nhsk wrote...
Which also was its weak point.
Example, a squadmate like Jacob, was really useless in combat as squadmates had 4 powers but only enough points at max level to fill 3 powers leaving the last completely blank, forcing you to cut out his trademark power if you wanted to fill up the rest of the bars as unlocking the loyalty power would automatically place a point there, thus if you tried to fill up the other 3 powers would have excess points you couldn't use as each step got more expensive.
Same applies for Garrus, I have yet to put a point in his Overload.
Mordin, never filled his Cryoblast
Miranda, had a very nice character specific tree, but was never filled, as it would prevent me from filling the other 3 powers.
Jack, forcing a point into shockwave? Seriously...
I could probably go on but....
Eh. The initial complaint - about Jacob - is factually incorrect; Jacob has enough points to fill three bars and have one point left over for the fourth, which is perfect - it allows you to give him Pull Field, Squad Incendiary, and a maxed passive, and have one left for Barrier (which is all you need with Barrier - some people don't even
like having it available for him because he's prone to spamming it even with squad power usage turned off, so they re-spec it out of him on the Shadow Broker's ship). Miranda has the same situation: you can max Unstable Warp, Area Overload, her passive, and still have a point left for Slam to make those sweet, sweet Warp bombs. Those are the only two squadmates with 31 skill points instead of 30. In all honesty, that actually makes them
less fun - there are clearly optimal builds for both of them, reducing the amount of real choice you have in leveling them up.
With most other squadmates, though, you can either dump an ability entirely, or you can level up two abilities completely, get one to Level 3, and the other to Level 2 with a point left over. Not exactly ideal, obviously, but it does force you to make choices, which is kind of the point. Yeah, you have to dump two points into Concussive Shot to unlock Garrus' Overload, but that still means you can get Area Overload and a maxed-out passive (because with maxed-out passive, Garrus' Overloads do more damage than any other Overloads in the game - other than yours, of course), plus a few points into each of the other two powers (which are significantly less useful).
With most of your squadmates, yeah, you have to dump two levels of points into a useless ability in order to unlock a better one. Jack has to get through Shockwave to get to Pull, just like Samara has to get through Throw to get to Pull, and Thane has to get through Throw to get to Warp. (This is true of basically everybody; the only exception I can think of is Zaeed, but only if Shepard is an Infiltrator or a Soldier.) But, again, this offers elements of choice: max out the earlier, weaker power, and get the benefits of its evolution quickly, or wait longer for the more powerful power? (I would argue that for your squadmates, the order in which you unlock their powers makes more sense than it does for Shepard - the infamous Adept/Vanguard Pull/Shockwave thing rearing its ugly head.) Doesn't the fact that there's not a blatantly obviously optimal build give you choice between competing suboptimal builds, and allow each player to better tailor her squad's builds to her playstyle? May I assume choice (like hope) is a Good Thing?