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Biotic Combos need a buff -- Except for throw.


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12 réponses à ce sujet

#1
squidney2k1

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Throw is too devastating, and so easily spammable. For such a quick, lazy-toss power, Throw sure packs a rediculous amount of force with a superbly low cooldwon.

Bioware, consider this when looking at Biotic Combos--Harder-hitting powers should combo with more force:
  • X = Force bonus for Biotic Combo
  • Warp + Throw = 1x
  • Warp + Nova = 1.2x
  • Warp + Shockwave = 1.3x
  • Warp + Charge = 1.5x
For something that's as hard hitting and devastating as Charge, the explosion from a successful combo should be much, much more powerful & rewarding than an easily spammable combo for Throw.


So far in multiplayer, it's Warp + Throw, all over the place. If you don't nerf throw, you should consider buffing the combo force for the other biotic powers.

#2
Guest_Imperium Alpha_*

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Wuttt... Shockwave spam is awesome. My friend hold off the whole Cerberus brigade from reaching us while we capture a node. Didn't even need to fire a shot.

Can't really tell much about everything though. They didn't seem that OP to me when I was playing with my soldier. And I got some really good player in some games.

Modifié par Imperium Alpha, 17 février 2012 - 02:12 .


#3
PsychoWARD23

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um, no


I have a level 15 adept and the biotic combos are fine

#4
squidney2k1

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PsychoWARD23 wrote...

um, no


I have a level 15 adept and the biotic combos are fine


That's the problem. Spamming Throw is too freakin' easy. People are beating Gold & Silver very easily now using just Adepts and Sentinels, spamming Biotic Bombs and Overload stuns, making classes like the Vanguard much harder to use on higher difficulties.

A Vanguard charging into an enemy inflicted with Warp inflicts less damage and force than if the same enemy was hit with Throw? That's not right. The damage inflicted by the heavier-hitting powers with longer cooldowns (i.e. Charge, Shockwave) during combos needs to be higher. Otherwise, why risk or do anything? Just spam Throw, with it's super fast cooldown, tracking ability, and high damage potential, from a safe location. There should be more risk-reward scenarios.

#5
Guest_BhelShep_*

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No intention to be rude, forgive me, but it sounds like you:
1. Either want Throw to be nerfed, or
2. Have your Vanguard's Biotic Charged buffed.

Is that right? O.o
Suggestion, get a class with Throw. Or use your Vanguard the best way you can and have fun! =).
The MP is balanced, IMO, and inclined towards team work. Each loadout with their strenghts and weaknesses. Also consider weight x cooldowns. Anyone spamming anything = probably carrying a pistol and nothing more.

#6
Landaren RNS

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I'd rather see warp have its cooldown reduced. I feel like its way to long compared to charge/nova. Throw is just stupid.

Kind of like how the pistols are doing more damage then assault rifles, and in most cases shotguns.

#7
dreman9999

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No....Why? because it's pve.....

#8
squidney2k1

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Either increase the explosive force/damage of the othee Biotic powers during a combo, or nerf Throw. As of right now, there's very little incentive to combo with anything but Throw....fastest cool down, highest damage, fastest travel speed, & easiest to hit a target. Sure, you can go out of your way to try other things, but why bother except just for lulz?

#9
Shadow of Terror

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squidney2k1 wrote...

Either increase the explosive force/damage of the othee Biotic powers during a combo, or nerf Throw. As of right now, there's very little incentive to combo with anything but Throw....fastest cool down, highest damage, fastest travel speed, & easiest to hit a target. Sure, you can go out of your way to try other things, but why bother except just for lulz?


Because if you combo Warp with Throw, you have to wait for Warps long recharge before you can throw = more time being shot at.


If you combo Singularity and Warp, not only do you get the biotic explosion from warp (which can be increased a ton), but with the max Sigularity, you get that exploding for 500+ damage as well. Sigularity's recharge is so short, you can fire off a Warp as soon as Sigularity hits.

#10
Hyrist

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I'll have to play around a bit more with my Adept before I make any calls on that.

Seems to me that the longer cool-down on warp shouldn't be a problem on a lightweight Adept.

#11
JocktheMotie

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Shadow of Terror wrote...Because if you combo Warp with Throw, you have to wait for Warps long recharge before you can throw = more time being shot at.
If you combo Singularity and Warp, not only do you get the biotic explosion from warp (which can be increased a ton), but with the max Sigularity, you get that exploding for 500+ damage as well. Sigularity's recharge is so short, you can fire off a Warp as soon as Sigularity hits.

This.  Singularity has a very quick recharge time so your setup is a lot faster, whereas with the Asari both Stasis and Warp have longer cooldowns until you level up Stasis enough.  Only issue with the Human Adept really is that they're pretty weak against shielded enemies.  

#12
sp0ck 06

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Singularity + Warp hits way harder than anything involving Throw. With warp you have more damage bonuses to biotic combos, as well as a much high base damage. On my human Adept my singularity CD is at 1.5 seconds and Warp is 2.4. I don't think it needs to be any more powerful, lol

#13
sp0ck 06

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JocktheMotie wrote...

Shadow of Terror wrote...Because if you combo Warp with Throw, you have to wait for Warps long recharge before you can throw = more time being shot at.
If you combo Singularity and Warp, not only do you get the biotic explosion from warp (which can be increased a ton), but with the max Sigularity, you get that exploding for 500+ damage as well. Sigularity's recharge is so short, you can fire off a Warp as soon as Sigularity hits.

This.  Singularity has a very quick recharge time so your setup is a lot faster, whereas with the Asari both Stasis and Warp have longer cooldowns until you level up Stasis enough.  Only issue with the Human Adept really is that they're pretty weak against shielded enemies.  


Against shielded enemies use Warp + Shockwave, it still causes a bomb through shields and with a fast CD the stagger of the Warp means they don't even have time to get a shot off.  With the range upgrade for shockwave you can combo this way from pretty long range.