Dala Kaar wrote...
Powers should have went the same way as guns, meaning you should also unlock "upgrades" (level 1 to 10) in the packs. Upgrades to powers could affect damage, range, duration, cooldown, etc. That would solve the power scaling problem.
That's an interesting idea. It's sort of exists in the sense of the power enhancing upgrades to pistols/smgs, but nothing like what you are proposing. It's clear they don't have the resources to implement what you're suggesting, but it's a neat idea regardless. 
Well, it only "exists" since last DLC, so about a week... But I was more answering to what was the biggest "faux pas" of this game, not that I think they will correct it this late in the game.
As far as I'm concerned, here's the way I see things.
There's 3 way to deal damage in this game: Guns, Powers and Melee. You should be able to max 1 of those three or go a mix of them without a penalty to overall damage and DPS. A character specced for 100% Melee should do as much damage as one specced for 100% Power or 100% Guns or any combination you can think of.
That was the vision behind the first ME game. A Sentinel was a mix of Biotic and Tech, but wasn't quite capable of besting any of them. This has changed since and doesn't reflect the new reality, but I feel this could have been done easily. Something like Adepts getting a natural 50% modifier on BE damage, Engineers getting a natural 50% modifier on Fire/Cryo/Tech explosions and Soldiers getting a natural 50% modifier on guns. Mixing the styles would reduce your damage on each style, but combined they would give you the same damage to even out the balance.
Modifié par TheThirdRace, 05 mars 2013 - 08:12 .