The biotic arsenal of the Adept in Mass Effect 3 has lost its unique powers that were present in ME2. Each power had their own unique purpose (excluding Shockwave), and I utilized all of them (all 4 powers mapped to my mouse) in many different situations. Now, I can use 2 hotkeys to completely decimate enemies (with an occasional bring-up-command-menu for a third power). This change has rendered the Adept dull and straight-forward, and part of the reason is because of the insane cooldowns from weapon loadouts, and the lack of imagination when the gameplay designers designed the extended evolution branch trees.
Each power should be clearly defined around a unique purpose without overlapping with one another. For example:
Physical Force
Shockwave
- Area Effect
- Physical Force
- Combo Detonator (Throws enemies along direction of impacts in a wide radius)
- Long Cooldown
Throw
- Single Target
- Physical Force (More force than Shockwave)
- No Detonation
- Fast Cooldown
Damage
Warp
- Single Target
- Damage
- Debuff
- Combo Detonator (Damages and debuffs enemies nearby, but does not knock them down)
- Medium Cooldown
Crowd Control
Singularity
- Area Effect
- Crowd Control
- Combo Starter (Boosts the radius of detonations)
- Long Cooldown
Pull
- Single Target
- Crowd Control (Longer duration than Singularity)
- Combo Starter (Boosts the damage and force of detonations)
- Fast Cooldown
New class-Exclusive Power???
Impulse (Grenade)????
- Area Effect
- Damage (Huge bonus vs Armor + Barriers, meant more for defense stripping than dealing health damage)
- "Throws" nearby enemies towards target enemy or location to set up Area Effect powers, see the following for a visual example:
http://www.youtube.c...zuKBTt3U#t=335s - No Detonation
- Long Cooldown (or in the form of limited Grenades)
Impulse (Grenade) is a new power that adds more to the Adept's arsenal than Cluster Grenades currently do. In addition to setting up clusters of enemies to be crowd controlled by Singularity + Shockwave, Impulse (Grenade) strips the defenses of protected enemies to open up oppurtunities for biotic powers, instead of forcing the player to over-rely on squadmates or weapons like in ME2. Compare this to the rather redundant Cluster Grenades, which serve only to push enemies away (Throw + Shockwave) or deal damage (Warp).