can't turn it down any lower.  My suggestion would be that instead of knocking Casual down 1 notch in ME:3 so that its the equivalent of ME:2's Normal, instead knock it down a notch and a half so that its somewhere between ME:2's Casual and Normal.

That way people who play on Casual can still enjoy the story (the reason for playing RPG's, even shooter hybrids), the rest of the difficulty levels will remain untouched and those who like being challenged by gameplay still can.

#83
termokanden

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Well I'm wondering why Pull actually PULLS enemies in the first place. Maybe it should have been Lift instead. But it's such a good power (because it's quick) that I would definitely want to keep it.

I'd trade Shockwave for Stasis though :)

#84
Someone With Mass

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Eh, Pull is going to be able to pull away the enemies' weapons and large shields (like the one the Shadow Broker had) in ME3. That seems like a pretty good use of that power to me.

Modifié par Someone With Mass, 12 mai 2011 - 02:43 .


#85
Eradyn

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If it's not at least as challenging as Demons Souls, I won't buy it. D<

I'm kidding, btw. :P I'm sure there will be a casual mode for players who want less intense combat, but as with all games we'll have to adjust ourselves to new controls and the like. Don't underestimate a gamer's ability to adapt, including your own.

Modifié par Eradyn, 12 mai 2011 - 02:44 .


#86
termokanden

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Yeah that's a different story. I am still talking about ME2's system.

I honestly don't know what any of us could say about ME3's system when we know next to nothing about it anyway. But pulling weapons and shields from people sounds cool.

#87
marshalleck

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Someone With Mass wrote...

Eh, Pull is going to be able to pull away the enemies' weapons and large shields (like the one the Shadow Broker had) in ME3. That seems like a pretty good use of that power to me.


Right, I'd forgotten about that. I'm just rationalizing on what I have to work with here, which is ME2. I don't know how all the other powers may effect combat in ME3. That's definitely a sort of unquantifiable x-factor right now when it comes to balance discussions. I like idea though, pull and throw need greater differentiation than which direction the enemy floats for sure.  While we're on the topic, I'd like to see greater kinetic damage calculations for throw to make it look and function more like Jack smashing that Blue Sun merc into the glass while she's trying to escape Purgatory. 

Modifié par marshalleck, 12 mai 2011 - 02:50 .


#88
Sailears

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Hopefully there will be an increased talent set, so no need to swap one power for another.

I couldn't imagine adept without either pull or lift.

#89
Dave666

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termokanden wrote...

Well I'm wondering why Pull actually PULLS enemies in the first place. Maybe it should have been Lift instead. But it's such a good power (because it's quick) that I would definitely want to keep it.

I'd trade Shockwave for Stasis though :)


Why trade?  Personally I've always thought that the Specialists should have more powers than the hybrids.  Why should the Adept only have access to the same amount of powers as a Soldier (six)?  Granted most of those are ammo powers but the Soldier gets more guns (and better ones) and also has a damage bonus in his passive, so shouldn't the Adept have more powers to compensate?

#90
termokanden

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I'm just working with what we have in ME2. Hopefully something better will happen.

#91
marshalleck

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Dave666 wrote...

termokanden wrote...

Well I'm wondering why Pull actually PULLS enemies in the first place. Maybe it should have been Lift instead. But it's such a good power (because it's quick) that I would definitely want to keep it.

I'd trade Shockwave for Stasis though :)


Why trade?  Personally I've always thought that the Specialists should have more powers than the hybrids.  Why should the Adept only have access to the same amount of powers as a Soldier (six)?  Granted most of those are ammo powers but the Soldier gets more guns (and better ones) and also has a damage bonus in his passive, so shouldn't the Adept have more powers to compensate?

It's an artifact of Bioware "streamlining" the classes down to 6 abilities each. I don't like it either, but hey. Let them explain it. B)

#92
Kreid

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I hope for a wider range of difficulty levels to be honest, I'm perfectly ok with people wanting the game to be easy etc...but I personally though that after my first run, nightmare difficulty wasn't that hard at all (in ME2)

#93
Dave666

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marshalleck wrote...

Dave666 wrote...

termokanden wrote...

Well I'm wondering why Pull actually PULLS enemies in the first place. Maybe it should have been Lift instead. But it's such a good power (because it's quick) that I would definitely want to keep it.

I'd trade Shockwave for Stasis though :)


Why trade?  Personally I've always thought that the Specialists should have more powers than the hybrids.  Why should the Adept only have access to the same amount of powers as a Soldier (six)?  Granted most of those are ammo powers but the Soldier gets more guns (and better ones) and also has a damage bonus in his passive, so shouldn't the Adept have more powers to compensate?

It's an artifact of Bioware "streamlining" the classes down to 6 abilities each. I don't like it either, but hey. Let them explain it. B)


I know, and I'm glad you see what I was getting at.  If the Adept can only have the same number of powers as say a Soldier then the Soldier should not have more guns than an Adept. (using Soldier/Adept comparisons 'cause its an easy one to make).

#94
termokanden

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Feels to me like ME1 and ME2 were both extremes when it came to character development. Too many points to spend in ME1 such that individual points/levels had a small impact. Also at low levels your cooldowns are much too high.

On the other hand, the ME2 system provides you with too few meaningful choices because the global cooldown makes you want to max powers, but you can only max 5 (2 of those are pretty much always used on class skill + class passive). Furthermore you have prerequisite powers to mess up your builds.

Still lots of room for improvement, but I don't want to go back to ME1 style leveling either.

#95
Obro

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To hard? You could finish ME2 with your eyes closed. If you don't like it just play on casual or whatever it's called now that is not "easy"

#96
Tripedius

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Blooddrunk1004 wrote...

This is bull****!
ME2 was already alot more easier then ME1:
- Krogans didn't charge and rushed at you from far distance
- you could basicly take no damage from final boss when you stayed in cover (at least not until Collectors arrived)
- regenare health already maked the game more easier in the first place
- no enemy snipers
P.S Yes let's start flaming, the sooner this thread gets locked down the better.
Why do you think they are making combat more complexed.. because alot of people want it.


This is so besides the point. I fully support a very complex and difficult game on normal and up. Even to the point were the likes of you might start to complain about how difficult it is. I also do NOT think they should dumb down the difficulty of the game for everybody because some people, like me, aren't that much into shooters. I DO however ask for a difficulty setting, below normal, that is attuned to players like me. Players that do like some combat, but don't want very difficult combat. This could be achieved in numerous ways without spoiling the game for people who want a challenge.
For instance on normal difficulty settings Korgans could charge from a distance on easy or very easy this range could be reduced. On normal you could not have health regenerate, but on e/ve health can regenerate. The damage enemies do could be reduced on lower settings, sheps health could be uped or he could do more damage. But these are changes ONLY to easy and/or very easy. I'm all for attuning the difficulty to the player and I do hate making things harder by upping damage/health instead of ai on higher difficulty but am not opposed to helping the player more on lower difficulty. Or wants are NOT incompatible. I fine with players wanting more of a challenge, but you should respect those players who don't.

As for the flaming, sorry, WOW flashbacks to leetplayers calling gaming work and not wanting to share ''the reward' with people who did less

#97
Bozorgmehr

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marshalleck wrote...

Right. Stasis and Mattock rock, but it's not like they rock any less in the hands of any other class. I mean honestly, the Mattock is so overpowered it's really not your adept kicking ass, it's the Mattock soloing each level with your character along for the ride.


Also BS. Mattock is a powerful weapon, sure. But the difference between a non-power using Adept and one who does use powers along side Mattock (or whatever weapon) is huge. You can play 2-3-4 times faster when using powers and weapons combined (which is exactly the thing ME tries to accomplish).

marshalleck wrote...

Personally I think a good compromise would be to allow biotics to lock down and control opponents but without also doing damage at the same time. Then you still get the CC abilities, but still have to do all the killing via Shepard and friends. Perhaps have some defenses affect biotics (like barrier for example) while others would have standard vulnerability. How does armor plating make one immune to a gravity well singularity anyway? I understand the idea here is gameplay balance as opposed to lore-based rationales, but the side effect of that is you might as well have only one type of defense (with multiple layers or varying strength) as there's little differentiation between barriers, armor, and shields from a gameplay standpoint.


It's indeed all about gameplay - and so is this thread btw. The whole point of difficulty scaling is to make things harder, lore is not important, gameplay is.

(Biotic) powers working on (almost) all enemies completely breaks the game; you'll end up with the same crap as in ME1. The option to send everyone flying (instantly) is the worst possible option imo. You can try it in ME2 through modding the coalesced.ini - game becomes a total joke (a really bad one). The only option is to give enemies more HP (ala ME1) and/or increase cooldown dramatically - having Pull on a 30-60 second CD only forces player to do nothing but shooting most of the time > ME3 Adepts will be gimped Soldiers unlike ME2's.

The ME2 defense system is the lesser evil. Not great, but much better than the alternatives.

#98
Reever

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Fiery Phoenix wrote...

I don't really care as I play on Casual 98% of the time. HOWEVER, ME3's difficulty needs to be more along the lines of ME2 than ME1. That is to say, it should be challenging as opposed to tedious/cheap.


Think there was another thread like this one some time ago, and I said I´m not the greatest shooter gamer, and that I´m also playing casual all the time. I know this doesn´t really concern anybody, but I meant "Normal", not casual =]:D:P

And I also hope Casual remains as easy as it is now. Don´t want to get frustrated because of the game difficutly...

#99
Bozorgmehr

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Tripedius wrote...


This is so besides the point. I fully support a very complex and difficult game on normal and up. Even to the point were the likes of you might start to complain about how difficult it is. I also do NOT think they should dumb down the difficulty of the game for everybody because some people, like me, aren't that much into shooters. I DO however ask for a difficulty setting, below normal, that is attuned to players like me. Players that do like some combat, but don't want very difficult combat. This could be achieved in numerous ways without spoiling the game for people who want a challenge.


First of all, ME is a (part) shooter. Anyone who doesn't like shooters should not buy ME games. You can't ask the devs to design a shooter in which you don't have to shoot. Second, I find it hard to believe ME2 Casual is 'difficult', you can either use casters (which I think are the classes you would like best) who hardly have to use guns at all. Or you can play a more combat orientated class - Soldiers and Infiltrators have time dilation, anyone unable to hit a target in bullet-time mode has a serious eye-hand-coordination problem and are likely struggling to click through this forum also.

I don't think anyone should be worried about ME3 being too hard (on Casual) - it's more likely to be too easy :)

#100
Fyk0

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Just make the easyest difficulty so easy you can play eyes closed, but I want rest choices to be a little harder what they were compared to ME2, and insanity, hard, very challenging

Modifié par Fyk0, 12 mai 2011 - 03:34 .