@Abraham_uk
Yes, thats what I am suggesting. Insanity is not that easy. If you got out of cover enemys can kill you in a matter of seconds. Even if you are only dealing with 3 cannibals.
The point is (and the reason why everybody thinks caster are overpowered) that you just reload. Than you distribute your attention according to the danger the single enemy poses. And that works even better with casters (using the whole team) than with fighters. The infiltrator might be as easy due to his huge damage boost, making it possible to take enemys down fast.
A caster who got surprised is in trouble.
Thats mostly like saying, that Baldurs Gate would be easy, because you can clear hard fights by using 3 AOE damage spells before the enemy can react. Yeah, thats easy. As it should.
If you set up a kill zone and just slaughter your opposition, well it ain't a fight anyway.
Same thing with caster in general. If your opposition is in a spot where there is no cover against casts (for example you are slightly above them) and the have problems getting to your possition, it is more slaughter than a fight.
On the other hand, if there are three brutes surrounding you or three geth primes... Well, lets say you won't stand a chance.
@capn233
The point is, that bioatic damage against shields is very low without explosion. Even warp against armor does not always take one stribe from a brute. Without those explosions caster will have nothing to do damage with. Throw against unprotected enemys works a bit... But other than that...
Thats the problem I have with many rebalance suggestions: They do not take into account what it would actually do. You can't assume that everybody will have the perfect team with them, skilled perfectly on their second playthrough.
It needs also to work for folks who play the game out of the shop.
In the end the game will be reduce to: Use a weapon or loose.
Reducing the primers and combinations... Well, it aint't that simple. It has to work for every class. It is great to prime people with incindiary ammo and explode them with throw, no doubt. But well, you need to be an adept or a sentinel and you need to bring vega along the ride.
No other damaging ability or weapon gets better as you increase the difficulty, but combos do (relative to everything else).
And again, this is necessary. Because if you do not scale with difficulty they will make every lower difficulty totally ridiculous. Higher difficulty means for shooters, that they need to get more headshots and make more of their shots count. For biotics to get more combos.
True, you can get a headshot also on normal. But it will only kill one guy. Even if your damage killed him three times. But if you explode a group, well the group is done.
So on easy the biotic can blow the unprotected away with a simple throw or he can take the time to set up a combo. Same for the shooter. Just hit dead center and kill or aim for the head (with damage bonus).
But if biotic combos start taking down boss enemys in normal... Well, thats too good.
The same goes for your other restriction. You would need to increase the damage of those combos drastically or increase the damage of the abilities. Because an adept needs still a possibily to take down shields or the game gets frustraiting. (Well, no overload in the group... Well bad for you)
This will further make the game much easier if you go for the right team, correctly skilled.
Thats why I am saying: Get rid of the possibility to save every 5 sec and the game gets harder.
Everything outside giving the enemys a bit more Hitpoints just enforces different tactics.