Basically, shields/barriers/armor presently functions just like extended health in ME2 and possibly ME3. They only differ from health and from each other in the single power that works to deplete them. This is easy to fix and bring in line with the lore, while making the combat more engaging:
0. Shep's armor is a combat hard suit, it should possess a (shield/barrier) layer and an armor layer. (If that's too complicated, just shield+health is fine too, with the following in place.)
1. Going by the codex entry for shields, melee attacks should ignore shields completely. Armor should offer signifcant resistance to melee.
2. Ditto with fire/toxins.
3. Have many enemies with (shields/barrier) and (armor). More at higher difficulties. Then:
4. Biotics can ignore shields, but not biotic barriers, and have a severely limited effect on armor. The exception is warp, which detonates biotic barriers as usual.
5. Tech powers ignore biotic barriers, but not shields. They have a limited effect on armor. The exception is overload, which overloads shields as usual.
It's different from the protection-is-just-more-health Bioware have going, but everything here is logical if you think through. If Bioware do this, no power is rendered useless on any difficulty, and no power is overpowered either.
Armor puts a damper on everything, and bosses can just be heavily armored. Adepts can use all their powers on shielded enemies, but only warp on enemies with biotic barriers, and only stagger armored ones. (Likewise with the engineer). Shockwave and cryo-blast can each be now used against 50% of non-armored enemies, making them useful on any difficulty.
Finally, this brings the gameplay (mostly) in line with the codex. As far as I know, "biotic barriers" doesn't have a codex entry: having them be effective against biotics and gunfire (like kinetic barriers are) ties everything up neatly.
Yeah, the protections ship has sailed at BW; still, I thought the devs might care to have a look. What do you think?
Modifié par karthikc, 06 novembre 2011 - 05:24 .





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