In terms of number of power/talent bars:
In ME1, each class had up to 13 talent bars:
- 8 powers (combat/weapon/biotic/tech and/or first aid skills)
- 2 passive bars: class passive and Spectre Training
- 2 persuasion bars: Charm and Intimidate
- 1 bonus talent (if unlocked)
12 points per bar, for a total of 156 points.
At level 60 (which required a minimum second playthrough to achieve), you had 102 points to spend.
So you could max 8 of the 13 bars (96 points) plus half another bar (6 points).
In ME2, each class had up to 7 talent bars:
- 5 powers
- 1 class passive
- 1 bonus power (if unlocked)
10 points per bar, for a total of 70 points.
At level 30 (achievable in one playthrough) you had 51 points to spend if you did not abuse a glitch.
So you could max 5 of the 7 bars (50 points) plus 1 point in another bar.
Nice summary, really neat.
I should also note that ME2 also had powers that required you to spend points in another power first to unlock it.
Yes, but since it took fewer points to max out the bars and their actual number dropped the progression felt - to me - really shallow - especially with the way ME2 was designed (since it was all about collecting team-members).
Let me give you an example:
After playing a few hours and finally adding Tali to my team, i assigned her and had a bunch of points to invest into her levelling, which made me able to max out two of her skills instantly.
So actual having to "work" or "plan ahead" to unlock some skill never really happened to me in ME2... and it appeared to me, that at least one skill in every class/team-member was not necessary useful and could be ignored (like Mordins freeze - half of the enemies it did not work on and on the other half fire was more effective).
Now on the surface I would say that Mass Effect looks to have more builds or playstyles, but in practice I do not find that is the case. Generally speaking, each class in ME1 really has two distinct builds, each built around its class passive, and a bonus power does not change it much (Level 50 single playthrough builds). I find Mass Effect 2 has more builds and playstyles just by changing its class passive, and/or choosing a different bonus weapon.
Now that is just my opinion and someone may have a different opinion on the matter and I would like to hear it.
Maybe. It has been a while since i played ME1 last time... and i'm a kind of gamer, who doesn't read up on Guides how to level this or that class (stupid MMO-trend in my opinion). I wanna find that out by playing myself and by that it often takes more than one playthrough to find the optimal way for me.
And I also completed entire missions in ME1 just by shooting. And I was an Adept. Throw up a barrier > shoot > throw up a barrier again when ready > shoot. Enemies are dead. Never used any of my other abilities.
Ah, yes,i remember that tactic. But i always had the feeling, this was because the enemy-AI was incompetent.
And i think, the same critic could go to ME2 and ME3. It's always: Landing on planet, go a few steps, cover appear, go into cover, enemies spawn, shoot, shoot, use skill, shoot, shoot. All dead, go a few steps, cover appears and once again...
I don't wish to nag but this combat-system feels a bit overused... especially since this is the onlyway combat flows.
I agree with you on this to a great degree. I believe the power combo system has a lot to do with it, as each class can power combo so it makes each class less unique. In ME2, only biotics could combo, and only the Adept could do it on their own. (Vanguard could to some small degree.)
Removing the weapon restriction was nice, but then they tied weapon weight into the new cooldown system which I think was mistake. I think it would have been batter if they were separate. Have it so the Adepts, Engineers, and Sentinels had the least weapon weight capacity, Vanguards and Infiltrators a medium weight capacity, and Soldiers the most weight capacity.
It would've defintivly helped, if the developers would've designed it that way.
I disagree. Powers should compliment weapons and vice-versa. In ME1 powers were mainly about disabling enemies so you they could not shoot you, or buffing you so you could shoot them easier or take more enemy fire before dying or taking health damage. In ME2, powers were mainly about disabling enemies or removing defenses.
Matter of taste. If you prefer it this way, then it's absolutly ok. I just wish for a bit more... variety.
I will agree with this to some extent. I like how ME2 gave each squadmate its own look, but it was totally stupid how no one liked to wear armor into battle. This was rectified somewhat in ME3 where squadmate outfits do have different stats.
I do think that armor stat buffs and armor customization should be kept separate.
Yes, but how shall that work out? If i get a new armor in... let's say Diablo3, i wanna see it on my character. It shouldn'T just be better in terms of stats, it should look different from what i've already got.
And to those who nag about top-tier-items and "omnigel cannon fodder": In my opinion finding items belongs to any Rpg. It is one of it's driving mechanics. And yes, it was one of the flaws of ME1, that you could get top-tier-items pretty early in the game.
But if it would've worked out in the way: starting with tier 1 at the beginning, getting tier 2 in the middle and reaching tier 3 in the end, no one would've b*tched about it.
so why not designing ME in that way instead of minimizng the customisation? It worked in KotoR and DA:I.
I am going to disagree with you opinion that features should be improved in sequels. Sometimes features need to be removed outright, particularly if they are in opposition to the game mechanics you want to achieve.
In my opinion, ME2 did not outright remove some features so much as they streamlined features. Case in point, the inventory: it is still there, just streamlined. Since there are no multiple types of (crap) amps/omni tools, they do not need to be there. It is just weapons now. And you choose them before a mission or if a mission has a weapons locker. Weapon mods were removed since they were no longer needed (and some were now research upgrades) and ammo mods are now powers for some classes and squadmates.
ME2 also streamlined some powers and passives into other skills or passives. They were not removed. If they were removed, it was because they no longer fit the core game mechanics and needed to be removed.
Woah, that's debatable!
I mean, yes sometimes there are no-good-features which need to be removed (like this endless scanning in ME2). But if you keep removing features, just because they didn't fully work out, at some point you will end up with a hollow, featureless but mass-compatible shell of a game.
Yes, the inventory in ME1 was awful designed and the way of getting items not well balanced, but is this already enough to remove it completly? Customisation is one of the core-features of any Rpg. I loved it in Diablo, i loved in in the BG-series, i loved it in KotoR... it's even one of the things i like to do in Borderlands (even finding those different heads and skins). But Me2 just ripped it out of the game instead of improving it.
I will agree that ME3 feels lackluster. I think they tried to expand the combat mechanics but a lot of it feels half-baked or poorly implemented, or homogenizes the gameplay between the classes.
ME is at the point, where it can't get no more streamlined. Any more streamlining is dumbing it down. It is time to add some features... do something new to divert itself from it's predecessors and take a step up.
Maybe it's because i'm an oldschool-gamer... maybe it's because i like complexity... having to put some thought into what i`m doing and plan a bit ahead (wether it's through customisation or skill-progression) that i feel this way, but streamlining is the worst trend and it has to be stopped.
Anyway, thanks for your detailed opinion - i appreciate it.





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