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If you could change one power, what would it be?


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#26
Sriep

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Biotic charge. It is too good, Vanguard class is broken IMHO. Maybe it should knock you out as well as your opponents?



#27
Danimals847

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Stuff...

 

Assuming we are debating the performance of weapons based on the multiplayer, I would argue that ultra-rare weapons should be superior to common/uncommon/rare weapons. Sure, the Wraith has near-Claymore damage at barely half the weight. But you know what? I've got over 150 hours in the MP and my Wraith is like level II-III while my Claymore is level VIII-ish. There are still URs I haven't even unlocked (Typhoon, Crusader) and my highest is III or IV. Meanwhile, I have all rares unlocked and most are at or above V and a few at X. I expect that if/when I do unlock the Typhoon, it should match or exceed the performance of any lower-tier weapon meant to fill the function of a full-auto AR. On that same note, if you have invested 500+ hours into the MP mode and have some of your URs maxed, they should on average outperform my high-level rares.

 

Of course, if we're arguing single-player, you first have to toss all the DLC weapons out the window because they mess balance up right away. After that, you can look at the price of a weapon to get a pretty good idea of its performance. The Wraith might be generally better than the Claymore, but it should be since you need like 200k+ credits just to get it, plus the cost of upgrading!



#28
capn233

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Ultra rare weapons in MP should not be more powerful, ideally they would be more specialized and fill a specific niche.  A good example of a UR is the Scorpion.  It is powerful in a specific role, but it does not automatically take the place of rare pistols.  Bad examples are the Talon and Paladin since both were excessively buffed and make something like the Carnifex redundant.

 

As far as SP is concerned, it wasn't balanced in a vacuum since MP weapons had the same stats as in SP initially, then diverged due to balance changes, and then were mostly realigned with a patch.  Of course since nearly every weapon that was balance changed was buffed, and enemy HP was buffed in MP but not SP, this makes the weapon balance even worse in SP than it is in MP.  I agree that DLC weapons are by and large overpowered, but they did not have to be so there is no reason to simply ignore them, especially when many of they are relatively balanced in MP.

 

Lastly, the Spectre weapons should not be hands down better than the other weapons.  They cost a lot but you can get them much earlier in the game than various rare analogues.  The Paladin and Black Widow are of course more extreme examples, since you can get the Paladin by Sur'Kesh and Black Widow a mission or so later and weapons like the Carnifex and Javelin or Widow aren't available until after Citadel Coup (Ex Cerbi Scientists, Rescue Koris, and Thessia).



#29
sirus1988

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For me, it would be Tactical Armor from ME3 to be more like ME2 TA. I like that it would detonate automatically right after shields depleted and would restore some shields as well. 



#30
Petiertje

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Pull.

 

Mentioned before, but here's my 2 cents.

I would give pull the option to be effective against shielded enemy's. Armored enemy's would be staggered for 1.5 to 2.0 sec.

I don't like the fact that it is impossible to pull shielded enemy's. Armored enemy's make sense, they are way to heavy to be lifted. But a shield?

Maybe make the biotic explosions less powerful in terms of damage and radius, to balance it. A shielded enemy should be more resistant to biotics, but not almost immune.

Same goes for Singularity.  



#31
Nitrocuban

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Pull would have needed the same overhal Singularity got.

There are 3 powers (Pull, Lash, Slam) that could be combined in a new version of Pull's skill tree.



#32
RedCaesar97

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To me, the issue with Pull not having the ability to pull shielded enemies is not an issue with Pull itself, but an issue with almost every other power in the game. Considering that almost every other offensive power in the game can prime or detonate combos on protections is what makes Pull feel weak.  


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#33
capn233

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I agree and if you are going to have every power affect shielded units, then essentially there is no point to shields other than being blue health.



#34
Nitrocuban

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Right, if everything was good vs. everything, ME3MP would be a boring game. Having different powers/weapons for different enemy types and stuff. Everythin has it'd niche.

 

But the problem with Pull is: The niche it fills is almost nonexistent.

- there are not enough health-mooks to make Pull a usefull crowd control power

- pulling mooks out of cover or Guardian shields away is totally outshined by just using piercing mods and shooting through cover

- everything down to health dies so fast that  a BE with Pull isn't worth the effort

- the higher the difficulty the more useless Pull gets cause it does _nothing_ vs armored bosses and detonates no BEs where it's needed

 

Is Pull per se a bad power? No. But it does not fit very well with the gameplay and enemy composition of ME3(MP).



#35
capn233

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Yes Pull doesn't fit very well in the metagame, especially MP.  But that is because balance as a whole is a mess.

 

They should have stuck closer to the dreaded "rock paper scissors" of ME2, with nearly every unit having protections on higher difficulties and basically only allowing Singularity and Stasis to affect shielded units (well, maybe Warp for damage).



#36
Nitrocuban

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I guess BW was very limited in what and how much enemies they could throw at us in MP cause the last gen consoles lacked the necessary computing power for lots of mooks (and bigger maps).

Would be nice if the next game had more enemies with different defenses and powers to counter them, but no hard "rock paper scissors" system, that reminds me too much of the 100% shieldgate at ME3MP's early days.



#37
capn233

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Part of the problem was certain things were implemented inefficiently.  Especially the AI navigation which used an outdated method relative to what was available for unreal at the time.

 

Probably could have squeezed a couple more in if that was done differently.



#38
Danimals847

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I'll jump on the "Pull" discussion. To me, it makes sense for physics-based biotic powers to have diminished effects against shields and barriers. Shields are mass effect fields so they might be able to cancel out or reduce the effects of Pull or Throw by "pushing back". However, there is no reason for armor to be immune to physics-based biotics. You might make the argument that an "armored" unit is implied to be heavier/more massive, but that should only make them resistant, not immune. In ME1 I could "Lift" a Geth Colossus, it just didn't go very high or last very long.

 

I do like the idea of Lash and Slam being evolutions of Pull rather than powers of their own. It would be a neat rank 5 evolution to choose one or the other (Slam would just cause the target to hit the ground harder when the lifting effect from Pull wears off). Rank 6 could have you choose between Shield/Barrier piercing or an x% boost to the force. That would put it in line with many other evolutions where you choose between general effectiveness vs. effectiveness against a specific type of defense.



#39
Nitrocuban

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Sounds good.

"Pulling bosses" for a short moment (while they keep shooting and get immune to Pull after the second time applied like they do with Sabotage) could also be a skill option, maybe in competition with area pull for groups of mooks?



#40
Danimals847

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I'm not sure how you would explain slowly gaining immunity; I can see the need from a gameplay/balance perspective but it doesn't make sense "lore-wise" (then again, neither do Stasis or Sabotage). I do like the idea of Pull being a radius-based ability like it was in ME1.



#41
VilhoDog13

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Increase soldier gun weight. It's pathetic.

 

Also, change Adrenaline Rush to have a lower cooldown. Soldier is completely gimped in ME3. Biotics and tech abilities have become ridiculously strong. I really enjoyed what they did with ammo powers but..even with the weight reduction passive, carrying three weapons is going to severely limit his AR ability.

 

I'd also change slam to hit enemies with shields (mayyybe not barriers? but who cares). Slam is SUPER fun. But kind of pointless. Also, I wouldn't have it detonate. There's something incredibly satisfying about pulling/slamming enemies and watching their bodies fly off. 



#42
Son of Shepherd

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Biotic charge.

 

The biotic powers are part of lore now so most will remain, which is fair enough. 

Maybe with biotic charge you could say it caused various health problems in Vanguards so isn't used much anymore.

 

Replace it with a biotic sphere like Nyreen's in Omega. Once activated though you can move around, unlike Nyreens.

Give it a shield power like a geth juggernaut, and allow you to either heavy melee your enemies by dragging them into your sphere and killing them with an omni blade, or discharge your Nova which sets off a more powerful blast.

A power like this should have a much longer cooldown. And maybe your Nova is only available when your sphere is active.

 

Tactical cloak.

 

Far too easy playing ME3 as an infiltrator!  If your enemies see you cloak some should be able to set off a drone that will scan to 'find' you.

Drone gets too close to you and it trips your shields, ending your cloak. However while cloaked you should be able to do a takedown on your enemies, really annoying when you go to do a heavy melee and your enemy has moved out of the way. Also should have much longer cooldown. 



#43
spockjedi

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I would make the Tech Armor in ME3 immediately restore the shields like it did ME2, whether during activation or break or both. I found ridiculous that I had to use Defense Matrix on my two sentinels - a caster and a tank.
Barrier and Fortification should have had this feature in ME3 too.



#44
silverserfer28

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The asari bubble i would of loved it if it would of exsploded when we have enemys in it or near it ,it does nothing other than look good oh and a bit of power damage come on weres the boom ,



#45
Oni Changas

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Pull. Standard radius of 1.75 meters, upgradable to 4.5 meters. Shield piercing evolution with a cost of reduced pull duration.

Shockwave. Bring back ME2 style with an evo to have ME3 version for added damage and radius. Change the animation to human adept heavy melee.

Carnage. ME1 style. Huge radius and damage, high cooldown.

#46
Oni Changas

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The asari bubble i would of loved it if it would of exsploded when we have enemys in it or near it ,it does nothing other than look good oh and a bit of power damage come on weres the boom ,

warp evo in rank 6 primes the boom.

#47
Oni Changas

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Dbl post

#48
Oni Changas

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I'm not sure how you would explain slowly gaining immunity; I can see the need from a gameplay/balance perspective but it doesn't make sense "lore-wise" (then again, neither do Stasis or Sabotage). I do like the idea of Pull being a radius-based ability like it was in ME1.

ME1 sabotage makes sense as it burns/overheats enemy guns.

#49
Danimals847

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Barrier and Tech Armor should work differently as they did pre-ME3.

 

Barrier: Adds 50% to max shields for 30 seconds. This bonus would be applied to the final number after other bonuses from Fitness and gear, rather than added to the total multiplier.

Rank 2: Increase max shield bonus by 20%

Rank 3: Decrease recharge time by 30%

Rank 4a: Increase max shield bonus by 30%; 4b: 100% bonus to duration.

Rank 5a: 20% damage reduction to shields while Barrier is active; 5b: 30% bonus to power damage while Barrier is active.

Rank 6a: Increase max shield bonus by 50%; 6b: If shield gate is triggered while Barrier is active, power cooldown speed is increased by 300% for 5 seconds.

 

Tech Armor: Once activated, lasts until destroyed. Reduces damage taken by 35% while active.

Rank 2: Increase recharch speed after armor detonation by 25%

Rank 3: Increase damage and impact radius of armor detonation by 20%

Rank 4a: Increase damage and impact radius of armor detonation by 30%; 4b: Increase damage reduction by an additional 5%

Rank 5a: Increase power damage and force by 30% while armor is active; 5b: Increase damage reduction by an additional 10%

Rank 6a: Increase damage and impact radius of armor detonation by 50% and add a warp effect to all affected enemies that can be detonated; 6b: Restore 50% of shields when armor is detonated



#50
robsonwt

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I never understand the Damage boost in Tactical Cloak. Why your weapon or powers will deal more damage only because you are cloaked?

 

I think it would be much more fun if you could fire weapons and dispatch powers while cloaked without revealing yourself. And have your shield be drained instead of a power cooldown. So If you want to remain cloaked, you will have less shields. With no shields, no cloak. If you want to recharge your shields you will have to turn off your cloak. It would have to be enemies that would be able to see you under cloak to balance the power. And of course, no damage buff. Tactical Cloak would be a defensive/offensive power so you could tactically move undetected through the battlefield.