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Power restriction order


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#51
Guest_Inge Shepard_*

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Modifié par Inge Shepard, 02 juillet 2011 - 05:14 .


#52
crimzontearz

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pre requisites suck majorly

they are the reason why my vanguard never uses pull and just has to rush forward where my old vanguard lived off lift like there was no tomorrow

#53
Ahglock

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I agree, pre-reqs suck in ME. They work in systems where you are unlocking the improved version of the power from before, no so much in systems where the power is no better than the earlier power.

For example a lightning bolt power unlocking a lightning storm power makes senses. Pull unlocking shockwave on the adept and then shockwave unlocking pull on the vanguard does not work. They also don;t work out to well in systems like ME where you have to heavily invest in a power to get much use out of it. In most pre-req systems you drop a single point into a power, maybe 2 for the improved version. You aren't dropping a 5th of your points into a single power and then stil have to deal with a pre-req.

#54
SAE100

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I support this, this and some more Power-Balance. Concussive Shot was just a bad joke in ME2. The damage was crap and the cooldown was to high. I mean even if you was able to instagib with it cause you could throw him over an edge it was better to just use adrenalin and one of your weapons. Wasn´t that great for the mates too, not only because you had to invest points in it.

#55
Relix28

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Funny thing is, that the most powerful (class specific) abilities are unlocked from the start. ME2 Sentinel could start invsting to Tech-Armor from the get-go and around lvl.10 he could have it maxed out, and be pretty much invincible, and everything after that was pretty much a bonus.
I think it would be much better to restrict some powers with lvl. requirements and completely drop pre-req's. For instance, you could only invest 2 points into Tech Armor, until you reach lvl.5. After that you could invest 5 points, until you reach lvl.15, etc...That would restrict you from gaining something obviously OP early on in the game, but it wouldn't force you to drop points into something you will probably never use, just to unlock something you want to use.
Or there is another solution. Just drop all restrictions and let us play how we like. This is a single player game after all.

Modifié par Relix28, 27 juin 2011 - 05:46 .


#56
Brenon Holmes

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I can't recall why off the top of my head, but there was a reason these were re-added. I'll poke around. :happy:

Modifié par Brenon Holmes, 27 juin 2011 - 06:01 .


#57
Destructo-Bot

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This smells like a "feature" that was kept that was just because that's the way it has always been done rather than for a particular purpose.

#58
levi0000

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I also agree. I didn't like playing in Mass Effect 2 and having to put points in Disruptor Ammo and Incendiary Ammo just because I wanted Cryo Ammo. Then I wasn't able to put points in the abilities I actually DID want, because they were stuck in those other two ammo types.

#59
M2MGamer

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Brenon Holmes wrote...

I can't recall why off the top of my head, but there was a reason these were re-added. I'll poke around. :happy:


YAY!!!

#60
Flashlegend

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Agreed. Pre-reqs do nothing but limit our freedom and serve absolutely no purpose.

#61
Mister Mida

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Brenon Holmes wrote...

I can't recall why off the top of my head, but there was a reason these were re-added. I'll poke around. :happy:

If you can't remember why you put it in, I guess it wasn't important enough and you can take it out again. :D

#62
MELTOR13

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It does seem sometimes that the pre-reqs existed in order to help balance the classes from becoming too powerful too quickly. But they don't honestly serve any function. I would much rather see pre-reqs lifted in order for us to be able to customize our powers as we see fit, rather than being forced into a certain build due to pre-reqs. It especially sucks on teammates, who have limited power-sets as it is.

#63
Eurhetemec

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Brenon Holmes wrote...

I can't recall why off the top of my head, but there was a reason these were re-added. I'll poke around. :happy:


I hope it's a good one.

If it's to benefit new players, please consider removing the locks in Hardcore and Insanity difficulties, or on New Game Plus.

#64
RGFrog

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***edit***

Thank goodness unecessary comments were unecessary!

Modifié par RGFrog, 28 juin 2011 - 04:16 .


#65
seirhart

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remove the pre req for skills, everything should be unlocked from the get go.

#66
Reever

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Brenon Holmes wrote...

I can't recall why off the top of my head, but there was a reason these were re-added. I'll poke around. :happy:


Lore?! "A biotic must learn the basics of Shockwave first, in order to be able to learn Pull!" :P

Who know, might be.

And I agree with the OP, this is kind of annoying, though not a gamebreaker for me ^^

#67
Someone With Mass

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Could make it so there's a certain amount of points required to unlock a new power, but it shouldn't depend on another power that has nothing to do with it.

#68
sH0tgUn jUliA

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No prereqs. Some of them are like having Calculus 1A as a prerequisite for learning French. Ridiculous.

And one more thing..... going into a major boss type fight after a cutscene: PLEASE do not reset my ammo to default. I have incendiary or warp equipped for a reason. I'm not going to remove it just to listen to some boss jabber.

If they need to do some game balancing, make the enemy AI smarter.

And while we're on this... instead of making Insane the Shepard needs to empty a two or three magazines to get a kill and the enemy needs one shot, why not make the AI use better tactics with each difficulty level. This would also slow down the game and make it more tactical as difficulty got higher.

Modifié par sH0tgUn jUliA, 27 juin 2011 - 06:47 .


#69
Praetor Knight

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Inge Shepard wrote...

Why not start with all bonus power.
*snip*

Or you can add some extra pwers.
*snip*

Inge


I was thinking about this, and I'd rather not have a system like this. Oblivion was fine with such a system, and if ME3 will use exp gains like ME2 then I don't think it would work anyway.

And I personally don't want to go back the exp grinding of ME1.
I simply want to evolve what I want, without putting points into other powers, and get down to business :devil:

#70
Blooddrunk1004

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Agree with this.
+1

#71
implodinggoat

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I endorse the removal of locked powers.

If the powers are properly balanced then it shouldn't be necessary.

#72
Sierra Crysis

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Please remove those, and remove having extra skillpoints you can't put into anything at the end of the game because of skill cost, or whatever. *Pray pray*

#73
Relix28

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Brenon Holmes wrote...

I can't recall why off the top of my head, but there was a reason these were re-added. I'll poke around. :happy:


No offense, but how can you guys not see that pre-req's are completely unnecessary in this game? It is an annoying restriction for the player(s), that doesn't really make much sense.
I would very much like to hear your reason and argument behind it. Though I doubt it will make an unreasonable feature like this any more reasonable.

#74
Destroy Raiden_

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Lock powers suck just like locked doors on your ship remove them BW let us have access to all powers and abilities from level 1.

#75
Ieldra

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I agree that most pre-reqs suck. Particularly annoying was the case where I had to take Cryo Blast in ME2 in order to unlock AI Hack. Extremely annoying since I never used Cryo Blast.

If there is a reason for them, I'd like to know it.

Also agree about the locked doors on the Normandy. I want to explore all places on my ship, it doesn't matter if there's nothing in them yet.