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ME3 Powers - The Complete List


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#1251
Someone With Mass

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Biotic Sage wrote...

That's not passive...that's active management of a mode that you choose when to enter into.  Passives are always affecting stats behind the scenes, you couldn't get the risk-reward aspect from a passive.


That's the thing, though. I think it's a little pointless to take such a risk when I get a better effect from a passive power. 

There's really no need to take away the cooldown completely when it's already so low either. Especially when all classes have access to all weapons.

#1252
The Spamming Troll

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D3MON-SOVER3IGN wrote...

Someone With Mass wrote...

I think it was for the best that they got rid of those powers. Sounded like they'd bring nothing but imbalance.

Besides, it's not like the cooldowns for most powers are like thirty seconds long or something.


But what exactly does the Adept class have special going for it? Yes there is singularity and warp has always been good.. but what else? I mean the Adept is supposed to be the best at Crowd control but now the Sentinel looks like it'll have that title. ( Tech armor, Cryo blast, throw, lift grenade ) Not to mention the Sentinel has warp too... I see nothing special about the Adept now.




the sentinel can tank, CC, debuff, and the kitchen sink. the adept can setup their own warpbombs. woo hoo. i wonder how long my first playthrough, which will be an adept, will last untill i start to realize a vangaurd would be much better.

Modifié par The Spamming Troll, 14 janvier 2012 - 06:08 .


#1253
Cloaking_Thane

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Someone With Mass wrote...

Biotic Sage wrote...

That's not passive...that's active management of a mode that you choose when to enter into.  Passives are always affecting stats behind the scenes, you couldn't get the risk-reward aspect from a passive.


That's the thing, though. I think it's a little pointless to take such a risk when I get a better effect from a passive power. 

There's really no need to take away the cooldown completely when it's already so low either. Especially when all classes have access to all weapons.


So if I have all the stopping power I need vis a vis guns, why not give me barrier (defense) warp ammo or another offensive power to play with instead of a grenade to lob?

I doubt ME3 is going to be exponentially harder than ME2 even on insanity...a no cooldown power I imagine will be surplus to requirements by many of us

Modifié par Cloaking_Thane, 14 janvier 2012 - 06:11 .


#1254
Biotic Sage

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Someone With Mass wrote...

Biotic Sage wrote...

That's not passive...that's active management of a mode that you choose when to enter into.  Passives are always affecting stats behind the scenes, you couldn't get the risk-reward aspect from a passive.


That's the thing, though. I think it's a little pointless to take such a risk when I get a better effect from a passive power. 

There's really no need to take away the cooldown completely when it's already so low either. Especially when all classes have access to all weapons.


We'll have to disagree then.  It lets you go into god-mode basically, but of course god-mode has to come with a price or the game isn't balanced.  Yeah, if you had a passive that let you be in god mode all the time without cost, then everyone would choose that, but what's the fun in that?  Overpower would let you experience bursts of godliness.

In Metroid Prime: Corruption, you hardly ever needed to go into hypermode, but it was still cool to do so.  In that game, the longer you stayed in hypermode, the more it depleted your health, so that was the cost for you feeling all-powerful. 

Modifié par Biotic Sage, 14 janvier 2012 - 06:12 .


#1255
Someone With Mass

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Agree to disagree it is.

#1256
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Biotic Sage wrote...

Someone With Mass wrote...

Biotic Sage wrote...

That's not passive...that's active management of a mode that you choose when to enter into.  Passives are always affecting stats behind the scenes, you couldn't get the risk-reward aspect from a passive.


That's the thing, though. I think it's a little pointless to take such a risk when I get a better effect from a passive power. 

There's really no need to take away the cooldown completely when it's already so low either. Especially when all classes have access to all weapons.


We'll have to disagree then.  It lets you go into god-mode basically, but of course god-mode has to come with a price or the game isn't balanced.  Yeah, if you had a passive that let you be in god mode all the time without cost, then everyone would choose that, but what's the fun in that?  Overpower would let you experience bursts of godliness.

In Metroid Prime: Corruption, you hardly ever needed to go into hypermode, but it was still cool to do so.  In that game, the longer you stayed in hypermode, the more it depleted your health, so that was the cost for you feeling all-powerful. 


i guess im changing my main female shephard into an Engineer

#1257
blitzkkrieg

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Im glad that the sentinel is becoming more of a tank.  I might just have to switch my main shock trooper-esq character to a sentinel and give him a lmg.  While i am disappointed that the senitnel and adept both dropped their new interesting power, I suppose this allows me to focus on their new passives or the bonus powers, assuming they are worthwhile.  Can't wait to see what they do with Geth shield boost.  I'm definitely planning on doing a geth playthrough.

#1258
luckyloser_62

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Just a thought, but biotic grenade might actually be useful against the Phantom that can catch biotic powers. In the beta she was able to catch a Pull, but I'm betting that she won't be able to catch powers like shockwave and biotic grenade, which could add a new layer to when those powers are used.
Also in another thread the good Mr. F*gnan said that even on insanity biotic CC powers feel effective throughout the game, so maybe they will have more effect on protected enemies.

#1259
Omega-202

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Biotic Sage wrote...

Overpower, aka hyper mode.  It wouldn't have a cooldown, just a penalty when it deactivates depending on how long you kept it on for.  Like, if you kept it on for 10 seconds, when you deactivated it it might decrease the strength of your powers by 20%, but if you kept it on for 20 seconds maybe it decreases the strength of your powers by 40% once it turns off.

Kind of like the Metroid Prime: Corruption concept.

And it is an actual grenade; a dev described it via Twitter so unless he's misinformed, it is an actual grenade.


But I can completely see why this was done away with.

It comes down to the "hide behind cover" scenario which was the same reason that the devs found that thermal clips work better than auto-cooldown.

When you compare two systems where you have the option of performing at a peak level followed by a cooldown or one where your performance is relatively stable, you'll find that the first system (peaks and lulls) ends up causing a slowdown in gameplay.

I guarantee that part of the problem with Overpower was that play testers would stick to cover when Overpower was during its crash phase and only come out of cover when they were in god-mode.  This probably led to the same issues that the devs saw with the hybrid ammo system where people would just wait for the cooldown instead of popping a new sink.  

Its also an issue that I've seen with a lot of averagely played Infiltrator and Soldier videos.  They only pop out of cover when AR or Cloak are up.  This is not to say that this is the best or only way to play, but it comes down to a risk aversity issue.  Players would rather play safe and keep their health up for a rainy day.  Same issue with why so many people never used their Medi-gels in ME2 or skimped on Heavy Weapon ammo.  These were both issues a dev addressed in a post on the forums WAY BACK.  

The point is to speed up gameplay and I guarantee you that having a biotic super-mode only slowed it down.  

#1260
Someone With Mass

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luckyloser62 wrote...

Just a thought, but biotic grenade might actually be useful against the Phantom that can catch biotic powers. In the beta she was able to catch a Pull, but I'm betting that she won't be able to catch powers like shockwave and biotic grenade, which could add a new layer to when those powers are used.
Also in another thread the good Mr. F*gnan said that even on insanity biotic CC powers feel effective throughout the game, so maybe they will have more effect on protected enemies.


She'll probably only be able to catch homing biotic powers.

It'd be cool if the biotic grenade works like the flashbangs in ME2 and have a quick, but brutal force released when it's thrown.

#1261
Derahu

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Omega-202 wrote...

Biotic Sage wrote...

Overpower, aka hyper mode.  It wouldn't have a cooldown, just a penalty when it deactivates depending on how long you kept it on for.  Like, if you kept it on for 10 seconds, when you deactivated it it might decrease the strength of your powers by 20%, but if you kept it on for 20 seconds maybe it decreases the strength of your powers by 40% once it turns off.

Kind of like the Metroid Prime: Corruption concept.

And it is an actual grenade; a dev described it via Twitter so unless he's misinformed, it is an actual grenade.


But I can completely see why this was done away with.

It comes down to the "hide behind cover" scenario which was the same reason that the devs found that thermal clips work better than auto-cooldown.

When you compare two systems where you have the option of performing at a peak level followed by a cooldown or one where your performance is relatively stable, you'll find that the first system (peaks and lulls) ends up causing a slowdown in gameplay.

I guarantee that part of the problem with Overpower was that play testers would stick to cover when Overpower was during its crash phase and only come out of cover when they were in god-mode.  This probably led to the same issues that the devs saw with the hybrid ammo system where people would just wait for the cooldown instead of popping a new sink.  

Its also an issue that I've seen with a lot of averagely played Infiltrator and Soldier videos.  They only pop out of cover when AR or Cloak are up.  This is not to say that this is the best or only way to play, but it comes down to a risk aversity issue.  Players would rather play safe and keep their health up for a rainy day.  Same issue with why so many people never used their Medi-gels in ME2 or skimped on Heavy Weapon ammo.  These were both issues a dev addressed in a post on the forums WAY BACK.  

The point is to speed up gameplay and I guarantee you that having a biotic super-mode only slowed it down.  

I was thinking the same thing and it reminded me of ME1 as I played an adept and found that I used most of my powers in huge bursts but the spaces in between I found myself taking cover or letting my squad kill the room for me.  To clarify, will the other classes have a power similar to overpower or was it just the adept/sentinel who got those powers?  If so, then I can see why adepts would be pissed if they were the only class that couldn't do it.

Also, maybe if they brought overpower back they could change a few things about it.  How about lasting for 20 seconds but has a cooldown of 30 seconds.  In that 30 second cooldown, all powers would be reduced by half both damage and duration wise (like biotic exhaustion).  This would help the issue of slow periods in between fast god-like periods.  However, its like fishing in a lake with no fish in it as it is very close to release and judging by the twitter comments, it looks like they are mostly ironing out bugs rather than adding anything new. :crying:

Modifié par Derahu, 14 janvier 2012 - 06:50 .


#1262
No Snakes Alive

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I have no opinion on the switch from hypermode to handgrenade for the ol' Jedi class because it's probably my least favorite, so I don't care either way.

But I'm 100% behind Lift Grenade for Sentinels. I think it's vastly superior to Amplification in every way, including how well it fits the class. We're not talking frags, here; Lift Grenades seem way more like a happy medium between Biotics and Tech (think Tech mine + Lift) than Soldiers forcing their combat focus on the other classes. A device you throw at enemies to suspend them in the air upon detonation sounds pretty Sentinel to me, and not at all Soldier.

Plus it's a CC power that's not on cooldown, so it'll fit well from a gameplay perspective whether you play Caster or Assault. Whereas having a mode you have to activate (in addition to the mode we already have, Tech Armor), which means you're either pausing to the power wheel or wasting another hotkey slot on a passive power, only really benefits a caster. What good is being able to fire off powers like there's no tomorrow when I only need them for CC support to my melee and shotgun assaults?

And like I said before, at least Lift Grenades bring something new to the table, even if it's a revamped ME1 power, because all Amplification did was change the way you use the powers you already have. Snoozin B. Anthony.

Lift Grenades > Amplification, all day every day.

#1263
Someone With Mass

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I must say that I'm a bit curious of how those grenades can be resupplied.

#1264
ZenJestr

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probably via enemy drops (like thermal clips, although not necessarily saying that clips replenish grenades, maybe mooks drop 'nades as loot so to speak) and Power Cells

#1265
Omega-202

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Derahu wrote...

I was thinking the same thing and it reminded me of ME1 as I played an adept and found that I used most of my powers in huge bursts but the spaces in between I found myself taking cover or letting my squad kill the room for me.  To clarify, will the other classes have a power similar to overpower or was it just the adept/sentinel who got those powers?  If so, then I can see why adepts would be pissed if they were the only class that couldn't do it.


They got rid of Amplification for the Sentinels, too, which was the most analogous power.  Both of the "super modes" were scrapped.  The only "semi" analogous powers now are Adrenaline Rush and Cloak but they run on cooldowns while Amp and OP did not.  

Also, maybe if they brought overpower back they could change a few things about it.  How about lasting for 20 seconds but has a cooldown of 30 seconds.  In that 30 second cooldown, all powers would be reduced by half both damage and duration wise (like biotic exhaustion).  This would help the issue of slow periods in between fast god-like periods. 


That implementation would cause the same issue.  Instead of having the ~12 second cooldown after the crash (which I think was what people reported from the demos), you have gimped powers.  Its not a question of adding effectiveness to the character during the crash.  People will simply hide as long as they're not at their peak performance.  

You could make it so that you're at 110% for 20 seconds and at 90% for 20 seconds and despite the very minor difference, there will be a lot of players who will simply hide for the cooldown.  Its a psychological issue.

Modifié par Omega-202, 14 janvier 2012 - 09:10 .


#1266
No Snakes Alive

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ZenJestr wrote...

probably via enemy drops (like thermal clips, although not necessarily saying that clips replenish grenades, maybe mooks drop 'nades as loot so to speak) and Power Cells


Hopefully, since the encourages aggressive forward progression during battles, rather than cowardly cover-hugging.

Time to man up, Adepts!

#1267
The Spamming Troll

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Someone With Mass wrote...

I must say that I'm a bit curious of how those grenades can be resupplied.


little flashing red biotic grenade cylinders, ofcorse.

#1268
Blacklash93

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Anyone know if Carnage will be available for the standard Soldier PC?

Seeing as the other classes only seem to have one new abilitiy in addition to Fitness, I'm worried the only new power the soldier will get will just be the Frag Grenade.

#1269
Graunt

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The Spamming Troll wrote...

D3MON-SOVER3IGN wrote...

Someone With Mass wrote...

I think it was for the best that they got rid of those powers. Sounded like they'd bring nothing but imbalance.

Besides, it's not like the cooldowns for most powers are like thirty seconds long or something.


But what exactly does the Adept class have special going for it? Yes there is singularity and warp has always been good.. but what else? I mean the Adept is supposed to be the best at Crowd control but now the Sentinel looks like it'll have that title. ( Tech armor, Cryo blast, throw, lift grenade ) Not to mention the Sentinel has warp too... I see nothing special about the Adept now.




the sentinel can tank, CC, debuff, and the kitchen sink. the adept can setup their own warpbombs. woo hoo. i wonder how long my first playthrough, which will be an adept, will last untill i start to realize a vangaurd would be much better.



If you believe the PR hype, biotics are supposed to be "good" now on all difficulty levels, much more than in ME2.  But we'll see.

#1270
Loki_344

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Blacklash93 wrote...

Anyone know if Carnage will be available for the standard Soldier PC?

Seeing as the other classes only seem to have one new abilitiy in addition to Fitness, I'm worried the only new power the soldier will get will just be the Frag Grenade.

As a bonus power.

#1271
Graunt

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I also don't understand why people think Nova is going to be some super awesome ability for the Vanguard. Maybe on the lower levels, but it will more than likely be wasted points on Insanity unless it does a hard knockdown to even protected enemies. I also wonder if it's effect is amplified/lessened by the amount of shields you have left. If you can use it with an almost depleted shield and get the same effect as a full shield then it might be good. Otherwise, not really.

Loki_344 wrote...

Blacklash93 wrote...

Anyone know if Carnage will be available for the standard Soldier PC?

Seeing
as the other classes only seem to have one new abilitiy in addition to
Fitness, I'm worried the only new power the soldier will get will just
be the Frag Grenade.

As a bonus power.


Why would a Solider ability be a bonus power to the Soldier, or is this what Ashley/James has as their unique power?

Modifié par Graunt, 14 janvier 2012 - 11:36 .


#1272
AVPen

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Graunt wrote...

I also don't understand why people think Nova is going to be some super awesome ability for the Vanguard. Maybe on the lower levels, but it will more than likely be wasted points on Insanity unless it does a hard knockdown to even protected enemies. I also wonder if it's effect is amplified/lessened by the amount of shields you have left. If you can use it with an almost depleted shield and get the same effect as a full shield then it might be good. Otherwise, not really.

Loki_344 wrote...

Blacklash93 wrote...

Anyone know if Carnage will be available for the standard Soldier PC?

Seeing
as the other classes only seem to have one new abilitiy in addition to
Fitness, I'm worried the only new power the soldier will get will just
be the Frag Grenade.

As a bonus power.

Why would a Solider ability be a bonus power to the Soldier, or is this what Ashley/James has as their unique power?

I believe it was said previously that Vega would be getting Carnage.

Modifié par AVPen, 14 janvier 2012 - 11:59 .


#1273
Someone With Mass

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AVPen wrote...
I believe it was said previously that Vega would be getting Carnage.


Yeah, he'll get Fortification, Incendiary Ammo, Frag Grenades and Carnage.

#1274
Guest_D3MON-SOVER3IGN_*

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Someone With Mass wrote...

AVPen wrote...
I believe it was said previously that Vega would be getting Carnage.


Yeah, he'll get Fortification, Incendiary Ammo, Frag Grenades and Carnage.


What does Ashley get?

#1275
C9316

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Does Ashley get overkill?