ComputerEnthusiast wrote...
Let's talk about Boz's pull/throw/pull+throw in details.
First, i must admit that pull/throw is very usefull if you follow aggressive style. Pull/Throw cant take enemy out of fight for a reasonable amount of time with very short cooldown which is very important when pursuing this style since the less enemies fighting at you, the more chance you can survive. But i am pretty sure that many people cannot follow this style since it's very risky (easy to die). Vanguard less suffers from this since you dont have to MANAGE 8 differents hot keys for powers and still control the mouse.
So using more than one power all day long is a bad thing? It's what makes the Adept so much fun to me; you have options and using powers at the wrong moment or on the wrong enemy has consequences. Using powers like ARush, Cloak and Tech Armor is a no-brainer, they're buffs only and have no effect on the enemy. I don't like classes that rely on one power only - it's the opposite of playing a rpg-ish power/abilities - shooter hybrid imo.
So people tend to play adept defensively. With this style:
- throw is bad if not used for instant-killing since throw just push enemy farther from you which means it's more difficult to shoot.
- pull is awesome because it's duration is long and pull make it easy to line up shots and also prepare for wrap bomb. But for defensive style, pull is just comparable to singularity in lesser extent. Why, because singularity can lock protected enemies while pull cannot, once enemies's defense are down, singularity's float effect kicks in, which means you dont have to cast another power. The trade-off is low speed and a bit longer cooldown, which doesnt affect much defensive style. So the use of pull is OPTIONAL.
-shockwave: bad already. I doesnt need to tell you more.
Playing defensively has nothing to do with the Adept; it's your choice to play like that. It's true for all classes
- Throwing enemies away from your positions can be the difference between life and death; Krogan, Geth Hunters and Destroyers, Husk (Abominations), LOKI, FENRIS, Varren, pyros, Vanguards are deadly at close range, but harmless when they're far away.
- Using Pull on enemies with protection is pointless if you have Singularity available; against enemies who've lost protection, Pull is the better option (better cd, duration, and speed); Pull can be directed to pull enemies off ledges and/or towards their palls to be used as a weapon (warp bomb); every power and every weapon in ME2 is optional.
- shockwave is awesome below Hardcore; it's pretty bad above - there are other powers in ME2 who are equally bad or worse. Remember the game is balanced on Normal, not Insanity.
So after your EFFORT OF SHOOTING/STRIPPING DEFENSE you have to WORRY ABOUT:
- Is the current enviroment/level has ledges, holes or whatever to remove enemy off map. If not, no use.
- a CAREFULL AIM to make sure target flies to expected location. It is much more difficult if target is moving in group of both protected and unprotected ones and it is safer when there are only 2, 3 enemies left. But at that time, it doesnt matter what your method is.
- RELIABLITY. Sometime, you can throw klixen, krogan to sky high, the other time it's pretty low, althouth you already aimed down their feet and they had been rag-dolled. So throwing enemy off map also require a little of luck. To maximize the chance of removing enemy offmap, do you need pull+throw? And if being used on single target (you dont have much chance to use against group), is is NECESSARY to use the two powers combined with previous defense-stripping power/shooting effort just to TAKE DOWN single target???????
Stripping defense is an important aspect of the game regardless which class you play; powers behave differently depending on enemy status. The whole barrier/shield/armor/health system is not meant to annoy Adepts, it's meant to give meaning to every power. Other stuff like effects and cooldown are used to balance powers. Removing shields makes Overload, ED and Disruptor Ammo redundant; removing armor makes all inferno powers, -ammo, AP ammo, and, to a lesser extent, Warp (Ammo) and Reave close to useless. Without this system there isn't much remaining in terms of gameplay. The question why this system affects the Adept's powers moreso than it does with Soldiers - when difficulty level is raised - is a completely different matter.
- using the terrain to your advantage is as ancient as war itself; those who did usually beat those who didn't.
- targeting enemies with powers is easier than shooting; shooting a moving target while you're moving yourself is very hard; using a power isn't. I don't see what the number of enemies remaining has to with anything, and I'm baffled hearing you say 2-3 enemies are as good as death regardless what you do. My experience on Insanity is that one enemy (with only 1 HP left) can kill you very fast, every single enemy matters (some more than others).
- Throws effect is a little random, yes, but physical effect always are. It's great to toss enemies off the map, but it doesn't always work.
What you're forgetting here is the cooldown, Throw will be ready in no time; a reliable damage power like Warp isn't. Dealing with named Klixen who have more than 50% health cannot be killed by a single warpbomb. It will do good damage, but Klixen will be on its feets attacking you before you can use powers again. Throw will be ready long before Klixen can get up, i.e Throw will ensure Klixen will be powerless - Warp doesn't.
@Boz: So Boz, you failed to convince me that throw/pull or whatever methods besides singularity/wrap explosion is worth investing and SATISFYING
Please note that i am not talking about speed/insanity hard for adept. It is the way i play Adept bothers me.
If you thing warpboms are satisfying, more power to you. I'm not trying to convince you, but I'm glad to hear you say speed isn't the only thing taken into account comparing classes.