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Citadel DLC difficulty spike.


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#26
Wulfram

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The Mad Hanar wrote...

Um, and you can't bring squad mates with those powers on the DLC?


Not for the first part.  For the rest, yes, but it's still a pain to have everything shielded and/or armoured

#27
ruggly

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Even if you're going with a weapons-based sentinal, you'll still have warp and push for biotic explosions, and overload for the shields.

#28
LeandroBraz

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IanPolaris wrote...

Cthulhu42 wrote...

If you want a bonus power that takes down shields, you have one. Energy Drain.


The OP has a point:

1.  You should not have to take a particular bonus power (Energy Drain in this case) just to make it through the DLC.  In the early stages, you really do since you have a cruddy pistol, and highty shielded enemies that hit hard (and you have no armor and no health for much of this).

2.  A lot of Adept players don't like Energy Drain because it's a tech power and doesn't fit for an Adept.

3.  Energy Drain even when maxxed is actually fairly weak, and it gives you away.  Sure you drain the sheilds of one mook, but his four friends then kill you.

I agree with the OP.  The first couple of encounters in the DLC are badly designed.  They look to be nearly impossible for some classes (Adept) and ridiculously easy for others (like Infliltrator) that can cloak.

-Polaris


If the shield is a problem, use the Acolyte. She have low weight and high damage against shield, or just prime with warp and explode with throw/shockwave. Adept is extremely OP on ME3, some shielded enemies don't get even close of making it hard for him.

#29
JosLouis70

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ruggly wrote...

Even if you're going with a weapons-based sentinal, you'll still have warp and push for biotic explosions, and overload for the shields.


Yeah so I'll take Duration for Warp, when encountering an Atlas, and Chain Overload for fight starter.

I won't be an official caster. I want to bring the big weapons :P

-100% Weapon Capacity xD Gotta use those Mods that increase Weight by 50%

Revenge will be good. But today is a desperate day. I'm not enjoying this Adept. I played my best for a long while, but this DLC wanted me to play too cautious, Shift spamming, scared, power dependent play.

In fact, I never used a Medi Gel in the rest of the game. I'd prefer dying so I could get all the EXP from Medi Boxes.
Even in Citadel DLC, when boxes gave no more EXP, I denied the fact to use a Medi. A lot of restarting. But fun to try finishing the checkpoint flawlessly. Gotta love playing with 1 bar of HP. It's just the right call for when to use cover.

Usually, the map and covers are more to your advantage and the enemies start in a great distance but Citadel DLC was just unfair. Too much OP shielded Mercs coming from all around.

By the time I used Pull to remove those advanced Guardian's shields, I'd be on health gate. And then, enviromental hazards (snipers, shrapnel nades, drones) would finish the job ;D

Modifié par JLoowis, 11 mars 2013 - 03:36 .


#30
sharkboy421

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JLoowis wrote...

It does help a bit. But what sucks is the 12 seconds cooldowns, Overload that misses cause enemies are always in cover and in the end, you'll end up spamming Shift key and stop the action every 2 seconds in order to survive.

Pressing Shift wasn't my intention. I played the whole game using 1 to 4 keys and Q,E for squad powers.

I pressed shift when I saw they were casting inapropriate powers.

Go play multiplayer more, you'll know how it's 10 times more exciting to play in real-time but this DLC doesn't allow it for Adepts, cause they lack firepower and shields for the enemys strength.


While I do agree its more fun to play in real-time, not everyone enjoys that style.  ME is awesome because it allows for real-time and a slower pace with the pausing.

Also, you mentioned about squadmates using the wrong power when you hit Q and E; just bind one of their powers to another of the quick slots.  And I know 5-8 are really hard to reach but you can rebind those slots other keys that are much more accessible.  I use Tab, LCtrl, G and a mouse button.  But you can use anything.  That means you will always have Garrus's Overload ready to use and since you already know how to aim squadmate powers, that should keep your having to pause to a minimum.

#31
JosLouis70

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LeandroBraz wrote...

IanPolaris wrote...

Cthulhu42 wrote...

If you want a bonus power that takes down shields, you have one. Energy Drain.


The OP has a point:

1.  You should not have to take a particular bonus power (Energy Drain in this case) just to make it through the DLC.  In the early stages, you really do since you have a cruddy pistol, and highty shielded enemies that hit hard (and you have no armor and no health for much of this).

2.  A lot of Adept players don't like Energy Drain because it's a tech power and doesn't fit for an Adept.

3.  Energy Drain even when maxxed is actually fairly weak, and it gives you away.  Sure you drain the sheilds of one mook, but his four friends then kill you.

I agree with the OP.  The first couple of encounters in the DLC are badly designed.  They look to be nearly impossible for some classes (Adept) and ridiculously easy for others (like Infliltrator) that can cloak.

-Polaris


If the shield is a problem, use the Acolyte. She have low weight and high damage against shield, or just prime with warp and explode with throw/shockwave. Adept is extremely OP on ME3, some shielded enemies don't get even close of making it hard for him.

You're so mis-informed
Acolyte can't prime an Explosion
Adept extremely OP ? It requires knowledge of cast time and combos and the usage of not so beast weapons.
Adept is fairly good for all of the game excepting Shield fest Citadel DLC.
We're talking about insanity difficulty here, get lost ?
I'm lucky to import a save from Mass Effect 2, lvl 30 toon, people starting ME3 with level 1 on Insanity I'd salute them.


2 negative points of using Acolyte on Insanity.

-It's a charged weapon, so basically your head is out of cover for a second or 2. (You die)

-Projectile is slow and enemies can dodge easily. (You cry)

#32
JosLouis70

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sharkboy421 wrote...

JLoowis wrote...

It does help a bit. But what sucks is the 12 seconds cooldowns, Overload that misses cause enemies are always in cover and in the end, you'll end up spamming Shift key and stop the action every 2 seconds in order to survive.

Pressing Shift wasn't my intention. I played the whole game using 1 to 4 keys and Q,E for squad powers.

I pressed shift when I saw they were casting inapropriate powers.

Go play multiplayer more, you'll know how it's 10 times more exciting to play in real-time but this DLC doesn't allow it for Adepts, cause they lack firepower and shields for the enemys strength.


While I do agree its more fun to play in real-time, not everyone enjoys that style.  ME is awesome because it allows for real-time and a slower pace with the pausing.

Also, you mentioned about squadmates using the wrong power when you hit Q and E; just bind one of their powers to another of the quick slots.  And I know 5-8 are really hard to reach but you can rebind those slots other keys that are much more accessible.  I use Tab, LCtrl, G and a mouse button.  But you can use anything.  That means you will always have Garrus's Overload ready to use and since you already know how to aim squadmate powers, that should keep your having to pause to a minimum.


I don't want to sound ****y but mapping that much would be confusing to me. I use a Logitech MMO mouse with 12 thumb buttons at the moment and it's for SWTOR. I don't want to learn a complicated key mapping on ME3, especially when my squadmates changes every mission. But I get your point. The best thing sometimes is to spec no grenades powers on any teamates, and turn Squad Power Usage on, so we don't hear the weird clinging sound and they do their thing here and there.

EDIT: For ME3 I use a regular mouse..

Modifié par JLoowis, 11 mars 2013 - 03:44 .


#33
Wulfram

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LeandroBraz wrote...

If the shield is a problem, use the Acolyte.  She have low weight and high damage against shield,


Don't have that DLC.  Couldn't use it for the start anyway

or just prime with warp and explode with throw/shockwave.


Works more or less, but is distinctly tedious since they dodge rather frequently, and that'll mostly just knock their shields off on Insanity.

It's not like this DLC is impossible with an Adept, but is distinctly more difficult than the rest of the game (with whatever class) and a real slog.

#34
Obadiah

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Only solution I found for getting past the shields was using the pistol you get at the beginning of the mission, and aiming for the head.

Infils and Engineers have a much easier time though because they can hack the drones.

#35
Cuttlebone

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IanPolaris wrote...

Cthulhu42 wrote...

If you want a bonus power that takes down shields, you have one. Energy Drain.


The OP has a point:

1.  You should not have to take a particular bonus power (Energy Drain in this case) just to make it through the DLC.  In the early stages, you really do since you have a cruddy pistol, and highty shielded enemies that hit hard (and you have no armor and no health for much of this).

2.  A lot of Adept players don't like Energy Drain because it's a tech power and doesn't fit for an Adept.

3.  Energy Drain even when maxxed is actually fairly weak, and it gives you away.  Sure you drain the sheilds of one mook, but his four friends then kill you.

I agree with the OP.  The first couple of encounters in the DLC are badly designed.  They look to be nearly impossible for some classes (Adept) and ridiculously easy for others (like Infliltrator) that can cloak.

-Polaris

1. That's just nonsensical, you can make it through, its just harder without energy drain.

2. Now that's their problem, they have their solution if they want to take it, fine, if not, keep trying and good luck.

3. Then save your ammor for ambushing? and srsly, energy drain will take all of their shield in one shot, if you're in combat and have your power recharge at 200% you can just spam it and keep recharging your shields, after all of them are unshielded its just a matter of finishing them off with biotics.

#36
o Ventus

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The Suppresor has a x5 headshot multiplier over the other pistols.

Just saying.

#37
sharkboy421

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JLoowis wrote...

I don't want to sound ****y but mapping that much would be confusing to me. I use a Logitech MMO mouse with 12 thumb buttons at the moment and it's for SWTOR. I don't want to learn a complicated key mapping on ME3, especially when my squadmates changes every mission. But I get your point. The best thing sometimes is to spec no grenades powers on any teamates, and turn Squad Power Usage on, so we don't hear the weird clinging sound and they do their thing here and there.

EDIT: For ME3 I use a regular mouse..


Oh its really easy.  At the start of a battle briefly pause the game and then you can just drag and drop what ever power you want into what ever quick slot you want.  Then under the options, which can be done in game or at the main menu, there is a section called key bindings.  Find the quick slots section and then click on slot 5 for example, whatever the current key is will go away leaving the space blank, you can then assign what ever key you want to that slot.  During combat you can then change what power is in what slot, but the quick slots will keep the new key binding.

Also, these bindings will carry over to MP which I like a lot as it makes Ops Packs much easier to hit and also makes reload canceling easier.

And by all means only do this if you want to.  I did not mean to imply that you absolutely had to, I just wanted to offer a possible solution to an issue you were having.

#38
JosLouis70

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o Ventus wrote...

The Suppresor has a x5 headshot multiplier over the other pistols.

Just saying.


I did pretty well with Arc Pistol level 5, AP Mod V /Extended Heavy Barrel V. Headshot were nice but hard to get.

With Cerberus Ajax armor, ammo capacity perk, I was all set. But there's definitly an outrageous difficulty spike.

Playing through it as an Adept made me rage enough to re-roll. Won't change my mind. All those cool toys(weapons) will be 5 times better on other classes.

I think it's in everyones interests to have a "strong" Shepard. Cause let me tell you that the Clone I saw in the cutscenes, well he made me feel like a worthless hero, for the number of times I died.It ruins the experience.

#39
impingu1984

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Well I did a Shep (Soldier) build pretty much for Weapon damage on Insanity with disruptor ammo at rank 6 and Concussive Shot amplification. And the first part of Citadel DLC was still hard as hell.

Even Spamming Concussive Shot. I still ran out of ammo a lot. I still got my ass handed to me many times.

That being said once Wrex turned up he just Wrex'd everything and it was pretty easy until the Normandy battle.

Modifié par impingu1984, 11 mars 2013 - 04:13 .


#40
Guest_Finn the Jakey_*

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ruggly wrote...

Cthulhu42 wrote...

If you want a bonus power that takes down shields, you have one. Energy Drain.


Thank goodness I put energy drain on my vanguard..

Same here.

#41
Enhanced

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I've used Pull to remove their shields . You should able to use Lash to do it also.

#42
Rikketik

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Doesn't a Warp + Throw combination strip the shields right of them? Especially if you developed them for maximum detonation strength. It's not as efficient as an Overload or Energy Drain, sure, but I never had much trouble with shielded enemies myself as an Adept.

#43
RogueState

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I didn't find the beginning too difficult, I died a few times but not enough to get me into a rage. I was playing Vanguard though.

Taking on Vanguard Clone Shep was evil though. He kept spamming charge and nova which really messed me up, I died quite a few times before I managed to to kill him, or should I say let Wrex kill him!!!

#44
MB957

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I always play on the easiest settings, so I dont have those kind of insanity issues...lol

however..I have noticed in biowares games that dlc's always seem to be more difficult than the main game.

its like easy becomes normal...normal becomes difficult..etc.

I am curious as to why it works like that. anyone have any ideas?

#45
JosLouis70

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Rikketik wrote...

Doesn't a Warp + Throw combination strip the shields right of them? Especially if you developed them for maximum detonation strength. It's not as efficient as an Overload or Energy Drain, sure, but I never had much trouble with shielded enemies myself as an Adept.


Well, for the Citadel DLC enemy grade, Bio Explosions take off half or a bit more off their shields. It's not bad but the chances they dodge your Warp are strong. So I used Singularity / Shoot with pistol to remove shields then Warp once they fly.

But yeah, I kept Throw at rank 0, forgot about that one. I was always trying to use Shockwave for my Detonator.

You just spotted a good tip there. Throw is a more reliable Detonator.

#46
JosLouis70

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MB957 wrote...

I always play on the easiest settings, so I dont have those kind of insanity issues...lol

however..I have noticed in biowares games that dlc's always seem to be more difficult than the main game.

its like easy becomes normal...normal becomes difficult..etc.

I am curious as to why it works like that. anyone have any ideas?


It was my 1st time playing the DLC so it was hard. When you replay a part it's always easier. I was shocked how drastic the difficulty spiked though.

It's like that 1st time you killed 2 YMIR Mechs at the same time in Mass Effect 2 , it was damn hard... but once you know the combat scenario and good cover to take, chances are on your side.

#47
Rikketik

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JLoowis wrote...
[...]

Well, for the Citadel DLC enemy grade, Bio Explosions take off half or a bit more off their shields. It's not bad but the chances they dodge your Warp are strong. So I used Singularity / Shoot with pistol to remove shields then Warp once they fly.

But yeah, I kept Throw at rank 0, forgot about that one. I was always trying to use Shockwave for my Detonator.

You just spotted a good tip there. Throw is a more reliable Detonator.

Hm, Reave is another solid power if Warp keeps missing. Spec it to have as wide a radius as possible and you'll often hit two or three enemies in one shot. Detonate them with a Throw (or better yet: Double Throw, for when they move away from each other) and they'll be down in no time.

Edit: I just read you can also detonate Reave with Cluster Grenades, which already do a potentially huge amount of damage on their own. Something to keep in mind when you're up against a group of clustered enemies.

Modifié par Rikketik, 11 mars 2013 - 04:40 .


#48
jonman21

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I played Adept on Hardcore and - at least for the first part of the Citadel mission - I found using the Dominate bonus power to be very useful. Recruiting one of the enemies to temporarily fight for me when I'm stuck with one health bar and little-to-no shields was invaluable. :)

#49
Raikas

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Adept you wreck everything and in this DLC, while your whole squad are saying jokes and funny stuff, you're getting killed and can't land a bullet on those overpowered enemies.


I actually loved that - did my third playthrough as an Adept last night and was shocked by how much harder is was than with my Engineer and my Sentinel. I appreciate having a harder time in a later run - it keeps it interesting (although I get how it would be more frustrating on a first runthrough).

#50
JosLouis70

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Rikketik wrote...

JLoowis wrote...
[...]

Well, for the Citadel DLC enemy grade, Bio Explosions take off half or a bit more off their shields. It's not bad but the chances they dodge your Warp are strong. So I used Singularity / Shoot with pistol to remove shields then Warp once they fly.

But yeah, I kept Throw at rank 0, forgot about that one. I was always trying to use Shockwave for my Detonator.

You just spotted a good tip there. Throw is a more reliable Detonator.

Hm, Reave is another solid power if Warp keeps missing. Spec it to have as wide a radius as possible and you'll often hit two or three enemies in one shot. Detonate them with a Throw (or better yet: Double Throw, for when they move away from each other) and they'll be down in no time.

Edit: I just read you can also detonate Reave with Cluster Grenades, which already do a potentially huge amount of damage on their own. Something to keep in mind when you're up against a group of clustered enemies.


Reave is one fine power for push back too, but I over used that power in the past, had to try something else.
This difficulty spike is apparently causing slight problem to any classes really. Perhaps it's bioware that wants to make sure that people get more play time by dying and reloading checkpoints. It pleases to others but not to hard headed multiplayer adepts like me. In Multiplayer we get everything balanced, enemies, shields, kits etc.

I will be frank, I think that for this DLC, it is better to play it on Insanity on the 2nd playthrough. With all your favorites mods/weapons and armor pieces. That's for sure. But I lost my faith in the Adept, when I saw that many shields to take care of. Level X Adas is the only way xP