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The problem with biotics


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#1
Sailears

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Further to my request for more ways of crowd controlling armour/protected targets, I've been thinking about just what is not quite right with the feel of biotics in ME3 - particularly the adept class *EDIT: but mainly referring to the biotic powers themselves*. What I write here is not so much for rebuilding ME3 as it is for helping to enhance future games.

I will leave vanguards out of the discussion, because the inclusion of  biotic charge in a kit fundamentally changes the character's playstyle. Doesn't matter what secondary powers you have, unless you say spec a stasis sniping asariguard or similar unconventional build, you will be charging around in the face of your enemies most of the time. So you could create a separate discussion for the similarity of vanguard playstyles as well.

As for sentinels, apart from the human and valkyrie they only have 1 biotic power per kit so not really relevant to the discussion.

Anyway, let me start off by stating (assuming weapon damage is a staple of every class):
The success of every adept kit largely revolves around the priming and detonation of biotic explosions.
EDIT: I think this is more accurate:
The effectiveness of many biotic powers on higher difficulties largely revolves around their ability to prime and detonate biotic explosions.


There are very few exceptions to this which I will list some of:
- stasis sniping (AA and Volus) as a lockdown ability
- DoT stacking (AJA reave and Huntress dark channel)
- Direct damage (Ex-Cerberus smash)

It doesn't matter what the powers are - be it warp and throw, reave and clusters, singularity and lash, AF and throw, and so on... any fancy crowd controlling effects (not including the BE knockdown and stagger) are totally secondary to the BE damage.

It doesn't matter that:
- shockwave upgraded can lift unprotected targets
- pull, singularity and stasis can disable/suspend them
- throw can send them flying
- lash can do the same
...all of these effects are irrelevant compared to BE priming and detonation.

The other thing to notice about these few listed powers are the fancy ragdolling effects only work on health, apart from stasis and upgraded lash, which again makes those effects even more pointless.

EDIT: for clarity - this is on page 3, taken out of discussion context.

Curunen wrote...

Thanks for the continued replies, lots of interesting discussion.

Yes
the number of enemies on screen can be an issue especially with the
current combat model, and I'm not sure how to remedy that at the moment.


Let me be explicit with some of the character playstyles (the most efficient ones):

Human adept - the very definition of Biotic Explosion; huge and frequent detonations.

Drell
adept - where almost everyone... what's that quaint expression... ah
yes, "circle jerks" about reave and cluster grenades - again,
explosions. Even if you're a hipster using pull, it's still for the
purpose of explosions.

N7 Fury - annihilation field, run around and spam throw. Incredibly monotonous. Dark channel DoT is an afterthought.

Asari
Justicar - ok good reave stacking damage, and the bubble can provide a
significant amount of defence. But, again what do we have - bubble/reave
(or the opposite), pull/reave, pull/bubble, all detonations.

Asari
adept - ok stasis is a good pure cc power, but then you've got the
repetitive warp/throw/throw sequence against anything with armour.

Slasher - more explosions, I don't even need to go into this.

Volus
- ok a bit more of support and crowd control - similar to the asari
with stasis. Biotic orbs could be identical to warp for all I can see - a
ball of blue debuffing stuff. A unique character, but does have a tech
power.

Shaman - warp/shockwave, same as the human. Ok you're
playing more with tankiness, weapon damage and melee here, but the
detonations still apply.

Ex-Cerberus - smash is a damn good power
on its own, with high damage and no need for detonation. Lash likewise
is a good CC power that does not need to be used for detonation. A more
unique character than all the others, HOWEVER, at its core efficiency
there are still biotic explosions - singularity/lash, singularity/smash,
lash/smash, smash/lash.


So you can see the problem? They are
ALL bombers at heart - and for a class with the ability to manipulate
mass this is a complete waste of potential.



What I'd like to see is a spectrum of playstyles, ranging from:

Pure damage - in the form of explosions, DoT, direct damage, mainly with some combination spatial distortion fields.
...
...
Half damage, half crowd control - a balanced kit.
...
...
Pure
crowd control - relying on telekinetic effects, mass raising/lowering
fields, and clever manipulation of the environment and/or enemies.


I
like the idea of more varied explosions too, for the current ME3MP.
Sure a throw detonation might send a target flying with extra force, and
a stasis detonation temporarily applies the affect in a wide radius.
That is good, and I'm glad it is already in the game. But these are such
minor effects, they do not differentiate between different power combos
enough.

Reave detonations should restore health; singularity detonations should implode, etc...



So why is this all a problem? This is a problem because all the kits end up playing in a very similar manner - the only difference being how you prime and detonate. Adepts have turned into a pure biotic bombing class - no different from simply throwing grenades. Now I can appreciate in a game with hit points, that damage output is necessary no matter the class. However you also have access to a weapon, and the means to success does not have to involve the powers in the kit being tailored to pure dps (in the form of explosions).

This is a good point to bring in ME1 biotics and the cooldown system.
ME1 biotics were overpowered, and the individual cooldown made it even worse - when you could chain cast all of your powers, ie barrier, singularity, lift, warp, throw... single handedly disabling the entire facility (albeit with very limited damage options from warp and weapon use), then something is definitely not right; there is no challenge to the game. The global cooldown did improve this with selective use of powers - you'd have to think which power to use in which situation.

What I feel has limited the scope of biotic powers going from ME2 to ME3, is the drastic reduction in cooldown - where individual cooldowns are on the order of a couple of seconds, and you can chain any two powers within a few seconds, rinse and repeat.
Yes I appreciate this has been done for the sake of faster and more fluid gameplay, but the result has limited the scope of powers available - they must be "balanced" (weak) enough to prevent them trivialising the game. Even stasis, one of the stronger powers is back up for use every 4 seconds or so. The introduction of combo detonations now on everything, not just warp has further watered down the variety in powers we could have available.

In past (and recent) discussions it has been suggested for biotics in future games to have a "stamina" bar, which would regenerate and be the fuel for powers. The counterargument that it would make things too similar to another major sci-fi franchise, as well as fantasy games with power bars is irrelevant. It makes complete sense for biotics, fits in with the lore, and I believe would enhance the gameplay.

You could have effective combos - one, two, three powers in a row with unique results. The regeneration of the "stamina" bar should be of the order of 10-20 seconds or so to keep up with fast paced gameplay - you could chain a handful of powers, then have to wait a slightly longer time before chaining them again (or a few seconds before setting of a single power).

Back to the powers themselves, what if there were kits completely geared around crowd control (disabling, etc), and relying on weapons and physics (force) effects for dealing damage?
What if you had a power which created an 8m biotic barrier that deflected bullets, at the expense of 50% of your stamina bar - you could then lockdown a single prime and throw it into oncoming enemies, taking out a few in the process - then duck behind cover using only your weapon while regaining stamina.

Finally this all goes hand in hand with destructible environment - biotic powers would come into a world of their own if you could manipulate the environment in order to succeed. Obviously has been considered and not used for whatever reasons; if technology is up to it for ME4, it would open up a completely new dimension to combat.

Anyway this was just meant as food for thought. I admit I know next to nothing about how these things are implemented - that's not my profession. But I hope it opens up new gameplay possibilities for biotics in future games.


Tl;dr for the lazy people: :P
BEs are overused - all adepts play the same.

Modifié par Curunen, 16 janvier 2013 - 09:13 .


#2
tsG33K

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I agree completely with the points you made. The "stamina" bar you mentioned would promote more strategic gameplay rather than just using the power as soon as it's up. That would be a very nice change of pace, from the mindless warp n' throw spamming.

I really couldn't agree more that biotics shouldn't be there for putting out damage. They should be mainly used for CC and some with more physics damage than others (exactly as you mentioned.) This would also promote better team play with the adepts protecting/helping the soldier and infiltrator classes putting out all the damage.

As you said, adepts are just another part of the damage race in this game, and theres no way to change it here but hopefully ME4 will change the way we use biotics. Good post

#3
Cyonan

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The problem with handing out the ability to CC armoured targets is that only 8 enemy units at once are active.

If everybody can CC 1 target, you can CC half the enemy force which is more than enough to negate pretty much all their trouble units. Fighting Gold Collectors? You no longer need to deal with Praetorians, and at most 1 Scion since you can keep them all locked down.

Having destructible environments in ME3 MP would not end well, since our cover would all be gone by wave 5.

#4
Jagpferd

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I agree with the points you used Curunen and if the next Mass effect game had destructible environments then that would be absolutely great. Fine the general cover from the beginning of game won't be there anymore however that doesn't mean that you couldn't use cover that is created from the destruction. Right now everything looks too pristine.

#5
RoundedPlanet88

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Im surprised you made no mention of how tech powers/ammos completly overide biotic primers.

#6
Cyonan

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Jagpferd wrote...

I agree with the points you used Curunen and if the next Mass effect game had destructible environments then that would be absolutely great. Fine the general cover from the beginning of game won't be there anymore however that doesn't mean that you couldn't use cover that is created from the destruction. Right now everything looks too pristine.


Broken bits of chest high walls don't really tend to make for very good cover.

#7
Tiamatshade

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RoundedPlanet88 wrote...

Im surprised you made no mention of how tech powers/ammos completly overide biotic primers.


^ This.

An adept friend and I can be running around priming and detonating things, but the moment someone has Incinerate up and a force power, the tech/fire explosion goes off instead.

#8
RoundedPlanet88

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Tiamatshade wrote...

RoundedPlanet88 wrote...

Im surprised you made no mention of how tech powers/ammos completly overide biotic primers.


^ This.

An adept friend and I can be running around priming and detonating things, but the moment someone has Incinerate up and a force power, the tech/fire explosion goes off instead.

Want to back that up with math? Image IPB
Image IPB

#9
Tiamatshade

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You'll never let me live that one down =p

Nah, was just disappointing, really. I haven't gotten tired of BE's yet.

#10
RoundedPlanet88

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Tiamatshade wrote...

You'll never let me live that one down =p

Nah, was just disappointing, really. I haven't gotten tired of BE's yet.

Probably not.
Also, biotics are still fun.
Just don`t mix math and space magic Image IPB

#11
Jagpferd

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Cyonan wrote...

Jagpferd wrote...

I agree with the points you used Curunen and if the next Mass effect game had destructible environments then that would be absolutely great. Fine the general cover from the beginning of game won't be there anymore however that doesn't mean that you couldn't use cover that is created from the destruction. Right now everything looks too pristine.


Broken bits of chest high walls don't really tend to make for very good cover.


Well, I don't believe that would be too much of a problem as the next mass effect game will be using the same engine as used in the battlefield series. In my opinion they do a good job with the whole destructive/cover system.

#12
Tiamatshade

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RoundedPlanet88 wrote...

Tiamatshade wrote...

You'll never let me live that one down =p

Nah, was just disappointing, really. I haven't gotten tired of BE's yet.

Probably not.
Also, biotics are still fun.
Just don`t mix math and space magic Image IPB


It's interesting you mention that. There was a thread on the forums the other day trying to explain how Bioware kinda expects the player base to accept some things as a given in how its science/physics work... ie. justifying how biotics and element zero work in logic.

Oh, it was a thread suggesting Geth become biotics. Space magic indeed.

But yes, math is srs biz. :blink:

Edit: Didn't BE's go off a lot more back in the day? Before I even played a single Adept, I remember tons of games where the explosions went off all the time on single targets. Was there a lot of re-priming then, or was it nerfed a little in the last few months?

Modifié par Tiamatshade, 15 janvier 2013 - 08:00 .


#13
Dopy7Dvs

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What about being able to "create" your own cover? Either through biotics/tech, or through a system akin to Call of Duty. Being able to "call down" cover of some sort...either stationary or weapon/vehicle would be fun.
Edit: I also feel the chance to produce a "BE cascade" of sorts would be fun. To allow multiple BE's going off with steadily ascending lethality.

Modifié par Dopy7Dvs, 15 janvier 2013 - 08:01 .


#14
Grumpy Old Wizard

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Biotics are now a rare breed in ME3 multiplayer because of changes
Bioware has made to the game.  I play biotics more than anything else
because I like "space magic," even though playing a shooty class is much
more effective.  I don't use the incendiary ammo exploit.

Weapon spam >>>>>>>>  Tech spam >>>>>>>>> Biotic spam

Biotics suck compared to weapon spam classes because:
1)  Biotic powers do poor damage per second
2)  Biotics do poor damage without biotic explosions
3)  Biotic explosions can be very difficult to pull off in public games because:
        a) Everyone guns for whatever target you prime.  Seriously.      
        B) Tech powers and tech ammo (which everybody uses) overwrite your
             biotic prime.  One overload spammer/tech ammo user can shut down your
             BEs completely if he wants to.
        c) Cooldowns are too long, in general.
4)  No equipment at all increases your BE damage, which is the main source of damage for biotics.   Shooty  classes have multiple consumables to increase damage, as well as the gear slot.
5)  The increase in biotic power damage from consumables and gear is negligible.
6)  Biotics tend to have poor hit points/shields and run and gun has been forced on everyone on every map.  The armor slot also requires them to chose between survivability (cyclonic armor) and a minimal increase in damage of their biotic powers (Power Amp.) Also, the fast pace of  the game and cover busting enemies make surviving as a squishy class much harder.
7)  Anti power enemies
8)  Anti power faction (collector)
9)  Insane dodge rate of projectile powers
10)  Nerf of biotic expolosions that happened a while back.

As a result, guns and grenades dominate
the game.

Biotics in public games are a pretty rare breed as a
result.  And those few you see are mostly packing overpowered weapons
like the harrier and use that to kill enemies instead of focusing on
their powers because their powers are so ineffective compared to weapon
spam.


Until many of these issues are addressed caster biotics will remain subpar classes. :(

Modifié par Grumpy Old Wizard, 15 janvier 2013 - 08:04 .


#15
T41rdEye

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Quit complaining about setting off TBs. You can detonate your BE immediately after that. Can you really not wait 1.2 sec to det YOUR primer? This is a Co-op game, as long as things die, who cares.

If you join a squad with a bunch of techs and tech ammo, don't come here and complain. Find another lobby if it's that big of a deal. I find it an advantage to be able to detonate multiple powers, and you're just being selfish if you feel otherwise. Most biotic detonators have low cooldowns. Use them.

#16
Blind2Society

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I would not mind if they added some biotic classes/powers that do not set up/prime BEs, but instead can control the flow of enemies. This, however, would require that those effects effect ALL enemies, not just unshielded health enemies.

#17
LoneWolf3905

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So. Your wanting Biotics in ME4 to be like magic in Skyrim? Each ability useing a serten amount off the bar.

#18
count_4

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Curunen wrote...
Finally this all goes hand in hand with destructible environment - biotic powers would come into a world of their own if you could manipulate the environment in order to succeed. Obviously has been considered and not used for whatever reasons; if technology is up to it for ME4, it would open up a completely new dimension to combat.

ME4 is using Frostbite 2 and BioWare better not dare to not use its ability of destructible environment...

As for the rest of your post: I like the ideas, straight and simple.^^

Modifié par count_4, 15 janvier 2013 - 08:06 .


#19
Cyonan

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Jagpferd wrote...

Cyonan wrote...

Jagpferd wrote...

I agree with the points you used Curunen and if the next Mass effect game had destructible environments then that would be absolutely great. Fine the general cover from the beginning of game won't be there anymore however that doesn't mean that you couldn't use cover that is created from the destruction. Right now everything looks too pristine.


Broken bits of chest high walls don't really tend to make for very good cover.


Well, I don't believe that would be too much of a problem as the next mass effect game will be using the same engine as used in the battlefield series. In my opinion they do a good job with the whole destructive/cover system.


They're two different games, however.

In Mass Effect they always need to ensure that there is cover large enough for you to use as actual hard cover, and that there is a good amount of it.

Battlefield isn't a cover based shoot so they don't need to care about that.

#20
RoundedPlanet88

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Tiamatshade wrote...

RoundedPlanet88 wrote...

Tiamatshade wrote...

You'll never let me live that one down =p

Nah, was just disappointing, really. I haven't gotten tired of BE's yet.

Probably not.
Also, biotics are still fun.
Just don`t mix math and space magic Image IPB


It's interesting you mention that. There was a thread on the forums the other day trying to explain how Bioware kinda expects the player base to accept some things as a given in how its science/physics work... ie. justifying how biotics and element zero work in logic.

Oh, it was a thread suggesting Geth become biotics. Space magic indeed.

But yes, math is srs biz. :blink:

Edit: Didn't BE's go off a lot more back in the day? Before I even played a single Adept, I remember tons of games where the explosions went off all the time on single targets. Was there a lot of re-priming then, or was it nerfed a little in the last few months?


Yes and no
God I love that answer
Yes there were more exsplosions no its not due to "repriming nerfs" the main reason there are fewer biotics is that weapons kits and tech kits can overide at will you main source of damage, your primers for BE`s. With all the TGI`s, human engineers, disrupter ammo wielders, ect it has become much more difficult to play biotics AS biotics. So most biotics now play as weapons users, and quite frankly, most of htose soon switch to infils, since infills are much better weapons users. Its kinda depressing really.

#21
Road Wulf

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Tiamatshade wrote...

RoundedPlanet88 wrote...

Im surprised you made no mention of how tech powers/ammos completly overide biotic primers.


^ This.

An adept friend and I can be running around priming and detonating things, but the moment someone has Incinerate up and a force power, the tech/fire explosion goes off instead.


This problem comes from how much coding you can really do with the powers.

I think the major fix to this would be if you could somehow code the game to put Prioity on your trigger to any prime you have created.

Not just whatever is on top.

This would also need to allow then for multiple primes to be on a foe at once, which unfortunately may lead to some overpowering teams.  But honestly, who gives a flying woo?

We just want to stop having to fight each other over whose prime is currently on top.

It'd have to go something like
Throw:
Is target primed? yes
is target primed with own power? yes
If yes detonate, if no continue
is target primed with other power? yes
if yes detonate

In this way if your power is on the target, that is what detonates first.

However if you have no prime on the target, it detonates whatever is on top.

Image IPB

Modifié par Road Wulf, 15 janvier 2013 - 08:14 .


#22
T41rdEye

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Grumpy Old Wizard needs to stop hating on biotics. Practically every thread I see him in he's whining about "shooty classes" reigning supreme.

With all this said, I don't think allowing human-sized armored or shielded mooks to be ragdolled/CC'd would break the game. Throwing pieces of the environment would be sweet as well.

Even without theses things, biotics (adepts) can dominate independently, and definitely in teams. The real problem is lack of coordination and this CoD style run and gun that's ingrained into people. Covering flanks for example... I'm the only one in pugs who i see do this.

#23
RoundedPlanet88

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Road Wulf wrote...

Tiamatshade wrote...

RoundedPlanet88 wrote...

Im surprised you made no mention of how tech powers/ammos completly overide biotic primers.


^ This.

An adept friend and I can be running around priming and detonating things, but the moment someone has Incinerate up and a force power, the tech/fire explosion goes off instead.


This problem comes from how much coding you can really do with the powers.

I think the major fix to this would be if you could somehow code the game to put Prioity on your trigger to any prime you have created.

Not just whatever is on top.

This would also need to allow then for multiple primes to be on a foe at once, which unfortunately may lead to some overpowering teams.  But honestly, who gives a flying woo?

We just want to stop having to fight each other over whose prime is currently on top.


This has been discussed before, and this is usually agreed as one of the more logical fixes. however, I don`t see it happening.

#24
LoneWolf3905

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RoundedPlanet88 wrote...

Tiamatshade wrote...

RoundedPlanet88 wrote...

Tiamatshade wrote...

You'll never let me live that one down =p

Nah, was just disappointing, really. I haven't gotten tired of BE's yet.

Probably not.
Also, biotics are still fun.
Just don`t mix math and space magic Image IPB


It's interesting you mention that. There was a thread on the forums the other day trying to explain how Bioware kinda expects the player base to accept some things as a given in how its science/physics work... ie. justifying how biotics and element zero work in logic.

Oh, it was a thread suggesting Geth become biotics. Space magic indeed.

But yes, math is srs biz. :blink:

Edit: Didn't BE's go off a lot more back in the day? Before I even played a single Adept, I remember tons of games where the explosions went off all the time on single targets. Was there a lot of re-priming then, or was it nerfed a little in the last few months?


Yes and no
God I love that answer
Yes there were more exsplosions no its not due to "repriming nerfs" the main reason there are fewer biotics is that weapons kits and tech kits can overide at will you main source of damage, your primers for BE`s. With all the TGI`s, human engineers, disrupter ammo wielders, ect it has become much more difficult to play biotics AS biotics. So most biotics now play as weapons users, and quite frankly, most of htose soon switch to infils, since infills are much better weapons users. Its kinda depressing really.


Only way I see this being fixed. Is if Biotics don't set off Tech powers. But the problem with that is it drops DPS. The other being That you set off both a BE and Tech at the same time. But then that would be OP.

#25
RoundedPlanet88

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Me1mN0t wrote...

Grumpy Old Wizard needs to stop hating on biotics. Practically every thread I see him in he's whining about "shooty classes" reigning supreme.

With all this said, I don't think allowing human-sized armored or shielded mooks to be ragdolled/CC'd would break the game. Throwing pieces of the environment would be sweet as well.

Even without theses things, biotics (adepts) can dominate independently, and definitely in teams. The real problem is lack of coordination and this CoD style run and gun that's ingrained into people. Covering flanks for example... I'm the only one in pugs who i see do this.


grumpy wizard, while slightly atagonistic in his post, raises many very good points. As for biotics dominating independently, what DOSN`T? And in team all it takes is one disrupter/encendiary ammo TGI/or equivalent to completly screw over three other players. As for lack of coordination, thats always going to be an issue with PUGs.

Modifié par RoundedPlanet88, 15 janvier 2013 - 08:16 .