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What are the four worst powers in this game?


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#151
Heldarion

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MaxShine wrote...

Heldarion wrote...

Zjarcal wrote...

MaxShine wrote...

How is Cryo Blast better than submission net? It easily disables one of the most dangerous units, the Phantom, on all difficulty levels. 


I wouldn't say it "easily" disables enemies considering how much that thing gets dodged.

I'd definitely rank Cryo Blast higher than the Net. Even if enemies can dodge it almost as easily, the radius actually makes that less of an issue, plus it has a faster cooldown and much faster animation, so spamming it again if it was dodged is easier. Plus that debuff is way more useful against bosses than the effects of the net.

Only against phantoms would I rank the Net higher, and even then it's iffy.


Making the Phantom flip and then throwing a Cryo blast at her debuffs just fine.


That is well known, but I see it in that way that most good 'anti-phantom' weapons can kill a Phantom in max 3 shots. So even with a 25% debuff that is still 3 shots to kill.


Unless you're the host, where that turns into a flip fest.

Modifié par Heldarion, 16 novembre 2013 - 02:30 .


#152
capn233

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MaxShine wrote...

capn233 wrote...

I will make a list of ones that I think are the worst for a variety of reasons... not just which aren't useful metric or other impossible to quantify reasons.

1. Shockwave - It has odd geometry, puny radius, strange propagation and a radius evolution that can break the power altogether. Also in stock form does not allow you to hit very many targets with one cast.

2. Carnage - The main problem is that it has a long cooldown, mediocre damage, and not much of a radius. And on top of that it has slow projectile speed. Since this game evolved into a combo detonation race, they gave it the ability to prime for FE's. Unfortunately there are many other options.

3. Sentry Turret - Probably the worst of the pet powers currently, although the others aren't all that far ahead. Would be nice if the flamethrower actually set units on fire. Would be nice if the gun actually did damage. It doesn't distract much of anything. The shock evolution makes it usable though.

4. Lash - tough decision for this last spot, but this one takes it even if it can ragdoll shielded targets. Somewhat long animation and a penchant to throw units in strange places. If Phantoms weren't designed so poorly this would have no niche whatsoever.


Strange that you rank Pull higher than Shockwave and Lash...


In the words of Col. Sanders:

I'm too drunk to taste this chicken.


Shockwave does not work properly and was designed poorly.  Subsequent buffs made it decent by giving it absurd detonation evolutions.

Lash is another lame power that is only liked because people think you need to pull Phantoms.  I have eleventy biliion other biotic primers and detonators that are better.

Pull was designed before they decided they had no cajones and rightfully only works on unprotected targets.  But we have about a trillion ways to strip shields, and on all difficulties there are more enemies you can use Pull on than you can't.

Modifié par capn233, 16 novembre 2013 - 02:39 .


#153
Oni Changas

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Zjarcal wrote...

MaxShine wrote...

How is Cryo Blast better than submission net? It easily disables one of the most dangerous units, the Phantom, on all difficulty levels. 


I wouldn't say it "easily" disables enemies considering how much that thing gets dodged.

I'd definitely rank Cryo Blast higher than the Net. Even if enemies can dodge it almost as easily, the radius actually makes that less of an issue, plus it has a faster cooldown and much faster animation, so spamming it again if it was dodged is easier. Plus that debuff is way more useful against bosses than the effects of the net.

Only against phantoms would I rank the Net higher, and even then it's iffy.

Add to this the fact that CB also stuns enemies. Net's only big downsides are that it recharges relatively slow, doesn't hurt armored targets as effectively, and is very often dodged.

3. shadow strike (cause it takes a long time and it does a relatively
small amount of damage compared to how long it takes to execute)

Maybe don't use your Shadow as a sniper? Spec her right and SS will 1-2 shot nearly everything with less HP than Banshees.

Mine are:

Pull (in regards to other biotic attacks, this is pretty sub par. Should have been given the Singularity treatment or gotten Lash's sheild penetration instead of two similar biotic powers such as those.

Repair Matrix. Bioware set out to try to include Defense Matrix but wound up introducing a broken version that makes you one of Clan McCleod for 10 seconds. DM itself would have been waaaay more sensible as it works like Fortification, only instead of boosting melee after purging, it gave you some shields. Make this so it doesn't activate during cloak and it would be perfect.

Sub Net. I'm a big fan of this power personally, but objectively no other power gets dodged more. Setting traps is always a blast though.

Stim Packs. Shouldn't exist. Cabal should be the Havoc and vice versa. Give that dude a proper charge, Barrier, and Throw instead of CB. Femturian gets AR, keeps Nightshade Blades, and gets CB. No Infiltrator should be able to regen shields during cloak without teammate help or Ops packs.

And lastly, I had to think hard on this one, I could say Carnage. If only because it's kinda redundant because of Incinerate. If it is to return as a power, make it like its ME1 version. A huge, powerful explosive blast. Like an on demand Fire Explosion with a 5 meter radius.



Hawk Missles started very low tier but was buffed considerably. VS Cerberus and Collectors, this power is a Destroyer's saving grace.

I'd almost consider Biotic Orbs, but it gives you quicker recharge time and detonates BE.

Decoys still work like a charm on every faction but Reapers, really. Just don't expect them to insta draw aggro like the old days if you're standing out in the open during deployment.

Turrets, all of them have many great uses. My Sabo uses Cryo ammo Turret with Shock and it kicks ass when I'm sniping while also keeping husks off me. Geth turrets are great team powers with their healing ability and Flamer on both is a great CC ability.

Sabotage stuns, strongly debuffs (for tech), turns geth into a joke, and makes Cerby feel the power of their own turrets PLUS it primes TB.

Concussive Arrows are good at level 3 and even more useful above. It's a relatively quick power that smacks even shielded enemies around.

I love Lash, though its existence is unnecessary. It should have been buffs for Pull.

Shockwave in ME3 is definitely inferior to its ME2 version (which kinda became a basis for Smash). When it works however, it's the quickest way to detonate a powerful BE at close or medium range, clears paths, nearly guaranteed to stun, is hard to dodge, plus it goes through walls. Still miss the ME2 version that not only always hit but it also could hit more than just 2 or 3 targets. A power called Shockwave should have unlimited targets or limited to 4 or 5.

Modifié par OniTYME, 16 novembre 2013 - 02:48 .


#154
Supreme Leech

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Sentry turret, combat drone, poison strike, carnage.

#155
Rotward

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XFG-65 wrote...

Sentry turret, combat drone, poison strike, carnage.


I disagree, but thank you for being consistant. Hate for sentry = hate for drone. Well, except poison strike, it's like firing yourself from a cannon, and hoping the bugs don't bite. 

#156
Supreme Leech

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Rotward wrote...

XFG-65 wrote...

Sentry turret, combat drone, poison strike, carnage.


I disagree, but thank you for being consistant. Hate for sentry = hate for drone. Well, except poison strike, it's like firing yourself from a cannon, and hoping the bugs don't bite. 


It was very easy to select sentry turret and combat drone as 2 of the worst powers in the game, I have no regrets there.

But when it came to selecting another two powers, it was very tough. Poison strike and carnage may not be all that bad...but I couldn't think of anything else at all to put in, I went through all the powers in the game and decided that I prefer everything else over poison strike and carnage. Not saying they're terrible. I always spec carnage on my krogan soldier, though I never spec into posion strike, I don't like it, don't understand it and don't feel it's necessary.

Drone is completely useless. Sentry turret is bad. I actually like geth turret a lot, however. I think geth turret is far better than sentry.

Modifié par XFG-65, 16 novembre 2013 - 06:43 .


#157
MGW7

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The only power that I think is sub par is pull, it just doesn't deliver combat effectiveness the way it should, don't get me wrong. on low difficulties it can be great, it's just too easily rendered useless on higher difficulties

#158
immanji

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I DONT KNOW, MAYBE THE ONE USED BY THE SALARIAN ENGINEER, DECOY

#159
mybudgee

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1. Pride
2. Sloth
3. Wrath
4. Greed

#160
stealth_202

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OrcWhisperer wrote...

pull, pull, pull and pull.


Pull is unbalanced because there is no Push power. Using Push, Pull, Push, Pull would be nice.

#161
mybudgee

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[/quote]

Pull is unbalanced because there is no Push power. Using Push, Pull, Push, Pull would be nice.

[/quote]

Followed by Asari heavy Melee

#162
Jelena Jankovic

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Pull,StimPacks (I recognize their value, but never seem to use them like I should),Sticky Grenades (although I'm getting better with them and the damage is awesome),Hex Shield (I spec out of it because I rarely used it and never liked it)

#163
Jaun Shepard

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Sentry Turret, Combat Drone, Decoy, Pull.

#164
Malanek

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Submission Net, Pull, Sentry Turret, Carnage

Modifié par Malanek999, 16 novembre 2013 - 09:12 .


#165
iOnlySignIn

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Worst as in "making the game less fun for me":

- Shield Boost
- Shockwave
- Sabotage
- Lash

Worst as in "least effective for me"

- Sabotage
- Shockwave
- Sentry Turrent
- Dark Sphere (off host)

#166
Tokenusername

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iOnlySignIn wrote...

Worst as in "least effective for me"

- Everything (off host)

FTFY

#167
DullahansXMark

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Shockwave - this thing used to be beastly in Mass Effect 2. Even in ME3 it'd be great if its hit detection weren't so spotty. Oftentimes I throw it right at an enemy and it just misses. (this is on console, too)

Seeker Swarms - don't get me wrong, the DR is great, but that's really about it. If the Collector had Barrier instead he could at least spend a few more points on something else and get mostly the same effects. Throwing Seeker Swarms out, even taking Biotic Explosions into account, just isn't worth it. At least you look cool with them on.

Carnage - either lower the recharge speed or buff the damage. Right now it's in a really awkward place. It detonates, but so does practically everything else (including Concussive Shot, which recharges almost instantly). It primes, but only for two seconds, meaning only one character of the three can even take advantage.

Electrical Hammer - not because it's bad, but because it's pointless when you consider that the only character that has it also has Biotic Hammer, which is much more powerful. It has its niche, but it's a very tight niche.

Sentry Turret works as a compass to where enemies are, at all times. Geth Scanner can only see so far, but Sentry Turret can see everywhere. And it provides supplementary damage to your own. And it recharges almost instantly. And it distracts enemies. And so on. And so on. I can see why you all think it's bad if you compare it to the Geth Turret (which is better, I'll admit), but still.

#168
DullahansXMark

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Rotward wrote...

XFG-65 wrote...

Sentry turret, combat drone, poison strike, carnage.


I disagree, but thank you for being consistant. Hate for sentry = hate for drone. Well, except poison strike, it's like jumping out of a moving car, from a bridge, into your shot glass.


FTFY

And, it's okay, I've done it before.

#169
Nitrocuban

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Biotic Protector, anyone?

#170
Catastrophy

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The least used powers by me are probably:

Pull, Carnage, Stickies and sentry turret. I've used shockwave to some effect lately but it should be mentioned because it's awfully bugged.

And poison strike - haven't used that for about half a year now. And when I did it was merely to gain ground faster.

Modifié par dr_random, 16 novembre 2013 - 12:52 .


#171
Guest_LineHolder_*

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Biotic Bubble
Pull
Sticky Grenades
Havoc Strike (I simply hate the impact sound and the damned lag)

#172
SpaceV3gan

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1. Submission Net;
2. Sticky Nades;
3. Shadow Strike;
4. Sentry Turret;

#173
Kislitsin

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Why so much hate for stickies? They are great single target killers. Of course one cannot lolspam them in comparison with lift/infernos/arcs, but the fullfil they role completely. Not to mention ammo power application. Cloak - cryo - nade (with fire ammo) - claymore shot - kaboom - dead and sad scion. It is a great anti-phantom anti-lolgoon power as well.

#174
121andrew

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Decoy (After it was nerfed, I don't think enemies attack it anymore.)
Phase Disruptor (Maybe it's better on-host, but I almost never am host.)
Lash (Unless it sets off a biotic explosion, it sends the alive enemy behind you, which is usually bad.)
Cyro Blast (It might debuff, but apart from that it's pretty useless. Snap Freeze is much better.)

Modifié par 121andrew, 16 novembre 2013 - 06:05 .


#175
DHKany

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Pull
fortification is meh compared to other powers that it shares similarities with
Havoc Strike
Sentry Turret