Making a better mouse trap.....Ideas for improving the Adept class for ME3.
#26
Posté 20 juin 2011 - 06:10
I referenced liara because u use "squadmates" as a reason y adepts r awesome.
#27
Posté 20 juin 2011 - 07:46
Maybe a horizontal spread of 60* around the crosshair, and perhaps a little less on the vertical (to fit in with the widescreen).
I guess it would look similar to bursting the biotic bubble barrier at the end of the long walk, only with shocks every few metres.
Modifié par Curunen, 20 juin 2011 - 07:47 .
#28
Posté 20 juin 2011 - 11:34
kindof like the tech armor pulse. personally i think every class should have an ability that pushes back everyone surrounding them.
how is using an ability like that NOT going to make you feel like a bad ass?
HULK SMASH
#29
Posté 21 juin 2011 - 04:41
As for biotics vs. protections (aka TST's broken record), I'd prefer that the protections were more defined and less everything's a shield.
For instance, a biotic barier should do more to block biotics and be half (or more) as effective against tech or weapons.
Shields, aka kinetic barrier should be effective against weapons fire, a smidge less against against tech (or vice versa) and a lot less effective against biotics.
Armor would be added to either to provide protection from physical attacks like bullets, damage from projectiles (flying cans, crates, etc. they'll move you but not harm you with armor on).
This way a well protected Adept would have both a level of protection via Armor and a level of protection via Biotic Barrier in order to have complete or nearly complete coverage. Adding armor would slow movement and perhaps increase cooldowns to keep an adept from being a biotic god. Whereas only using armor would decrease cooldowns since your not using biotics to keep a BB up. And use Biotic Barrier alone would have normal cooldowns but allow femshep to wear catsuits--which is the most important thing for an adept...distracting the enemy so you can blindside them.
Ideally, the Adept would have to choose protections, combinations of protections or lack of protection that would allow for the situation and gamestyle. As an adept would you be able to go without any protection buffs and biotic your way through a level, then that should be your choice.
The problem i would see in this would be non-biotic classes not having access to biotic barrier as a counter to an adept's attack. So, perhaps the combination of using both Shields and Armor protection levels would provide say 3/4 the same protection against biotics as a biotic barrier would?
This would mean that the enemy using only Armor protections would be affected by something like shockwave. The character would be ragdolled and tossed, but only lose in the Armor protection and no health. A character with only Shields when shockwaved would be tossed the same but lose health from the resulting impact with objects, floor but lose little in from the shield protection.
A character with both armor and shield would be tossed but lose no health and only little to shield and armor. This would make powers like shockwave usefull but not OP. Same might apply to things like pull or throw, the movement of the target would be there but the resulting damage would be based on the protections. Or if the character were a Sentinel with all 3 protections they would be nearly immune to everything but have less effective tech/biotic powers and less hard hitting weapons to balance things out.
Granted with protections the movement would have to be 3/4 of what it would be without protections so that tossing targets off the map wouldn't work but once the protections were stripped...
Anyway, just a thought. I've not problem with playing adept in insanity in ME2. I have a ton of fun pulling goofy combos. My most recent one is combining slam with kasumi's flash bang for a randomized pull/throw. Or using a vertically directed pull followed by Miri's slam for a crushing drop from ceiling heights instead of the few feet she normally gets.
As long as combos remain and are more varried in ME3 I will be a happy adept. The above was just an idea of how biotics might work better and how protections should work, imo, in the game as I hate how everything is just a shield in me2 with no real differentiation or effect.
Modifié par RGFrog, 21 juin 2011 - 04:44 .
#30
Posté 22 juin 2011 - 06:33
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.
QFT. I think this sums up a lot of what I would want to see:
* Increased speed of Singularity as it shoots across the field (perhaps it gets faster as you level up). the longish travel time can be worked with, but it's a bummer when you want to see people flying ASAP
* Barrier as a basic - I'd like to see Barrier back as a default power rather than a bonus power, personally. Frankly, I think it would have made more sense than Shockwave as part of the adept's starter arsenal. it's the one purely defensive skill and i wished we could have had it from the start, and been able to use the bonus power slot for unlocking a high-powered other biotic skill of choice (slam, reave, shockwave, etc.)
*Bastion/Nemesis make more difference - I really like the idea of Bastion/Nemesis making MORE of a difference. I play adept as the bastion-controller, but I would love it if there was more of a push to that end and nemesis did even more smackdown damage, but at the expense of duration on singularity and pull and with a very weak barrier ability.
#31
Posté 22 juin 2011 - 07:15
sagequeen wrote...
[...]
* Increased speed of Singularity as it shoots across the field (perhaps it gets faster as you level up). the longish travel time can be worked with, but it's a bummer when you want to see people flying ASAP
[...]
I'd go all the way and make it instacast. Not only because you need those people flying ASAP, but because you want that Singularity in that exact spot where the target currently is. Now, the Singularity will follow a moving target, and due to its travel speed sometimes it lands someplace you didn't want to
#32
Posté 22 juin 2011 - 10:00
#33
Posté 23 juin 2011 - 02:53
Curunen wrote...
^ I'd certainly like a "projectileless" singularity, but not quite instacast - maybe a 0.5 second delay between pressing the hotkey, in which it can begin to form and then expand to its specified size.
Agreed. I wouldn't even mind some of the other powers not having projectiles.





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