ME3 Powers - The Complete List
#1101
Posté 18 décembre 2011 - 08:32
what the heck is stasis grenade?
#1102
Posté 18 décembre 2011 - 10:42
Modifié par Drone223, 18 décembre 2011 - 10:43 .
#1103
Posté 19 décembre 2011 - 10:33
and will Overload do some damage to organic health as well
Modifié par luckyloser62, 20 décembre 2011 - 01:30 .
#1104
Posté 20 décembre 2011 - 03:11
luckyloser62 wrote...
just a thought, but since Overload now arcs, will Energy Drain arc as well (assuming it is still a bonus power)
and will Overload do some damage to organic health as well
I was wonder that too.
Wanted to know if it acts similar to the Arc Projector . . .
Modifié par jasonsantanna, 20 décembre 2011 - 03:13 .
#1105
Posté 24 décembre 2011 - 08:36
Personally I wish Bioware would do a weekly reveal of a power and its evolutions. They have more than enough to last the next 10 weeks til ME3, so maybe it could even be a bi-weekly or tri-weekly thing. It's not a story-spoiler and it would make all of us ME fans very happy.
#1106
Posté 24 décembre 2011 - 11:35
Biotic Sage wrote...
For the past couple of days I've been adding little bits and pieces of info for many of the powers, but I think I've finally run out of salvagable stats that have been shown thus far. Does anyone else know of any that I'm missing?
Personally I wish Bioware would do a weekly reveal of a power and its evolutions. They have more than enough to last the next 10 weeks til ME3, so maybe it could even be a bi-weekly or tri-weekly thing. It's not a story-spoiler and it would make all of us ME fans very happy.
I'm with you on this one, it seems like a great idea to give us some information every few weeks up till release. It won't harm and it'll surely keep us excited.
#1107
Posté 24 décembre 2011 - 02:00
The PR campaign for 2011 is done according to Chris Priestly, so if they intend to do that, it'll be in 2012.Biotic Sage wrote...
For the past couple of days I've been adding little bits and pieces of info for many of the powers, but I think I've finally run out of salvagable stats that have been shown thus far. Does anyone else know of any that I'm missing?
Personally I wish Bioware would do a weekly reveal of a power and its evolutions. They have more than enough to last the next 10 weeks til ME3, so maybe it could even be a bi-weekly or tri-weekly thing. It's not a story-spoiler and it would make all of us ME fans very happy.
#1108
Posté 25 décembre 2011 - 11:36
#1109
Posté 26 décembre 2011 - 03:19
#1110
Posté 26 décembre 2011 - 03:37
#1111
Posté 27 décembre 2011 - 10:28
souljahbill wrote...
I was mentioned a while ago but that number was subject to change.
It better change. In my opinion we should be able to max out 6/9 powers at the most. Anything over that would undermine character build choices. The more unique a build is, the more personal and customized my character feels.
I'm sure Bioware will ultimately do what's best in the end, but my initial reaction to that many squad points is one of disapproval.
#1112
Posté 27 décembre 2011 - 03:33
so all i really need is the means to max 3 active abilities. maybe there are a few passives i can invest in as well, even a weapon mod as a non combat class would be nice.
as long as i can accomplish the majority of what my class has to offer, with 3 abilities, ill be happy.
#1113
Posté 27 décembre 2011 - 03:43
#1114
Posté 27 décembre 2011 - 04:02
Major_Kong wrote...
I really don't care much for the idea of new specific-use powers like lockdown and sticky-grenade. For the Infiltrator I would rather see a new power that would allow us to choose between reducing the cooldown timer or the shield regen-delay. I would name the power "Conditioning" or "Redirection".
I think that will be handled through armor pieces, because it sounds a lot like the functions of the Archon Visor and the Capacitor Chestplate.
And I've seen something called "Free Power", which allows you to fire off a offensive power and remain cloaked. Could be one of the evolutions of the Infiltrator's passive power, though.
#1115
Posté 27 décembre 2011 - 06:28
#1116
Posté 06 janvier 2012 - 10:07
#1117
Posté 06 janvier 2012 - 10:16
#1118
Posté 06 janvier 2012 - 11:36
Biotic Sage wrote...
In my opinion we should be able to max out 6/9 powers at the most. Anything over that would undermine character build choices. The more unique a build is, the more personal and customized my character feels.
I'm sure Bioware will ultimately do what's best in the end, but my initial reaction to that many squad points is one of disapproval.
I respectfully disagree.
1: The multiple evolutions of each power already serve the purpose of making each build more unique.
2: The shared cooldown and the mutually exclusive nature of ammo powers means that having more abilities can't really make your character overpowered.
3: Once you have some powers maxed out the shared cooldown makes you inclined to avoid using your less evolved powers thus limiting you tactical options, so you might as well let the player max everything.
I played a modded Mass Effect 2 save where I gave myself enough talent points to max out everything for Shepard and for my squadmates and in my opinion the game was still just as challenging; but more fun since I had more viable powers to play around with.
Maxing out everything didn't make my Shepard or my squadmates feel overpowered; but it did encourage me to try out new powers and abilities that I'd neglected before. Ultimately that's exactly what late game leveling should do, so that once you have your build more or less filled out you can still look forward to leveling up so you can try out some of the abilities that you'd neglected early on.
#1119
Posté 06 janvier 2012 - 11:43
implodinggoat wrote...
Biotic Sage wrote...
In my opinion we should be able to max out 6/9 powers at the most. Anything over that would undermine character build choices. The more unique a build is, the more personal and customized my character feels.
I'm sure Bioware will ultimately do what's best in the end, but my initial reaction to that many squad points is one of disapproval.
I respectfully disagree.
1: The multiple evolutions of each power already serve the purpose of making each build more unique.
2: The shared cooldown and the mutually exclusive nature of ammo powers means that having more abilities can't really make your character overpowered.
3: Once you have some powers maxed out the shared cooldown makes you inclined to avoid using your less evolved powers thus limiting you tactical options, so you might as well let the player max everything.
I played a modded Mass Effect 2 save where I gave myself enough talent points to max out everything for Shepard and for my squadmates and in my opinion the game was still just as challenging; but more fun since I had more viable powers to play around with.
Maxing out everything didn't make my Shepard or my squadmates feel overpowered; but it did encourage me to try out new powers and abilities that I'd neglected before. Ultimately that's exactly what late game leveling should do, so that once you have your build more or less filled out you can still look forward to leveling up so you can try out some of the abilities that you'd neglected early on.
Good points, I definitely understand that side of it. It's more of a personal preference thing for me; in RPGs I like to have the character that I build feel special. Like in Dragon Age, when I chose to go down the Spirit Healer path I knew I was giving up damage potential, but the choice and sacrifice made it enjoyable. Yeah, the different power evolutions in ME3 will make a certain build unique even with all the powers maxed, but just not unique enough for my tastes. But I'm sure it will be plenty fine for most people, and I won't enjoy the game any less overall if that's what they decide to do.
#1120
Posté 06 janvier 2012 - 12:05
Maxing out is an illusion, as you have evolutions of high frequency, which require you to pick a single option.
The aforementioned frequency is pretty neat, actually. It should really incentivize specialised builds.
#1121
Posté 06 janvier 2012 - 04:28
Kudos to you for keeping up to date this thread while patiently going through bad screenshots and various changes and evolution of the gameplay( the same goes to all the people who helped you in this process of course).
There are a lot of things to look forward to from the gameplay prospective:
- more fluid animations,higher speed and possibilities of movement
- improved melee with different level of damage possible
- free choice of weapons no matter what class (with relative penalties)
- more power evolutions
- possibility to toggle powers on or off
- new powers not connected to the global cooldown system
- customisation of armour pieces and weapons ( in a meaningful way i hope)
my only concern are the still rather ‘tunnel-like’ development of levels.
Let’s hope they can introduce further variety in this case by adding in the mix more ‘ combat Arena’ parts, as was the case with the last DLCs of ME2 (the hatch protection in LotSB, Arrival-the wave section ) ,some vehicular combat or multiplayer parts, and just different kind of approaching different missions (Kasumi,Thane,Garrus loyalty missions).
Modifié par BAOBAB_AOTEAROA, 06 janvier 2012 - 04:44 .
#1122
Posté 06 janvier 2012 - 05:21
BAOBAB_AOTEAROA wrote...
my only concern are the still rather ‘tunnel-like’ development of levels.
Let’s hope they can introduce further variety in this case by adding in the mix more ‘ combat Arena’ parts, as was the case with the last DLCs of ME2 (the hatch protection in LotSB, Arrival-the wave section ) ,some vehicular combat or multiplayer parts, and just different kind of approaching different missions (Kasumi,Thane,Garrus loyalty missions).
I still want to see some jungle combat in Mass Effect 3.
Zaeed's loyalty mission was such a tease in Mass Effect 2. You start off in this awesome jungle and there are even trees and rocks you can take cover behind; but then you walked out of the jungle before you got into any combat and the rest of the level was mainly indoors.
#1123
Posté 06 janvier 2012 - 08:47
i hated most classes in ME2 becose most powers where usless.
AI Hacking... LOL the worst Power ever, you were suppose to fight Collectors which are organic.
Well we hed Geth, but only on like 2 missions :S i wont mention the Mechs, they where usles if Hacked, at least playing on Insanity.
I think the best think should be to give us the possibilitie to chose our own Powers.
like:
Store 2 Points in Trow
Unlocks
SHockWave, store 2 points
Unlocks
Biotic Charge
Store 2 points in Pull
Unlocks
Stasis, store 2 points
Unlocks
Singularity
Store 2 points in Barrier
Unlocks
Wrap, store 2 points
Unlocks
Nova
Store 2 points in Overload
Unlocks
Shield Drain, Store 2 points
Unlocks
TechArmor
and so on...
Modifié par ImTheOx, 06 janvier 2012 - 08:50 .
#1124
Posté 06 janvier 2012 - 08:55
Its a granade? you just throw it lol, what else can you learn?
All Granades should be avaible to all classes just like weapons, you should just be limited to the number of granades, like 3, just like in most games.
#1125
Posté 07 janvier 2012 - 04:52
twitter.com/#!/manveerheir/status/155458753238540288
"Sentinel has 2 new powers. Lift Grenades that make enemies float in the air & defensive passive Fitness boosts health/melee"





Retour en haut




