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Making a better mouse trap.....Ideas for improving the Adept class for ME3.


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#1
dreman9999

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edit:Please ...make a comment. If you hate or like the way the class works, at lease add your own ideas as well.

Since ME2's biotic power have been explain, the biotic power loving ME community have been split into to
classed, one that dislikes the new style and wants the old one back and
one who are ok and even love to new style even more that the old.
One
side states the the defencive powers they face as an Adept are so
great that it's unplayable on the higher difficultes, the other side
stating that it'sthe only way to balance the class based off how
overpowered the class
was in ME1 and the others should learn how to use the powers better.

ME2 came and went, and no matter how much we complain or whine, it can't
be changed. But ME3 is coming up and has ample time to improve on...
With
this well known extened dev time, many people feel it still time to
presser BW to go back to the old ways that Biotic used to
work.....Please, BW do not do this... But ofcouse biotics
in ME2 have their problems. Being that Adepts have the steepest
learning curve out of all the classes it the game, it's a clear sign
the class needs some adding on to improve it.

With
ME2 the Adept class became trapster, depending on holding back enemies
and using enemies to take out others. The heavily protected enemies
ofcourse made this harder to do and frustrated many people who did not
know how to deal with them. I purpose that we add on to this and give
Adepts better traps to catch the much harder to catch Mouse.

1. Bring the ideas of Bastion and Nemisis to all powers.
In ME2, the passive powers at max were split in to two specialties,
Bastion and Nemesis. Bastions had longer lasting powers while Nemesis
got harder hitting powers. Though as great these specialization are,
for some of the powers this ment nothing to it. How did the bastion specialty effect Warp? And what did
it matter how long pull last to a Nemesis as long as they can hit the
target
before the pull effect falls? On top of that most powers full effect
could not be used untill the defences were gone. Now their are effects
that happen if you use biotics on shielded enemies,for all of the
powers it stunning the target and knocking them out of cover. As greatas
this is tacticly, may people stillfelt that the ideal of the Adept was
lost. What I suggest is that the powers the adept have have more
effects on enemies with protection on.

-Warp could have the
effect from ME1 and ME2. I would have a hard heavy damage at one attack
and the target is laced with a warp field that harms them over time.
Nemesis would depend on the heavy strik part of the power. Bastions
will depend on the part of the power that effects the target after the
strike.

-Pull could lace protected targets as well. You can place a mass effect field
on a protected  enemy and ether use him as a walking bomb like with
Domination or take of his protection while he's lace and trigger  pull
full effect. You can lace an enemy with an area pull wait till the
target is near enemies, take of the guys protection and a trigger the
area pull to pull the whole group.

-Stasis can get a crushing effect to it or a draining
effect to it. The crushing effect can damage target that are caught in
stasis. The drain effect makes the rage doll effect after the power is
done more damage. Also, cut the instant kill glich.
 
2. Charging Biotics.
Lore wise and game play wise, it's been stated that their are ways to charge and increase biotic powers in battle.
In
Samara's recruit mission we saw it with read sand. In the LftSB dlc,
we saw this with Tal Visir as she charged herself up to do a heavy
biotic charge And it's been described many times in the books.
I  propose that Adepts get a power to do the same thing. It would be
it's own power with a fast cooldown time that lets you charge biotic energy to put in any power. 

You can charge up and use it with warp ammo for more damage, or with

a number of power to use to over power shields. The powers cooldown
time wouldbe equal to the time ammo powers take to cooldown so it won't
stop the action. And it would be a lasting power like barrier but with a
much shortor lasting time. It can be update as the power evolve and
your passives improve.
To balance it, the power would have the same defect that the red sand in Samara's recruit
mission,
the more energy you have the more it can effect your health. The more
power you charge up the more your health drains over time. Full charges
can take off any protection on enemies but leave you unprotected and
low on health. It can also add more effects on powers like a fully
charge adept can cast a singularity at the same level as a singularity
gun.Effect like that that also drastically increases cooldown times and
slows down health recovery .

Their would be 3 levels of this type of biotic boosting. Level 1 effect you
Shields only, but it only strengthens powers enough to take off all but
the last 4th of shields, more depending on the power. Level 2 takes of lower enemies
Shields, or armour depending on the power you use and effect some of
your health . Level 3 does the strongest damage to enemies and effect the majority of your health.

These are some way that the class can be improve, this would give players
ways to do more damage and go thought levels faster but with
more risk and rewards avalible to them and give players who like to use
tactics more more ways to use tactic. Thank you for your time and I
welcome and criticism on the ideas.

#2
Alamar2078

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I'm in the camp that would tweak the Adept more than going back to the drawing board.

I would say vs. Shields the skills would basically work the way they do now. Perhaps they would drain shields a little more than they do now but that would be about it.

I believe the Adept vs. Barriers is about right.

In terms of Armor I would say an armored target shouldn't take much in the way of physical damage but some of the physical effects like being lifted, thrown, sucked into a singularity, etc. should work at half effect at least.

Of course, as I end all these posts, I think all classes should have Shieds/Barriers, Armor, and Health. Therefore more help vs. Armor would be needed for Biotics.

YMMV

#3
F00lishG

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Perhaps customizable Bio-Amps should appear as well to give an edge against protected foes. Just like with what they'll do for weapons in ME3, you can make your Bio-Amp better than before. If you don't work with your Bio-Amp, your Adept skills will be like ME2. If you work with your Bio-Amp enough, your Adept skills will be like ME1. I think everyone would be happy like this.

Modifié par F00lishG, 18 juin 2011 - 02:36 .


#4
Tested-Faythe

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I just had an idea...what if protected enemies could be affected by CC powers, but they couldnt have any follow up? So, say I used singularity on an enemy,,, NO WARP BOMBS until defenses are removed and maybe 40-50% duration? It would need a bit more tweaking than that, but its a thought. So I could pull an enemy, but I couldnt throw afterwards until he was unprotected.

#5
dreman9999

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Tested-Faythe wrote...

I just had an idea...what if protected enemies could be affected by CC powers, but they couldnt have any follow up? So, say I used singularity on an enemy,,, NO WARP BOMBS until defenses are removed and maybe 40-50% duration? It would need a bit more tweaking than that, but its a thought. So I could pull an enemy, but I couldnt throw afterwards until he was unprotected.

That would make the system like ME1. You lift and just shot them to death in air. A room would be take out with a lift  just ME1.
That what BW is trying not to do.

#6
Bozorgmehr

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I think your proposals are focused on Insanity instead of the default difficulty level (Normal). On HC and Insanity, all enemies start using defenses which make using some biotic powers a little more complicated. I really like how the defense system works (for Adepts) by making the game harder without giving enemies massive hitpoints (like most other games do).

On Normal (the level all powers are balanced around) only the strongest enemies use defenses - mainly to block Adepts to simply Pull or knockdown those enemies. I don't think many people complain about not being able to toy with YMIRs at will - that would be silly, like the Geth Colossi perma-Lift option in ME1.

The powers of the Adepts are designed to destroy dudes who are down to health; and to CC (Singularity) those with defenses up (barrier and armor can be removed using Warp) - when other powers such as Pull and Throw work through defenses (even with reduced effects) would break the Adept's power system. Singularity becomes close to redundant when you don't need it against protection; and the game will be too easy if you can CC enemies with Pull even with defenses up.

I'm afraid it is not possible to 'improve' some biotic powers by making them work through defenses; that would create more problems than it would solve. Overall I think biotic powers are very well designed, only a couple minor tweaks would suffice to remove some small issues;

Projectile speed need to (and will) be increased in ME3 (great for Singularity which is way too slow atm); Shockwave needs either a faster cooldown, or a slightly better damage output to make it a more viable option. Adepts also need at least one power which effect is instant - I hope Stasis will be Adepts exclusive in ME3 (and without the damage bug).

I do like your points about Basion - Nemesis, it's pretty lame there's hardly any difference between the two. I hope passives and/or specs will play a bigger role in ME3. Personally, I hope we get the option to create a pure Nemesis Adept (massive damage boost); a pure Bastion (extended power duration for the ultimate biotic Controller); and something in between (a balanced Adept who has decent damage and duration).

More interactive options would be nice too; those Guardians carry shields which can be Pulled out of their hands looks nice; better level-design with more options to use ledges and/or other objects combined with biotic powers would be great; Pulling the operator out of his Atlas mech should be fun etc.

#7
dreman9999

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Bozorgmehr wrote...

I think your proposals are focused on Insanity instead of the default difficulty level (Normal). On HC and Insanity, all enemies start using defenses which make using some biotic powers a little more complicated. I really like how the defense system works (for Adepts) by making the game harder without giving enemies massive hitpoints (like most other games do).

On Normal (the level all powers are balanced around) only the strongest enemies use defenses - mainly to block Adepts to simply Pull or knockdown those enemies. I don't think many people complain about not being able to toy with YMIRs at will - that would be silly, like the Geth Colossi perma-Lift option in ME1.

The powers of the Adepts are designed to destroy dudes who are down to health; and to CC (Singularity) those with defenses up (barrier and armor can be removed using Warp) - when other powers such as Pull and Throw work through defenses (even with reduced effects) would break the Adept's power system. Singularity becomes close to redundant when you don't need it against protection; and the game will be too easy if you can CC enemies with Pull even with defenses up.

I'm afraid it is not possible to 'improve' some biotic powers by making them work through defenses; that would create more problems than it would solve. Overall I think biotic powers are very well designed, only a couple minor tweaks would suffice to remove some small issues;

Projectile speed need to (and will) be increased in ME3 (great for Singularity which is way too slow atm); Shockwave needs either a faster cooldown, or a slightly better damage output to make it a more viable option. Adepts also need at least one power which effect is instant - I hope Stasis will be Adepts exclusive in ME3 (and without the damage bug).

I do like your points about Basion - Nemesis, it's pretty lame there's hardly any difference between the two. I hope passives and/or specs will play a bigger role in ME3. Personally, I hope we get the option to create a pure Nemesis Adept (massive damage boost); a pure Bastion (extended power duration for the ultimate biotic Controller); and something in between (a balanced Adept who has decent damage and duration).

More interactive options would be nice too; those Guardians carry shields which can be Pulled out of their hands looks nice; better level-design with more options to use ledges and/or other objects combined with biotic powers would be great; Pulling the operator out of his Atlas mech should be fun etc.

To bring up your points, Bioware is making verteran the new normal and nothing realy can balance how overpower adepts are on normal.
On my consepts, it's not about bypassing. To do so would intend to lift groups despite defense. I just want to work around the defence. If I can't go through them, just let me blow them off. The addition my suggestion won't stop the us of singularity just the  manditory dependancey on it. It's more about making the class, which is already flexable , more flexible.

Modifié par dreman9999, 18 juin 2011 - 02:22 .


#8
mcsupersport

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Singularity at high levels isn't the end all be all of powers, and if you allow ANY lift/pull of enemies then the likely hood of them dieing extremely quickly goes up, if the levels shown are in any way the norm. By bypassing the shields/armor of enemies and letting them be lifted off their feet and then thrown off the map would NOT make the game balanced.

Pull is already extremely powerful, and at lower levels where you don't have to hold an enemy it is one of the, if not the most used, power on my adepts.

Throw is used in conjunction with Pull to punt people to instant death, often quicker than warp explosions if no one is around. Heavy throw already does good damage for it's cooldown against shields, ie around 1/3 total off against standard mooks on a 2 second cooldown with stagger.

Singularity has the problem of being slow and small. The wide version burns out way to fast since protections shorten it greatly and the Heavy version can miss if you are not careful. So the increased speed will help tremendously If they make it larger that would also be a huge bonus and by the demo footage released of the geth being hit by one, it seems they are also doing that as well.

Shockwave is really the only power the Adept has that is really useless at higher levels. You can use it, but the long cooldown, and animation make it blah at best when it doesn't really do anything to protected enemies. You can with work get utility out of it, but for the most part there is always something better, ie pull , throw, singularity come to mind. So to my mind the only thing in addition that they really need to work on for adepts is shockwave, adding more damage, less cooldown, or better effect against protected.

There are people who say Adepts are weak, but that isn't the case, they also say Singularity is the only power used on hardcore and insanity, but that also isn't true once you get the upgrades and evolutions. You play an adept to warp bomb off Singularity to kill everyone, but that is doing it the hard way, and NOT taking advantage of the powers and squad you should have.

#9
The Spamming Troll

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Bozorgmehr wrote...

I think your proposals are focused on Insanity instead of the default difficulty level (Normal). On HC and Insanity, all enemies start using defenses which make using some biotic powers a little more complicated. I really like how the defense system works (for Adepts) by making the game harder without giving enemies massive hitpoints (like most other games do).

On Normal (the level all powers are balanced around) only the strongest enemies use defenses - mainly to block Adepts to simply Pull or knockdown those enemies. I don't think many people complain about not being able to toy with YMIRs at will - that would be silly, like the Geth Colossi perma-Lift option in ME1.

The powers of the Adepts are designed to destroy dudes who are down to health; and to CC (Singularity) those with defenses up (barrier and armor can be removed using Warp) - when other powers such as Pull and Throw work through defenses (even with reduced effects) would break the Adept's power system. Singularity becomes close to redundant when you don't need it against protection; and the game will be too easy if you can CC enemies with Pull even with defenses up.

I'm afraid it is not possible to 'improve' some biotic powers by making them work through defenses; that would create more problems than it would solve. Overall I think biotic powers are very well designed, only a couple minor tweaks would suffice to remove some small issues;

Projectile speed need to (and will) be increased in ME3 (great for Singularity which is way too slow atm); Shockwave needs either a faster cooldown, or a slightly better damage output to make it a more viable option. Adepts also need at least one power which effect is instant - I hope Stasis will be Adepts exclusive in ME3 (and without the damage bug).

I do like your points about Basion - Nemesis, it's pretty lame there's hardly any difference between the two. I hope passives and/or specs will play a bigger role in ME3. Personally, I hope we get the option to create a pure Nemesis Adept (massive damage boost); a pure Bastion (extended power duration for the ultimate biotic Controller); and something in between (a balanced Adept who has decent damage and duration).

More interactive options would be nice too; those Guardians carry shields which can be Pulled out of their hands looks nice; better level-design with more options to use ledges and/or other objects combined with biotic powers would be great; Pulling the operator out of his Atlas mech should be fun etc.



your in a very small crowd of people who would enjoy any addition to challenge in ME2 because youve completely annihilated it. the opinion your representing on the whole enemy protections really is scewed because of it. part of the problem is ME2 is an easy game to conquer regardless of playing it a million times.

the adept needs the opportunity to be the best class at CC, or whats the point in being an adept. to use less weapons? stasis alone in ME2 almost negates the purpose of an adept but we dont even need to get into that.

im fairly certain abilities in ME3 are going to work against defenses in a much more effective way in ME3. when im starting ME3 and i have basic abilities, thered be no point to invest in pull if its still going to cause a half second stagger. id be done leveling up my character as soon as i put enough points into singularity and bastion, and my most likely OP bonus power.

im not going to invest 15 points into basic throw to get super-hammer-throw-of-death, and then have it casue a half second stagger.

Modifié par The Spamming Troll, 19 juin 2011 - 02:24 .


#10
mcsupersport

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@spamming Troll

LOL, you never did learn how to use an adept in ME2 did you??

#11
The Spamming Troll

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mcsupersport wrote...

@spamming Troll

LOL, you never did learn how to use an adept in ME2 did you??


ROFL, your still completely oblivious to the adepts shortcomings???

really, congratulations on conquering the difficulty of ME2.

Modifié par The Spamming Troll, 19 juin 2011 - 02:42 .


#12
Bozorgmehr

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The Spamming Troll wrote...

mcsupersport wrote...

@spamming Troll

LOL, you never did learn how to use an adept in ME2 did you??


ROFL, your still completely oblivious to the adepts shortcomings???

really, congratulations on conquering the difficulty of ME2.


Do you mean the Adept's shortcomings or your own?

That's what difficulty is for innit? When Normal becomes too easy, ME2 allows to raise the level a little; what difficulty level - playing an Adept - have you conquered?

The OP throws in a couple ideas which might help a little (or not) and you come in to hijack the thread for your personal crusade against the Adept. Maybe you haven't noticed yet, but most folks out here don't share your shortcomings and they enjoy playing the ME2 Insanity Adept the way it is. They try to think of tweaking the system a little and/or add new options to improve the way of the Adept without trivializing combat entirely.

#13
goofyomnivore

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(1) Singularity needs to travel faster.
(2) Stasis as an Adept ability not a bonus power.
(3) Shockwave, IDK it seems like a lost cause; to uber on lower diff to crappy on higher. I have no idea how to fix it. Maybe make it an aoe knockdown/stagger, around the player? (Tech Armor explosion)

Give me the top two and I'd be happy. Fixing Shockwave is just extra.

Modifié par strive, 19 juin 2011 - 02:47 .


#14
The Spamming Troll

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Bozorgmehr wrote...

The Spamming Troll wrote...

mcsupersport wrote...

@spamming Troll

LOL, you never did learn how to use an adept in ME2 did you??


ROFL, your still completely oblivious to the adepts shortcomings???

really, congratulations on conquering the difficulty of ME2.


Do you mean the Adept's shortcomings or your own?

That's what difficulty is for innit? When Normal becomes too easy, ME2 allows to raise the level a little; what difficulty level - playing an Adept - have you conquered?

The OP throws in a couple ideas which might help a little (or not) and you come in to hijack the thread for your personal crusade against the Adept. Maybe you haven't noticed yet, but most folks out here don't share your shortcomings and they enjoy playing the ME2 Insanity Adept the way it is. They try to think of tweaking the system a little and/or add new options to improve the way of the Adept without trivializing combat entirely.


arent we in a topic duscussing the adepts shortcommings???

your problem is insanity has become to easy for YOU. youd apreciate any challaenge insanity could throw at you. are you playing insanity without squadmates, without advanced weapons, without upgrading health or weapons, ive seen your vids too, your weapon reticle leads every enemies position before they pop out of their spot. youve played the gam alot, and your awareness of the games is shown from it......whatever it may be, insanity is easy enough for YOU.

so, are we talking about making insanity more challenging for you, or the casual gamer?

you always throw so many exagerations out there, it bugs me. ....."most people" are certainly not in your camp on the lacklusterness of the adept. you havent noticed the never ending cycle of adept-hate on this board? if complaints on the adept showed up once or twice then sure its a bad idea, but it should seem obvious enough to you, that the adept has some problems, whether youve accepted them or not. this isnt a new complaint, boz.

or maybe im wrong and insanity should be taylored to YOUR expectations, Dr. Adept.

Modifié par The Spamming Troll, 19 juin 2011 - 03:50 .


#15
termokanden

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are we talking about making insanity more challenging for you, or the casual gamer?


I believe the point is that you are complaining about adepts on high difficulties. Casual gamers should not be playing the game on hardcore or insanity, and the game most certainly should not be tuned so that will work out just fine.

If anything, some classes have it too easy on those difficulties because they do not face the difficulty of breaking through protection.

#16
The Spamming Troll

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would anyone be apposed to creating their own set of abilites for the adept? as in ALL the biotic abilities are available to the adept, we just choose which ones to invest our 51 points into.

i think that would create HUGE variety in making your characters. instead of everyone using a pull, throw, singularity, warp adept, wed have slam, reave, barrier, warp ammo adepts too! i think thatd be awesome, mainly because i miss ME1s awesome discussions on how to make a character. ME2 doesnt even need a forum for class and build discussion, because its almost nonexistent.

#17
mcsupersport

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@the spamming Troll

People complained for months that the Vanguard couldn't play at insanity level, it would be suicide. It took people doing it and posting numerous threads to prove that the Vanguard rocks the world on insanity. Finally people tried it more and you know what, people sometimes STILL complain that the Vanguard can't handle Insanity, but they are usually corrected pretty quickly.

Then there is the Adept, similar power skills to the first game YET it HAD to be changed from the first game because in the first game the adept was broken in power. People here complained that the adept can't handle insanity, and someone posts videos and threads about how to make it work and proving it does. The problem is people still remember how it was in ME1 and you(and some others) want that God Mode back and are complaining to get it back, instead of changing how you play to fit the new style, like everyone did with Vanguard. Vanguard was a HUGE change in how you play from ME1 to ME2, and the Adept didn't get that until you got into Hardcore and above ME2, but it still requires a change in play. The adept isn't gimped, Boz's videos are just the best example of that fact, but many people after watching Boz's videos go back and use what he does to improve their game. This allows people to realize that the Adept isn't gimped but just had a changed playstyle.

The problem comes when people like you DON'T WANT TO CHANGE AND SCREAM ABOUT HAVING TOO!! You whine you can't do but two things(warp and singularity) as an adept, which is wrong, you complain that you shouldn't have to shoot as an adept, when you don't(proven in videos), you complain that other classes make better adepts than adepts do, which is wrong. All you have to do is learn HOW to play them on the higher levels and you can do what Boz does,but so far you REFUSE to even consider changing away from ME1 style play.

Are there some things that would improve the Adept?? Sure, see my post above ie faster/larger singularity, improved shockwave, the idea that Boz and Strive have for making Stasis an adept power only, probably adding Barrier as a class power(provided cooldown was reasonable) would all improve the adept. Going back to ME1 adept can lift everything IS NOT IMPROVEMENT!!

#18
The Spamming Troll

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someone not understanding charging into a group of enemies will get you killed, is NOT the same as playing a class designed around CC, in which they cant CC.

EVERY class WAS OP IN ME1, not just the adept.

NO, i dont want god mode. i never even announced something like god mode. you really gotta get that thought out of your head, its clouding your assesment of the adept complainers.

i like your thoughts on singularity(which i think should be insacast) and barirer and stasis being in the adepts arsenal. those things help, they surely do.

honestly, if ME2 allowed me to create an adept that could use any of the available biotic powers, and not the ones im stuck with, id be much much happier with the adept bioware would have given me. as it stands wit hthe current adepts abilites, i just use singularity, because why the hell not?

Modifié par The Spamming Troll, 19 juin 2011 - 04:22 .


#19
mcsupersport

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Because using singularity is slow and has a longer cooldown that pull(area).

Singularity one to hold them, you can shoot off the protection and warp bomb them, but why?? Use your squad to strip the protections off another, pull them blow them up, use that to strip the protections on more rinse and repeat.....come back and kill the guy in the singularity at your leisure. This is why the adept is powerful on higher levels, and why all your powers can and should be used.

Forgetting Throw and pull on higher levels is evidence of not understanding how to play the class on the higher levels. It is sort of like only using cloak to line up sniper shots for infiltrator, sit in the back and cloak shoot, rinse and repeat, while it works, it isn't the best way to use the power.

#20
The Spamming Troll

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im not new to the franchise. i use singularity because its the only ability i have that classifies as an adepts ability on higher difficulties. i dont use pull and throw on protected enemies, once those protections are down and i while my reticle is still pointed on that enemy and i have a few extra bullets, i dont stop shooting in order to FINALLY use throw to take them out, when i can just continue playing my "gimped soldier."

i bet you love the word "gimped soldier."

Modifié par The Spamming Troll, 19 juin 2011 - 04:34 .


#21
Valmarn

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Personally, I like being able to aim biotic powers to the point of being able to shoot them around corners. At the same time, I loved the way biotics were in Mass Effect 1: there wasn't a distinct orb of energy that shot out. Enemies could be lifted or thrown, regardless of what protection they had, if any.

#22
mcsupersport

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@troll
You mean you don't stop shooting so you can pull them and warp bomb them, thus stripping protections off their buddies?
Why are you playing adept then?
Just because you don't want to use all your abilities doesn't make the class bad.

#23
Bozorgmehr

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The Spamming Troll wrote...
so, are we talking about making insanity more challenging for you, or the casual gamer? or maybe im wrong and insanity should be taylored to YOUR expectations, Dr. Adept.


Insanity should not be tailored to fit mine nor the casual gamer's expectations / skill - it should provide the ultimate ME challenge. I don't understand your problem. Do you feel humiliated when playing on Veteran to have fun? If you don't like protection on every enemy, turn it off and have the power you expect of a CC specialist.

Adding more abilities isn't going to help, the global cd is here to stay. Besides, you can already do everything you want if you look at your squadmates. You can have Barrier bonus power; Morinth's Dominate; and Jack's Warp Ammo at your disposal when you team up with them.

It's simple; you either Adapt or you're unfit to play Adept.

#24
The Spamming Troll

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yes, i agree there should be challenge presented on hugher difficulties, but ultimately that challenge should be equal for all classes. theres never been a complaint about the adept that couldnt be made better in ME3. i dont feel humiliated by enemy protections except when im playing an adept.

samara having reave or jack having waarp ammo means in ME3 taking liara means i dont need to play an adept just because she has singularity?

i really wish you werent so arrogant about your conquering of ME2s gameplay with the adept. have i congratulated you on that by the way?

#25
Bozorgmehr

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If you have a better idea to up the difficulty for all classes please share.

The ME3 Liara does look more like her ME1 equivalent - if she made it 'pointless' for you to play Adept in ME1 then maybe that's true (for you) in ME3 too. I think I'll be using Liara a lot during my Adept playthoughs; two Singularities are better than one - which is the whole point of the ME class system. Selecting the Adept class will grant the most biotic intensive playstyle, but you're still able to use biotic (squad/bonus) powers playing another class. Just like anyone can bring Tali and/or Legion to cast Combat Drones or go AI Hacking in ME2, but playing Engineer is a completely different tech experience - as it should be imo.