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ME3 Powers - The Complete List


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#426
Biotic Sage

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Lizardviking wrote...

Biotic Sage wrote...

Lizardviking wrote...

http://twitter.com/#!/manveerheir

Apparently the current amount of squad points that Shepard can get once you reach lv 60 is 178. Granted he says that number can change.


...How...is that possible?  So you can max out 8/9 powers???

This has to be a mistake.


Tweet him and find out. :)

But remember he did say that the number of points was far from decided and the number could easily change.


No Twitter account.  Maybe he is including the squad points for squadmates as well.

#427
Tyrannosaurus Rex

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Biotic Sage wrote...

No Twitter account.  Maybe he is including the squad points for squadmates as well.


I highly doubt that since I specificly said "What is the current amount of points (those that can unlock powers) that you can get for Shepard at level 60?"

#428
konfeta

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This adds to the replayability of the game: the fact that you can't experience everything a class has to offer in one playthrough.

With retrain powers, that point is moot. Might as well give us more toys to play with on a single character.

#429
SynheKatze

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Biotic Sage wrote...

Lizardviking wrote...

Biotic Sage wrote...

Lizardviking wrote...

http://twitter.com/#!/manveerheir

Apparently the current amount of squad points that Shepard can get once you reach lv 60 is 178. Granted he says that number can change.


...How...is that possible?  So you can max out 8/9 powers???

This has to be a mistake.


Tweet him and find out. :)

But remember he did say that the number of points was far from decided and the number could easily change.


No Twitter account.  Maybe he is including the squad points for squadmates as well.


I don't think so, considering that 100 seems to be a reasonable number that'd only give 39 per squadmate... and I don't see that happening

#430
Spartas Husky

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Spartas Husky wrote...

I'm sorry. I read the first few pages and most likely I missed this but...

God I hope not.... did Bioware stuck with Universal cooldowns? or do we have the individual cooldowns back?



bump?

#431
Tyrannosaurus Rex

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Spartas Husky wrote...

Spartas Husky wrote...

I'm sorry. I read the first few pages and most likely I missed this but...

God I hope not.... did Bioware stuck with Universal cooldowns? or do we have the individual cooldowns back?



bump?


I think they are staying with universal cooldowns.

#432
Tyrannosaurus Rex

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"@clmlizard: Probably not a large drop but it can change"

Sounds like we should expect a drop from 178

Source

#433
Biotic Sage

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Spartas Husky wrote...

Spartas Husky wrote...

I'm sorry. I read the first few pages and most likely I missed this but...

God I hope not.... did Bioware stuck with Universal cooldowns? or do we have the individual cooldowns back?



bump?


Read through the thread and you will find that even though they are sticking with universal cooldowns, there are now workarounds and loopholes.  For example, an evolved version of Throw allows the cooldown to instantly reset if you use it on an enemy who is being affected by biotics.

#434
Biotic Sage

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SynheKatze wrote...

I don't think so, considering that 100 seems to be a reasonable number that'd only give 39 per squadmate... and I don't see that happening


I agree.  After thinking about it for a second, that couldn't be what he is talking about.

But...178 points for Shepard still does not compute with me.  Not at all.

With 9 total powers, 21 x 9 = 189, and we can fill in 178 of those 189 points?  What is the point of choosing which powers to take when you will get all of them eventually anyway?  If they stick with this, it will be a mistake.

#435
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Instead of listing biotic abilities with just newtons they should include the damage.

For instance with Throw and Shockwave - you know 1200 newtons and 700 newtons (shockwave should really have more...it's a sucky power) is strong, but you don't really know how strong it is. They should include the damage done in parenthesis or something. This would give a lot more meaning to the abilities instead of just "Oh, it hits this hard."

And please fix shockwave. It is totally useless for an adept. I've used it for my vanguard just because it's the first ability they can get right after charge..and even still. I guess it's a situational power. I feel like the developers were thinking how awesome it would be - but it wasn't implemented right and is probably one of the most underused abilities. Right after heavy pull that is.

Modifié par lightsnow13, 01 septembre 2011 - 07:58 .


#436
Tyrannosaurus Rex

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Biotic Sage wrote...

SynheKatze wrote...

I don't think so, considering that 100 seems to be a reasonable number that'd only give 39 per squadmate... and I don't see that happening


I agree.  After thinking about it for a second, that couldn't be what he is talking about.

But...178 points for Shepard still does not compute with me.  Not at all.

With 9 total powers, 21 x 9 = 189, and we can fill in 178 of those 189 points?  What is the point of choosing which powers to take when you will get all of them eventually anyway?  If they stick with this, it will be a mistake.


He said we should expect a "small" drop in total amount of points. So I would go from 178 to (my own guess) either 138 or 128.

#437
Bozorgmehr 2.0

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lightsnow13 wrote...

Instead of listing biotic abilities with just newtons they should include the damage.

For instance with Throw and Shockwave - you know 1200 newtons and 700 newtons (shockwave should really have more...it's a sucky power) is strong, but you don't really know how strong it is. They should include the damage done in parenthesis or something. This would give a lot more meaning to the abilities instead of just "Oh, it hits this hard."

And please fix shockwave. It is totally useless for an adept. I've used it for my vanguard just because it's the first ability they can get right after charge..and even still. I guess it's a situational power. I feel like the developers were thinking how awesome it would be - but it wasn't implemented right and is probably one of the most underused abilities. Right after heavy pull that is.


Throw, Shockwave and Warp's detonation force doesn't inflict any damage on the target (besides the standard damage inflicted by all powers - using AI Hacking against Harbinger's barrier will do minor damage, for example). Hitting an obstacle is what really hurts. Effects are random though, sometimes a single Throw can kill a Krogan (with full health) and sometimes it does very little damage (when they hit a wall or whatever).

Pull is one of the best powers in ME2, and Pull Field is amazing. Shockwave isn't a great power, but it's highly under-rated. It can be very useful on Insanity and it's murderball below Hardcore. It needs some improvement, but not much imo.

#438
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Bozorgmehr 2.0 wrote...

lightsnow13 wrote...

Instead of listing biotic abilities with just newtons they should include the damage.

For instance with Throw and Shockwave - you know 1200 newtons and 700 newtons (shockwave should really have more...it's a sucky power) is strong, but you don't really know how strong it is. They should include the damage done in parenthesis or something. This would give a lot more meaning to the abilities instead of just "Oh, it hits this hard."

And please fix shockwave. It is totally useless for an adept. I've used it for my vanguard just because it's the first ability they can get right after charge..and even still. I guess it's a situational power. I feel like the developers were thinking how awesome it would be - but it wasn't implemented right and is probably one of the most underused abilities. Right after heavy pull that is.


Throw, Shockwave and Warp's detonation force doesn't inflict any damage on the target (besides the standard damage inflicted by all powers - using AI Hacking against Harbinger's barrier will do minor damage, for example). Hitting an obstacle is what really hurts. Effects are random though, sometimes a single Throw can kill a Krogan (with full health) and sometimes it does very little damage (when they hit a wall or whatever).

Pull is one of the best powers in ME2, and Pull Field is amazing. Shockwave isn't a great power, but it's highly under-rated. It can be very useful on Insanity and it's murderball below Hardcore. It needs some improvement, but not much imo.


I guess I should have clarified - I meant damage towards shields/barriers/ and armor. I'm not saying pulls is underrated. If you got that from my post, I'm sorry. Pull field is one of my all-time fave abilities. But everyone will always choose pull field vs. heavy pull. There are no benefits to heavy pull. And yes, shockwave can be useful. I found it most useful for the suicide mission when you're helping the tech through the vents. But I don't want an awesome power like that to be situational. I want it to at least stun the enemies for a longer duration if they're shielded.

Modifié par lightsnow13, 01 septembre 2011 - 08:18 .


#439
Biotic Sage

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Lizardviking wrote...

Biotic Sage wrote...

But...178 points for Shepard still does not compute with me.  Not at all.

With 9 total powers, 21 x 9 = 189, and we can fill in 178 of those 189 points?  What is the point of choosing which powers to take when you will get all of them eventually anyway?  If they stick with this, it will be a mistake.


He said we should expect a "small" drop in total amount of points. So I would go from 178 to (my own guess) either 138 or 128.


Now 126, that number would make sense to me because 21 x 6 = 126.  100 or 120 are nice even numbers too.  178 just seems so random and arbitrary.

#440
Bozorgmehr 2.0

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lightsnow13 wrote...

I guess I should have clarified - I meant damage towards shields/barriers/ and armor. I'm not saying pulls is underrated. If you got that from my post, I'm sorry. Pull field is one of my all-time fave abilities. But everyone will always choose pull field vs. heavy pull. There are no benefits to heavy pull. And yes, shockwave can be useful. I found it most useful for the suicide mission when you're helping the tech through the vents. But I don't want an awesome power like that to be situational. I want it to at least stun the enemies for a longer duration if they're shielded.


My bad, no harm done ;)

I totally agree about Heavy Field versus Pull Field. I had Pull Field outlasting Heavy's duration at times. But it looks like we'll get a lot more options in ME3 to evolve powers, so people will actually use different version instead of only one (evolution).
And Shockwave could indeed use a better stun effect, a slightly better cooldown, maybe, and a little faster animation would be nice too.

#441
No Snakes Alive

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konfeta wrote...

This adds to the replayability of the game: the fact that you can't experience everything a class has to offer in one playthrough.

With retrain powers, that point is moot. Might as well give us more toys to play with on a single character.


Exactly. Those severe limitations aren't what adds replayability, six different classes with Retrain Powers is what adds that. I'm not asking for the other extreme either but what good is having exclusive class powers and exclusive class passives when maxing them leaves you unable to use ANY of the rest of your powers? Especially when some of those new powers RELY on other powers (ie Overpower).

I say give us 6 of 9 and maybe some points left over. It's hard enough to choose which two awesome powers to neglect entirely with most classes and allows for the diversity we need for varied playthroughs without gimping Shepard.

An example: Max Sentinel's passives and exclusives and then make the tough choice between using Amplification to fling CC powers at enemies with Cryo and Throw (yes for me) or direct damage with Warp and Overload (naw thanks). Two vastly different playstyles and still able to achieve a fully-fledged Sentinel either way. Who wants to give up what makes the classes unique just to use the powers they share (or vice versa)?

PS I play on Xbox and try to bring up the power wheel (and take myself out of the in-my-face action) as INfrequently as possible, and I don't mind only being able to map three powers. Four might be better, but being able to map everything like PC would feel too cluttered for me anyway, so *shrugs.

Modifié par No Snakes Alive, 01 septembre 2011 - 08:35 .


#442
Biotic Sage

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@ No Snakes Alive

You have a point about the retrain powers thing and replayability. However, choice without an opportunity cost is not really choice at all, and giving us 178 squad points gets rid of all opportunity cost.

#443
Malanek

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Now we have more information it just opens up more questions. Has it been confirmed you can reach level 60 in a single playthrough? Are we getting 2 squad points per level? From levels 20 (or was it 21) to 30 we only got 1 squad point, do we get the missing points added on? It's entirely possible the rate might slow down later as it did in ME1 and ME2.

#444
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The question is could you, and should you go for Level 60? Whether you are aiming for effectiveness OR fun, the answer to this question may well be "no".

In ME1 your character is actually more powerful around Level 30 than at Level 60. The reason is simple: once you max out a few crucial, "core" powers, the rest of the squad points give you continuously diminishing returns - and that is without counting the fact that you get progressively *LESS* squad points at higher levels (which is utterly ridiculous IMO). However, enemy Health and DPS both increase linearly with Level. So you'd be slightly stronger at Level 60, while enemies will be twice as strong.

It is even more dubitable with ME2/ME3's Global Power Cooldown system. Why would you ever max out 5 powers, if you're only using 2~3 of them more than 95% of the time? I personally felt that some classes in ME2, the Soldier in particular, have too many squad points to spend.

In conclusion, if there are 178 points to spend on Level 60 - which I doubt - then I will definitely try to *NOT* level my character up to Level 60. Somewhere around Level 45 would be fine already.

Modifié par iOnlySignIn, 01 septembre 2011 - 08:40 .


#445
Josh123914

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Biotic Sage wrote...

Lizardviking wrote...

http://twitter.com/#!/manveerheir

Apparently the current amount of squad points that Shepard can get once you reach lv 60 is 178. Granted he says that number can change.


...How...is that possible?  So you can max out 8/9 powers???  And the math...it doesn't add up from what we've seen of the 2 pts per level.  Not even close.

This has to be a mistake.

maybe the points you get per level RISES as you level up now, think about it, if they made it 1 point per level once you reach 40 then alot of people will get bored when faced with having to grind for 6 levels to max out throw. I think it might work out like this:
Lv 1-10 = 1 point per level
Lv11-30= 2 per level
Lv31-40= 3 per level
Lv41-50= 4 per level
Lv51-56= 5 per level
Lv57-60= 1 per 2 levels
             = 178 points
NOTE: this will only work if the xp amount changes per level, e.g. It takes 500 Xp to get from level 1 to level 2, but 3000 Xp to get from level 49 to level 50.

#446
No Snakes Alive

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Biotic Sage wrote...

@ No Snakes Alive

You have a point about the retrain powers thing and replayability. However, choice without an opportunity cost is not really choice at all, and giving us 178 squad points gets rid of all opportunity cost.


I agree. Give us like 130-140 so we can choose to max all but 2-3 powers or put some points into all of them but have few to none maxed.

#447
Josh123914

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Lizardviking wrote...

Biotic Sage wrote...

Lizardviking wrote...

http://twitter.com/#!/manveerheir

Apparently the current amount of squad points that Shepard can get once you reach lv 60 is 178. Granted he says that number can change.


...How...is that possible?  So you can max out 8/9 powers???

This has to be a mistake.


Tweet him and find out. :)

But remember he did say that the number of points was far from decided and the number could easily change.

maybe the reason why you can max out all 9 is because they don't expect you to reach the Level cap in 1 playthrough, so to get to level 60 and those extra points you'll probably need to import, which by then you'll have a bonus power.

#448
Biotic Sage

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Josh123914 wrote...

maybe the points you get per level RISES as you level up now, think about it, if they made it 1 point per level once you reach 40 then alot of people will get bored when faced with having to grind for 6 levels to max out throw.


I can see the reasoning for this, and it makes sense.  Personally, I like being punished for not economically managing my points though (for instance, if I'm not saving up any points, then I can't get that Rank 6 evolution right away).  This makes it about resource management and effectively allows for more decision making.

While I would be ok with your idea of rising points per level, I still will never be ok with the idea of acquiring as many (or just about as many) points as there are point slots.  Every power maxed is just silly and there is no opportunity cost.

In ME1 and ME2, you could fill up about 70% of the powers.  If they stick with the 178 squad point thing, that means in ME3 you can fill up 94% of the powers!  That's a little ridiculous.

Modifié par Biotic Sage, 01 septembre 2011 - 09:13 .


#449
el master pr

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I, for one, care not about squad points. I'll just do like I did in ME1 & 2: kept the skill tree as balanced as possible until I decided, mostly about half of the level cap, which powers I wanted to max out.

Wait... Now that I think about it, I am gonna start at the half of the level cap, level 30. Holy Collector's daddybags, Shepard!

#450
Josh123914

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Biotic Sage wrote...

Josh123914 wrote...

maybe the points you get per level RISES as you level up now, think about it, if they made it 1 point per level once you reach 40 then alot of people will get bored when faced with having to grind for 6 levels to max out throw.


I can see the reasoning for this, and it makes sense.  Personally, I like being punished for not economically managing my points though (for instance, if I'm not saving up any points, then I can't get that Rank 6 evolution right away).  This makes it about resource management and effectively allows for more decision making.

While I would be ok with your idea of rising points per level, I still will never be ok with the idea of acquiring as many (or just about as many) points as there are point slots.  Every power maxed is just silly and there is no opportunity cost.

In ME1 and ME2, you could fill up about 70% of the powers.  If they stick with the 178 squad point thing, that means in ME3 you can fill up 94% of the powers!  That's a little ridiculous.

well in ME2 once I reached the level cap, that was it! there really was no payoff for importing my shepard again just to have no bonus except a new power that I vouldn't put points into unless I retrained Powers, ME3 seems to give you a reason to go back because it doesn't seem like you would particularly WANT to go back and get your character up to level 60 unless there was some sort of major bonus at the end ( like, say, being ABLE to put points into your bonus power without having to divert points away from existing ones )