l DryIce l wrote...
Say my pull has a duration of 5 seconds, but a cooldown of 6. An armored Krogan and his cronies just appeared and I use pull on the Krogan. Let's also say armor reduced pulls duration by half and the Krogan is only lifted for 2.5 seconds. This means the Krogan is up and his cronies are still shooting at me for ~3 seconds before I can use another power. Not completely gimped; not completely useless. It would really only be useful if the Krogan's charging you.
And there you go. More options than just having to trap him in a singularity and warp bomb him.
Not really, it would make Adept weaker instead:
1. Why would I use a power on a 6 second cooldown if I already have one doing the same thing (better) on a 4.5 seconds cooldown (Singularity)?
2. I don't thing a power which duration is shorter than its cooldown is good CC.
3. It's useless on the default settings (there are very few enemies with defenses).
4. Enemy defenses go down much faster than their health because powers and weapon receive massive multipliers when used against defenses (there are none against health). Defenses are also always the first to go down which means enemies will be around with only their health left much longer than with protection.
5. Which results in Pull being a far less effective power because the current (3 seconds) version can be used twice in the same amount of time (=twice the amount of CC + the current version of Pull has better duration).
6. Increasing cooldowns will only result in Adepts becoming more dependant on weapons instead of powers
It's easy to review powers seperately and tweak them so they can do the stuff you want them to do. It's much harder to fit that power back into the complex power-balance puzzle. There have been many attemps by posters to 'improve' powers, I've yet to read about one that actually makes sense and is viable. I'm afraid your proposal will do more damage than actually improving anything.
Singularity's main purpose isn't to get rid of defenses. I'm not even concerned with any biotic power except warp working against defenses. An Adept is supposed to be CC. But...yeah, singularity is fine the way it is.
Singularities main purpose is to trap/hold enemies with protection. When you're playing below Hardcore you're a fool when you're using Singularity against enemies without protecion. Pull is a much better option. Only when you're up against elites and bosses, Singularity shows its strength.
Ammo powers are used primarily to strip defenses. Not sure where you got the idea that they are "useless" against defenses. AI Hacking gives the controlled enemy shields, so it's balanced. And it would be nice if Cryo Blast/Neural Shock...or any CC ability for that matter had SOME uesful effect on SOME protected enemies.
Ammo powers offer close to nothing when it comes to damage (versus defenses), only their CC effects are worthwhile and only work when defenses are out of the way. Only when you're able to save a shot (so you strip defenses in X-1 shots with ammo equiped compared to X shots without) it's useful which is hardly ever the case regardless weapons being used. When you're using Assault rifles - for example - researching the Piercing Upgrade will improve damage against all defenses a lot more than whatever (maxed) ammo power out there does.