CuseGirl wrote...
MeAndMySandvich wrote...
But yeah, Adepts suffer from severe power redundancy. Shockwave's their obligatory useless power, and Pull and Throw are redundant with Singularity. They should throw something like Stasis in there, and possibly give Throw the ability to do something to shielded enemies. But it's hardly like they're unplayable - you only have to pick one useless/redundant power in any given Adept playthrough.
how is shockwave useless? it works well against the husks.....well that's the only time it worked well.....Adepts just fit in well early on, Jacob's Pull, Miranda's overload on mechs and then you finish them off....it's like the point guard of Mass Effect, you can score with Warp/Throw or assist with Pull/Singularity and play D with shockwave
if being an Adept wasn't versatile enuff, you weren't using it right
Shockwave is only good on easier difficulty settings. On those, it apparently tears weaker enemies up, but I've never played on those. On Insanity, it's basically worthless - a massive waste of cooldown with situational aiming.
The issue with pull and throw is that singularity is always better. They're okay for a Vanguard or a Sentinel, because those classes don't have singularity. But when you can throw an AOE that sucks in nearby unshielded enemies and stunlocks shielded enemies, there's absolutely no reason to use a more situational version of that with a 1.5 second shorter cooldown.
The Spamming Troll wrote...
the game isnt made for
abilities, its made for weapons
I think this, combined with the defenses > powers issue, is the biggest problem with the Adept power list. Pull, throw, and shockwave were made situational because they're all fight-enders, and the ability to use them against a shielded opponent would make combat trivial.
Compare Witcher 2, which is another ARPG that has powers as a supplement to weapons. I feel that that game generally does a better job of balancing its powers, because they are designed from the ground up as supplemental. The equivalent of throw knocks down/knocks back, but doesn't ragdoll enemies and send them flying. At higher levels, it gets an AOE, does damage, and has a small chance of opening enemies up to an insta-kill move. It's a better-balanced power because it's designed from the ground up to support your swordplay, whereas many of the Adept powers are either fight-ending or useless, depending on the situation.
Examples of well-designed biotic powers in Mass Effect include Singularity (which is somewhat useful but not game-breakingly useful against shielded enemies, therefore effectively supporting your gunplay) Charge (which is mostly a movement and shield regen ability, therefore effectively supporting your gunplay), and Stasis (which is essentially a balanced version of the biotic crowd control powers). Even pull and throw are good for Vanguards and Sentinels, because they aren't redundant. So it's more a question of design philosophy.
Modifié par MeAndMySandvich, 27 juillet 2011 - 12:55 .