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ME3 Powers - The Complete List


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#276
el master pr

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souljahbill wrote...

Doesn't pull compliment a Vanguard? Like, you can pull the enemy to yourself and then charge them, sending them flying because they're weightless.


It sure does, that's what I like the most about the Vanguard.

#277
No Snakes Alive

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The Spamming Troll wrote...

so then how does throw compliment warp for the sentinel?

what kind of moron in the MEuniverse would learn warp, and not learn pull? right?


Something did feel kind of off with the Sentinel's power choices in ME2 but I understand Bioware's intentions behind their choices (Tech and Biotic direct damage powers with Warp and Overload and Tech and Biotic CC powers with Cryo and Throw - seems balanced when you put it that way).

Gameplay-wise, going all CC would lead to cooler and more fun options but is redundant and going direct damage leads to boring no-options-to-kill-but-guns gameplay.

So I'm kind of excited to see how effective Throw will be against armor and how well Cryo works on protected enemies too in ME3. I liked the protection system in ME2 and I def don't wanna make the game too easy but I'd like it if I can get by with just the CC powers and not have such a pointless overlap in their uses.

#278
souljahbill

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When I play as a Vanguard, I give my squad cryo ammo so I can charge into ice statues.

#279
NYG1991

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The thing that bugged me was the pre reqs for powers. Sentinel wasn't so bad with throw/warp but infiltrators had to level incinerate before hacking. It seems they axed that for 3 so it should give more options for different builds

#280
The Spamming Troll

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el master pr wrote...

The Spamming Troll wrote...

so then how does throw compliment warp for the sentinel?

what kind of moron in the MEuniverse would learn warp, and not learn pull? right?


One who likes to do damage from afar? I think you're missing the point of having multiple classes each with a different aspect of gameplay. If you don't like Vanguard Pull, don't use it. I like it on my Vanguard and understand that a Vanguard likes combat up-close and personal, and so Pull does a better job at that than Throw.


im not saying pull is better then throw, or recomending not using pull on the vangaurd. which should seem obviouse enough. my proposal would make options to have a throw vangaurd OR a pull vangaurd. or a throw sentinel OR a pull sentinel.

its very simple. the sentinel has throw, becasue the vangaurd has pull. theres no other reason why the sentinel DOESNT HAVE pull.

#281
adonfraz

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The Spamming Troll wrote...

el master pr wrote...

The Spamming Troll wrote...

so then how does throw compliment warp for the sentinel?

what kind of moron in the MEuniverse would learn warp, and not learn pull? right?


One who likes to do damage from afar? I think you're missing the point of having multiple classes each with a different aspect of gameplay. If you don't like Vanguard Pull, don't use it. I like it on my Vanguard and understand that a Vanguard likes combat up-close and personal, and so Pull does a better job at that than Throw.


im not saying pull is better then throw, or recomending not using pull on the vangaurd. which should seem obviouse enough. my proposal would make options to have a throw vangaurd OR a pull vangaurd. or a throw sentinel OR a pull sentinel.

its very simple. the sentinel has throw, becasue the vangaurd has pull. theres no other reason why the sentinel DOESNT HAVE pull.


So Sentinels can't warp bomb by themselves.

#282
Someone With Mass

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Meh. Warp bomb is so overrated.

I'd rather use a Cryo Blast + Throw combo.

#283
sympathy4saren

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Will enemies later I'm the game be leveled to the point it requires power evolution?

#284
DarkPsylocke26

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So if you have Heavy Shockwave will that power be upgrade one more time or will it just stay the same?

#285
blitzkkrieg

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All of these are pretty valid points. Although I do agree with Spamming troll to an extent, I think they should give that kind of choice to the ammo powers only (maybe even let soldiers choose between the squad ammo (shredder, AP, warp, etc) for their base to add a little more flair, if you want to call it that, to the soldier class).

Speaking of special ammo powers and the soldier, anyone else anxious to see if
concussive shot + warp ammo = concussive warp bomb ?

#286
The Spamming Troll

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adonfraz wrote...

The Spamming Troll wrote...

el master pr wrote...

The Spamming Troll wrote...

so then how does throw compliment warp for the sentinel?

what kind of moron in the MEuniverse would learn warp, and not learn pull? right?


One who likes to do damage from afar? I think you're missing the point of having multiple classes each with a different aspect of gameplay. If you don't like Vanguard Pull, don't use it. I like it on my Vanguard and understand that a Vanguard likes combat up-close and personal, and so Pull does a better job at that than Throw.


im not saying pull is better then throw, or recomending not using pull on the vangaurd. which should seem obviouse enough. my proposal would make options to have a throw vangaurd OR a pull vangaurd. or a throw sentinel OR a pull sentinel.

its very simple. the sentinel has throw, becasue the vangaurd has pull. theres no other reason why the sentinel DOESNT HAVE pull.


So Sentinels can't warp bomb by themselves.


yes, and why wouldnt you want to create your own warp bombs?

or just give the sentinel pull and reave instead of warp and throw.

you honestly think allowing classes to pick their powers would be a bad thing?

Modifié par The Spamming Troll, 31 août 2011 - 12:47 .


#287
lazuli

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Skill sets are part of what defines each class and each class' role on the battlefield. Just as much as the Sentinel's skill set defines it, so does what's not in its skill set. Picking your powers freely would allow you to create a super-class that would hurt the game's balance for all other classes. Pass.

#288
The Spamming Troll

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lazuli wrote...

Skill sets are part of what defines each class and each class' role on the battlefield. Just as much as the Sentinel's skill set defines it, so does what's not in its skill set. Picking your powers freely would allow you to create a super-class that would hurt the game's balance for all other classes. Pass.


so your saying a vanguard that uses slam, reave, disruptor ammo and warp ammo is a super class? seems much like a standard vanguard to me.

i dont mean to bring it up again, but arent you dissapointed theres no ongoing discusions on class builds. everyone levels their characters in a very similar way. theres almost no need to give me 51 points, becasue my 51 points are invested the same as yours.

sorry im really getting off topic, its impossible not too when discussin abilities tho.

Modifié par The Spamming Troll, 31 août 2011 - 01:23 .


#289
lazuli

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No, I understand. And the amount of posters that are actually interested in power evolutions doesn't seem to be staggering enough to get us in trouble if we get a little off topic. Maybe I'm wrong, but it seems people would rather talk about femshep's hair color than how Charge will work in ME3.

At any rate, I think a Vanguard that uses Slam, Reave, Disruptor Ammo, and Warp Ammo isn't even a Vanguard anymore. One problem I had with ME1 is that the classes seemed too fluid. There wasn't enough there to set them apart from one another. While I can certainly understand a desire for greater build flexibility (which we are getting, to an extent, in multiple power evolutions), pulling out all the stops will just lead to bland characters that are hard to balance and have no defining traits.

#290
blitzkkrieg

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lazuli wrote...

... how Charge will work in ME3.

... One problem I had with ME1 is that the classes seemed too fluid. There wasn't enough there to set them apart from one another. While I can certainly understand a desire for greater build flexibility (which we are getting, to an extent, in multiple power evolutions), pulling out all the stops will just lead to bland characters that are hard to balance and have no defining traits.



Agree with your ME1 statement.  In ME1 on the enigneer, I didn't even use AI hacking that much, so it was just a soldier (I took the AR training) with lots of tech... so it was kind of like an infiltrator. 

And trust me, I could care less what femshep looks like compared to learning how charge was revamped.

#291
Malanek

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DarkPsylocke26 wrote...

So if you have Heavy Shockwave will that power be upgrade one more time or will it just stay the same?

Shockwave will be able to be upgraded twice more. ie evolved 3 times on levels 4,5 and 6 as opposed to just 4 in ME2. We don't know what they will be yet though and the first 4 levels may also be tweaked a bit.

Modifié par Malanek999, 31 août 2011 - 01:41 .


#292
The Spamming Troll

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lazuli wrote...

No, I understand. And the amount of posters that are actually interested in power evolutions doesn't seem to be staggering enough to get us in trouble if we get a little off topic. Maybe I'm wrong, but it seems people would rather talk about femshep's hair color than how Charge will work in ME3.

At any rate, I think a Vanguard that uses Slam, Reave, Disruptor Ammo, and Warp Ammo isn't even a Vanguard anymore. One problem I had with ME1 is that the classes seemed too fluid. There wasn't enough there to set them apart from one another. While I can certainly understand a desire for greater build flexibility (which we are getting, to an extent, in multiple power evolutions), pulling out all the stops will just lead to bland characters that are hard to balance and have no defining traits.


the vanguard is designed as being half biotic and half combat. or is a vanguard defined exactly by having charge, pull, shockwave, and cryo/inferno ammo?

really i think the vanguard is defined by charge, not pull or cryo ammo. each class is defined by their signature ability, not necessarily their extras.

can you tell me how a vanguard with any combination of half biotics and half combats would lead to an unbalanced game? as in how would the vangaurd i proposed any better or worse then the one were given in ME2?

#293
el master pr

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The Spamming Troll wrote...

lazuli wrote...

No, I understand. And the amount of posters that are actually interested in power evolutions doesn't seem to be staggering enough to get us in trouble if we get a little off topic. Maybe I'm wrong, but it seems people would rather talk about femshep's hair color than how Charge will work in ME3.

At any rate, I think a Vanguard that uses Slam, Reave, Disruptor Ammo, and Warp Ammo isn't even a Vanguard anymore. One problem I had with ME1 is that the classes seemed too fluid. There wasn't enough there to set them apart from one another. While I can certainly understand a desire for greater build flexibility (which we are getting, to an extent, in multiple power evolutions), pulling out all the stops will just lead to bland characters that are hard to balance and have no defining traits.


the vanguard is designed as being half biotic and half combat. or is a vanguard defined exactly by having charge, pull, shockwave, and cryo/inferno ammo?

really i think the vanguard is defined by charge, not pull or cryo ammo. each class is defined by their signature ability, not necessarily their extras.

can you tell me how a vanguard with any combination of half biotics and half combats would lead to an unbalanced game? as in how would the vangaurd i proposed any better or worse then the one were given in ME2?


From a gameplay POV, it would be too overpowered. You have three bonus powers and a "foreign" ammo power in your Vanguard. Explain how that is balanced in any way.

#294
Biotic Sage

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^ This conversation is kind of irrelevant since we already know the direction Bioware is taking classes in ME3.

If they do end up having a "create your own class" bonus for completing the game, so be it, but the standard classes are what they are.

#295
MELTOR13

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For once, I will actually agree with Spamming Troll...*throws up in mouth*

I do wish that we were able to select our own skills that would be representative of the class at hand. But, it would still need to be localized. For instance, Vanguards should be the only class that gets Charge. Adepts should be the only class that gets Singularity, etc. etc. Other than that, though, I do kind of wish we could at least have a small selection of powers to pick from for our builds instead of being set in stone for all but one (the bonus power).

I will say that ME2 made a great leap at providing some unique-ness and some variety to the classes, though. I've been able to create multiple unique and viable builds for the same class in ME2, something that is relatively impossible to do in ME1. Hopefully the trend continues in ME3. I really like the look of things so far.

#296
The Spamming Troll

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el master pr wrote...
From a gameplay POV, it would be too overpowered. You have three bonus powers and a "foreign" ammo power in your Vanguard. Explain how that is balanced in any way.


first let me say, i dont care about ME2s mechanics, or balance issues or its list of bonus powers. im refering to what im getting in ME3. or kindof just imagining a different senario for classes. whatever.

secondly, your kindof missing the point. thers no need for classiying one ability as a bonus power or a standard class power. im saying the vangaurd can use 2 biotics and 2 ammo powers. doesnt matter if they were bonus powers or not. simply pick 2 biotics and 2 combats, and were done.

so, i would really for you to explain to me how one player created vangaurd is better then another players vangaurd! and not in terms of what ME2 underwelmingly offered us.

Modifié par The Spamming Troll, 31 août 2011 - 02:19 .


#297
The Spamming Troll

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MELTOR13 wrote...

For once, I will actually agree with Spamming Troll...*throws up in mouth*

I do wish that we were able to select our own skills that would be representative of the class at hand. But, it would still need to be localized. For instance, Vanguards should be the only class that gets Charge. Adepts should be the only class that gets Singularity, etc. etc. Other than that, though, I do kind of wish we could at least have a small selection of powers to pick from for our builds instead of being set in stone for all but one (the bonus power).

I will say that ME2 made a great leap at providing some unique-ness and some variety to the classes, though. I've been able to create multiple unique and viable builds for the same class in ME2, something that is relatively impossible to do in ME1. Hopefully the trend continues in ME3. I really like the look of things so far.


thanks, dick.

choosing a different bonus power or bonus weapon is the only way you can possibly create any sort of varyation in a class.

i just dont see much difference in playing two adepts where one has throw field/basic pull compared to basic throw/pull field.

#298
lazuli

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One player-created Vanguard need not be superior to another player-created Vanguard. They aren't developer created, which is the problem. The developers design the classes very purposefully. There is room for customization in the skill sets provided, more room than ME2, it seems.

It is all but impossible to discuss ME3 gameplay without referencing ME2 gameplay at this point, Troll, as ME3 gameplay is heavily influenced by ME2 gameplay- much more than ME1 influenced ME2's combat. In ME2, bonus powers were generally more powerful than the standard fare available to Shepard. They were typically only beaten by signature powers in terms of effectiveness. Why take Overload when you can take Energy Drain? Why take Warp when you can just as easily take Reave (Warp has explosions, Reave doesn't, but Reave heals and has AoE without a combo)?

Maybe all powers will be equal in terms of effectiveness in ME3, but I doubt it. I say let the developers create the classes and then let the players tweak the builds to their liking. I'm fine with a wider variety of bonus powers available to Shepard, though.

#299
Red Son Rising

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i want to use warp and target singularity fields to detonate them. chipping away at shields and armor gets old after a while, itd be nice if shepard could target singularities directly and set off explosions in tight quarters

sticking singularities to bare surfaces to block hallways already feels slick when done right. using singularity as an adept grenade would be awesome

#300
Biotic Sage

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Please don't insult each other and bicker in this thread.

I know that you all are passionate about the power system in Mass Effect.  I am too.  However, this thread is intended to be informative first and foremost.  Secondary to this I have also set it up as a place where we can discuss, in a civil manner, the new powers in ME3.  Obviously, conversation will sometimes allude to ME2 or ME1 powers, but try to keep it focused on the powers for ME3.

This is my respectful request to you guys.