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Why were biotics made useless in ME2?


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#476
Uriel* Sunrise Lord

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Mass Effect 2 cost how much to make? $20 million at least? I am sure this game was playtested for thousands of hours to make sure the classes were balanced and effective on all difficulties. If Hoffburger's concerns were really valid or at least common don't you think one of the hundreds of playtesters would have spoken up, "Ms. Norman, biotics suck, that's probably going to hurt this game so let's fix that." Come on. I very truly doubt Hoffburger and a few others' complaints about biotics "not being fun" is going to result in official patches that modify game mechanics. So let's put that idea to rest.



I think at this point we get it: some people think biotics aren't fun in ME2. Others like myself think they are a lot of fun and just fine the way they are. Those who don't think they're fun, luckily they made some other classes just for people like you so that you can still enjoy the game and leave spacemagic to the rest of us.

#477
Kaylord

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Soooo... are there any other useful combinations against armored/shielded/barrier´d enemies - except for singularity+warp on hardcore/insanity?

#478
screwoffreg

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Hoffburger wrote...

screwoffreg wrote...

Just finished my game on the level below Insanity as an Adept. My initial criticism is somewhat muted as towards the end with the fast recharge and higher damage, I was throwing Singularity and then slamming my enemies with a follow up Warp all over the end of the game, even the last battles. As I ran out of ammo on the final battle, I realized how good it was to be an Adept as I flung heavy warps towards the boss. Adept requires strategy and a strong team, but can still be powerful. Like any "mage" class, they are NEVER to be front line and will die quickly if they are.


So this thread has made me start a blacklist of people who don't know how to read and thus don't deserve my attention.

+1 to the list, hopefully it will make sifting through threads easier on the main page when I can look at authors and ignore half of them.



I am responding to the general THEME of the thread as to the useful or uselessness of biotics across difficulty levels.  Sorry I didn't think YOUR points were the most important!!!!

#479
Laughing_Man

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Uriel, Sunrise Lord wrote...

Mass Effect 2 cost how much to make? $20 million at least? I am sure this game was playtested for thousands of hours to make sure the classes were balanced and effective on all difficulties. If Hoffburger's concerns were really valid or at least common don't you think one of the hundreds of playtesters would have spoken up, "Ms. Norman, biotics suck, that's probably going to hurt this game so let's fix that." Come on. I very truly doubt Hoffburger and a few others' complaints about biotics "not being fun" is going to result in official patches that modify game mechanics. So let's put that idea to rest.

I think at this point we get it: some people think biotics aren't fun in ME2. Others like myself think they are a lot of fun and just fine the way they are. Those who don't think they're fun, luckily they made some other classes just for people like you so that you can still enjoy the game and leave spacemagic to the rest of us.


Unfortunatly, the amount of cash invested in game development,
isnt by any stretch of imagination an insurance against a lapse of judgement or a mistake here and there.

and if you will read this thread, you will see that the problem is bigger than one man who dosnt find
the new biotic powers fun, and abit more complicated than that.

of course, you can disagree, but dont try to justify your opinion by oversimplifying and minimizing the issue.

#480
GODzilla

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Christina Norman wrote...

My comments on this post were not having the intended effect so I withdraw them. Players, please feel free to continue this discussion as you will!


Well...thanks I guess, for withdrawing the comments, so that people who may have a sense of civil discussion cannot read them. :unsure:

#481
Uriel* Sunrise Lord

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Kaylord, I use pull to pull enemies from cover once their health is exposed. It has a really short cooldown, but I'm not sure there's any point in investing more than 1 squad point in it. Warp will also ignite a lifted enemy, which can do some decent splash damage, but that's situational. The best combinations come from using your squad talents - overload shields, warp/burn the armor, bend a pull to get him out of cover, and shoot to kill. I also like to plant singularities then have Grunt run around and try to draw out enemies into the trap,



One thing the Adept is not is a character who can take on every enemy in the game alone. I'd say you need overload and warp/reave for that, so Sentinel. So if you cannot keep your squad alive on your chosen difficulty, you may find using some of these power combinations difficult. I picked warp ammo as a bonus talent, which addresses the problem somewhat.

#482
rumination888

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Hoffburger wrote...

Survivability is a non issue due to cover. Tech armor is a waste of a cooldown and makes you wait 12 seconds before you can use an ability and it gets destroyed in 1 shot on insanity anyways. Yes Sentinels will be able to cast Reave faster but they won't do more damage. Both Sentinels and Infiltrators get +15% power damage. The difference is a Sentinel gets a slight advantage in recharge times while the Infiltrator gets extra weapon damage and can use a sniper rifle AND and assault rifle, the Sentinel only gets a sniper rifle and SMG.

Reave will always do more damage than Warp except maybe vs. synthetic health and shields, but if they are in health or shields you should be shooting them anyways.


You talk about cloak as a "get out of jail card", but you deny tech armor that same advantage? Seriously? Tech armor has a permanent duration, and if it gets destroyed it damages and staggers all enemies around in a huge radius.

Tech Armor also gives another +15% power damage bonus on top of the 15% you get via class specialization. You haven't even tried other classes, have you?

Warp is the most damaging power in the game if the enemy is also affected by another Biotic power. This is why Reave ---> Warp does more damage than Reave ----> Reave

Infiltrator spamming Reave is a complete waste of cooldowns.

#483
ITSSEXYTIME

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Kaylord wrote...

Soooo... are there any other useful combinations against armored/shielded/barrier´d enemies - except for singularity+warp on hardcore/insanity?


Warp Ammo + a gun.

#484
Schneidend

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This sounds like whining on the part of people who went into this game hoping they could pick Adept and once again be playing a god that commands the astral winds of ragdoll physics.



Nearly as bad as the people who picked Soldier and Infiltrator hoping they'd once again be permanently immune to damage at the touch of a button.

#485
Uriel* Sunrise Lord

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@TheRedVipress, this is an issue that can't really be considered a lapse in judgment. What is being complained about is a core element of gameplay for several of the most popular classes in this game. Not having helmet toggle on/off is an oversight. If there was an obvious bug that caused you to get stuck somewhere in the game, that would be an oversight. Badly designing your major game mechanic is not. So I am very confident plenty of money and time was spent on making sure what they released is exactly what they wanted to release when it comes to this. In fact this is exactly the kind of thing that playtesting is supposed to address aside from code bugs. My most salient point is that no amount of whining could possibly convince them to change the game mechanic at this time, so those asking for a patch are wasting their breath.

In addition I am asking people to think a bit about the years of work and millions of dollars that went into this game before saying "biotics are useless/broken/no fun" after playing the game for 3 or 4 days. Who would know better: an entire design and playtesting team for a big budget game, or a few consumers who have been playing for a few days?



To those complaining: please sit back and consider the possibility that you are wrong about the effectiveness of biotics. Whether or not they're fun is subjective to some degree, but don't act like this was an oversight or a mistake. I can guarantee you that it is all intentional.

#486
Suboptimal00

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Uriel, Sunrise Lord wrote...

To those complaining: please sit back and consider the possibility that you are wrong about the effectiveness of biotics. Whether or not they're fun is subjective to some degree, but don't act like this was an oversight or a mistake. I can guarantee you that it is all intentional.


Balance patches for games after release are extremely common. QA/Playtesting is not magic, and they miss things.

The utter inability of the lead designer to effectively defend the decision is kind of a tip-off that even if it was intentional that doesn't mean it was well thought-out or correct.

#487
Hoffburger

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rumination888 wrote...

Hoffburger wrote...

Survivability is a non issue due to cover. Tech armor is a waste of a cooldown and makes you wait 12 seconds before you can use an ability and it gets destroyed in 1 shot on insanity anyways. Yes Sentinels will be able to cast Reave faster but they won't do more damage. Both Sentinels and Infiltrators get +15% power damage. The difference is a Sentinel gets a slight advantage in recharge times while the Infiltrator gets extra weapon damage and can use a sniper rifle AND and assault rifle, the Sentinel only gets a sniper rifle and SMG.

Reave will always do more damage than Warp except maybe vs. synthetic health and shields, but if they are in health or shields you should be shooting them anyways.


You talk about cloak as a "get out of jail card", but you deny tech armor that same advantage? Seriously? Tech armor has a permanent duration, and if it gets destroyed it damages and staggers all enemies around in a huge radius.

Tech Armor also gives another +15% power damage bonus on top of the 15% you get via class specialization. You haven't even tried other classes, have you?

Warp is the most damaging power in the game if the enemy is also affected by another Biotic power. This is why Reave ---> Warp does more damage than Reave ----> Reave

Infiltrator spamming Reave is a complete waste of cooldowns.


Cloak is a get out of jail card moreso than Tech Armor because Tech Armor doesn't let you move around. Big enemy headed towards your cover? No problem, cloak and move back to better cover. Try that with Tech Armor and you will get raped on Insanity. Cover is the best defense in the game and Cloak allows you to abuse it religiously.

Just wait till you start fighting enemies that use Shockwave and tell me Tech Armor is better than Cloak. Cloak lets you run away out of their range, Tech Armor lets you live .5 seconds longer.

Yes Tech Armor adds 15% damage WHILE IT IS ON. But it also invokes a 12 second GCD and gets blasted away almost instantly on Insanity. By the time you get off a +15% Reave/Warp/Whatever your armor is probably gone. Any other class is casting his 2nd Reave/Warp/Whatever by the time you get off your first. This means that in order for you to get any bonus from casting Tech Armor you have to use 7 abilities before losing your armor (7*15=105, you have to get +100 to equal the extra power other classes get off). Granted, if you cast it before the fight it is useful, but you will most likely get 1 or 2 powers off before it is gone.

Warp is the most damaging ability in the game if you get them down to health before you explode the power. Not only does it require an extra cooldown to set up (you could cast 2 Reaves), but it is only effective on enemies in health and therefore pretty much dead anyways. I'm not 100% certain but I'm assuming why it does so much damage to enemies in health is because it adds the force effect like a shockwave when exploding powers. This effect does nothing on enemies with armor/shields/barrier. Not only that, but Reave already does more base damage than Warp and also gets a 2x damage bonus to barriers and armor.

Reave is not useless for an Infiltrator, it is by far the best Power for them. Yea if you are fighting things with shields or synthetics you can and should use Tactical Cloak and snipe them with Disruptor Ammo. If you are fighting things that are organic and/or have armor/barrier then there is no way a single damage boosted sniper round is going to do the same damage as a Reave.

#488
Hoffburger

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Uriel, Sunrise Lord wrote...

@TheRedVipress, this is an issue that can't really be considered a lapse in judgment. What is being complained about is a core element of gameplay for several of the most popular classes in this game. Not having helmet toggle on/off is an oversight. If there was an obvious bug that caused you to get stuck somewhere in the game, that would be an oversight. Badly designing your major game mechanic is not. So I am very confident plenty of money and time was spent on making sure what they released is exactly what they wanted to release when it comes to this. In fact this is exactly the kind of thing that playtesting is supposed to address aside from code bugs. My most salient point is that no amount of whining could possibly convince them to change the game mechanic at this time, so those asking for a patch are wasting their breath.
In addition I am asking people to think a bit about the years of work and millions of dollars that went into this game before saying "biotics are useless/broken/no fun" after playing the game for 3 or 4 days. Who would know better: an entire design and playtesting team for a big budget game, or a few consumers who have been playing for a few days?

To those complaining: please sit back and consider the possibility that you are wrong about the effectiveness of biotics. Whether or not they're fun is subjective to some degree, but don't act like this was an oversight or a mistake. I can guarantee you that it is all intentional.


I can think of a thousand different situations where your logic is completely flawed. Spending money and time on a game does not make them know what they are doing. The biggest example I can think of off the top of my head is SOE and SWG (please Bioware don't mess up SW:TOR, I have faith in you).

Also, game designers and playtesters are worried about the game being fun but mostly they are worried about game breaking bugs. That's why things like the helmets slip by. The fact that on hardcore and insanity you can't be a REAL Adept is probably another thing that slipped by. They are a business, to make money as a business you have to cater to the masses (as evidenced by the 100000x WoW clones out there). Most people are going to play on Normal difficulty so they balanced the classes around that. That's fine and dandy, but Normal difficulty is way too easy for some people and completely ruins the fun.

The solution for this is hardcore/insanity difficulty. This is supposed to be harder but not to the point where it changes core mechanics of the game. Taking away all the Adept powers that make it an Adept is akin to taking away the ammo abilities, assault rifles, and sniper rifles from Soldiers and Infiltrators and forcing them to spam Concussive Shot and Incinerate. Is this why people play those classes? Is this fun? Is this in any way similar to how the class plays on Normal difficulty?

They had the formula right in ME1, insanity was harder than normal not because they disabled all of your powers, but because they gave enemies barrier, immunity, made them hit you harder, and gave them physics resistance. Yea a Nemesis Adept/Vanguard could lift a Colossus, but not for long due to the physics resistance. They made the game harder without taking away the abilities that made Adepts and Vanguards Adepts and Vanguards.

#489
rumination888

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Hoffburger wrote...

rumination888 wrote...

Hoffburger wrote...

Survivability is a non issue due to cover. Tech armor is a waste of a cooldown and makes you wait 12 seconds before you can use an ability and it gets destroyed in 1 shot on insanity anyways. Yes Sentinels will be able to cast Reave faster but they won't do more damage. Both Sentinels and Infiltrators get +15% power damage. The difference is a Sentinel gets a slight advantage in recharge times while the Infiltrator gets extra weapon damage and can use a sniper rifle AND and assault rifle, the Sentinel only gets a sniper rifle and SMG.

Reave will always do more damage than Warp except maybe vs. synthetic health and shields, but if they are in health or shields you should be shooting them anyways.


You talk about cloak as a "get out of jail card", but you deny tech armor that same advantage? Seriously? Tech armor has a permanent duration, and if it gets destroyed it damages and staggers all enemies around in a huge radius.

Tech Armor also gives another +15% power damage bonus on top of the 15% you get via class specialization. You haven't even tried other classes, have you?

Warp is the most damaging power in the game if the enemy is also affected by another Biotic power. This is why Reave ---> Warp does more damage than Reave ----> Reave

Infiltrator spamming Reave is a complete waste of cooldowns.


Cloak is a get out of jail card moreso than Tech Armor because Tech Armor doesn't let you move around. Big enemy headed towards your cover? No problem, cloak and move back to better cover. Try that with Tech Armor and you will get raped on Insanity. Cover is the best defense in the game and Cloak allows you to abuse it religiously.

Just wait till you start fighting enemies that use Shockwave and tell me Tech Armor is better than Cloak. Cloak lets you run away out of their range, Tech Armor lets you live .5 seconds longer.

Yes Tech Armor adds 15% damage WHILE IT IS ON. But it also invokes a 12 second GCD and gets blasted away almost instantly on Insanity. By the time you get off a +15% Reave/Warp/Whatever your armor is probably gone. Any other class is casting his 2nd Reave/Warp/Whatever by the time you get off your first. This means that in order for you to get any bonus from casting Tech Armor you have to use 7 abilities before losing your armor (7*15=105, you have to get +100 to equal the extra power other classes get off). Granted, if you cast it before the fight it is useful, but you will most likely get 1 or 2 powers off before it is gone.

Warp is the most damaging ability in the game if you get them down to health before you explode the power. Not only does it require an extra cooldown to set up (you could cast 2 Reaves), but it is only effective on enemies in health and therefore pretty much dead anyways. I'm not 100% certain but I'm assuming why it does so much damage to enemies in health is because it adds the force effect like a shockwave when exploding powers. This effect does nothing on enemies with armor/shields/barrier. Not only that, but Reave already does more base damage than Warp and also gets a 2x damage bonus to barriers and armor.

Reave is not useless for an Infiltrator, it is by far the best Power for them. Yea if you are fighting things with shields or synthetics you can and should use Tactical Cloak and snipe them with Disruptor Ammo. If you are fighting things that are organic and/or have armor/barrier then there is no way a single damage boosted sniper round is going to do the same damage as a Reave.


Cloak invokes a 12 second cooldown AFTER you uncloak. Tech Armor invokes a 12 second cooldown immediately.

Tech Armor gets blasted off in .5 seconds on Insanity? At what rank? 1?

You realize Warp also gets a damage bonus to barriers and armor, right? The same exact 2x damage bonus.

A cloaked warp bullet from a sniper rifle to the head will down Barriers + Health in 1 shot. So, the only thing Reave is good for is armor.... but why bother when you've already got a better alternative built into the class?(Incinerate)

#490
tonnactus

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Kaylord wrote...

Soooo... are there any other useful combinations against armored/shielded/barrier´d enemies - except for singularity+warp on hardcore/insanity?

Against armor and barrier you have warp.Against shielded enemies energy drain as a bonus talent should be effective.Then follow with other biotics

#491
Hoffburger

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rumination888 wrote...

Cloak invokes a 12 second cooldown AFTER you uncloak. Tech Armor invokes a 12 second cooldown immediately.

Tech Armor gets blasted off in .5 seconds on Insanity? At what rank? 1?

You realize Warp also gets a damage bonus to barriers and armor, right? The same exact 2x damage bonus.

A cloaked warp bullet from a sniper rifle to the head will down Barriers + Health in 1 shot. So, the only thing Reave is good for is armor.... but why bother when you've already got a better alternative built into the class?(Incinerate)


Cloak is 6 seconds and it's a get out of jail card, so who cares. Tech armor does get blasted off in .5 seconds. Even if it didn't there's no way you're getting off 7 powers before it gets removed.

Yes warp supposidly get a damage bonus to barriers, but not to armor. Not sure how much it is for barriers but for armor there is no bonus. Even if it was 2x damage it's still less than Reave, plus Reave is instant.

The fact that you think that a sniper bullet would beat out reave on a barrier but not armor shows me that you haven't played the class. Snipe rifles do extra damage to armor and get a 50% damage bonus to armor. If a tactical cloak sniper bullet was ever gong to outdo Reave it would be vs. armor. I still highly doubt that a .75 times your sniper rifle damage is going to be anywhere close to 440 damage.

Incinerate does the same thing as Reave but less damage.

#492
MagnusTokai

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Here is the difference between Biotics in ME1 and ME2. (Played on Insanity difficulty. Playing on Normal is for noobs)

ME1: Lift, Singularity, Warp, throw enemies around strategically. Preventing groups of husks from gang raping you and softening Krogan up so you can stop them from raping you in the face with a shotgun plast.

ME2: Spam Warp until the enemy dies and hopefully do it fast enough every 4-6 so that they don't get to you. If you try any other power you will end up like the Volus high on red sands.

What Bioware Should have done is keep the effectiveness of biotic powers but reduce their duration. Instead of having powers like lift and singularity last for 10 seconds, make it 5 seconds and keep the global cooldown.

Biotic powers as they are now are not fun at all. They have no CC or any tactical usefulness for 90% of combat situations. Combat pretty much boils down to standard Shooter play taking away all the uniqueness of Mass Effect.

When you create a situation where a player start regretting putting skill points into powers, then you have a serious design flaw. If I didn't have the ability to retrain skills my experience with ME2 would have been awful. In ME1 all skills were useful.

Modifié par MagnusTokai, 29 janvier 2010 - 10:24 .


#493
grumpymooselion

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Schneidend wrote...

This sounds like whining on the part of people who went into this game hoping they could pick Adept and once again be playing a god that commands the astral winds of ragdoll physics.

Nearly as bad as the people who picked Soldier and Infiltrator hoping they'd once again be permanently immune to damage at the touch of a button.


Oh, another one of you. Anyone that brings up something you don't want to hear about is instantly "whining"
, called such in the hopes that everyone will flock to your opinion for fear of being called whiny.

The flaw in your post is that Soldiers and Infiltrators are just fine this time around, and Adepts are obviously lacking - at least the other biotic using classes have outer abilities to make up for many of the biotics being quite weak, especially on the harder difficulty settings.

Darth Obvious wrote...

Biotics useless? Somebody is not playing the same game that I am.

I love how all the classes are now useful, and it is beneficial to work together with a diverse team.


What difficulty level are you playing on? What portion of the game are you through?

A diverse team? People take the characters they like. Taking characters with abilities that will help you is one thing, but having to plan every mission to make up for your character's inability to perform is laughable. A fully upgraded and fully leveled Miranda on the harder difficulty settings "WILL NOT" completely get rid of a shield. So unless you plan on having both of your supporting party members be those with access to that ability, always using them, no one else (regardless of whether you like them or not) you're out of luck.

Supporting part members are meant to diversify. Not to drag you through the game. Your biotic powers reduce you to pretty much using warp, and nothing else the majority of the time. Add in reave later or Barrier. Any other power ends up being little more than a finisher because by the time you can use those powers the enemy is all but dead.

Kwonnern wrote...

And are you saying skills similar to Overload and Subs just doesn't "cut it" on HC/Insane? :)

Is there no working synergy at all at the higher levels?


No matter what you do, one character using Overload, no matter how well upgraded, isn't going to completely nullify a shield on the higher difficulty settings. More than that, why should you have to rely on them to do that? Most of your Biotics not working on enemies with defenses is a bit insane because on the higher difficulty settings all enemies have defenses.

#494
rumination888

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Hoffburger wrote...

rumination888 wrote...

Cloak invokes a 12 second cooldown AFTER you uncloak. Tech Armor invokes a 12 second cooldown immediately.

Tech Armor gets blasted off in .5 seconds on Insanity? At what rank? 1?

You realize Warp also gets a damage bonus to barriers and armor, right? The same exact 2x damage bonus.

A cloaked warp bullet from a sniper rifle to the head will down Barriers + Health in 1 shot. So, the only thing Reave is good for is armor.... but why bother when you've already got a better alternative built into the class?(Incinerate)


Cloak is 6 seconds and it's a get out of jail card, so who cares. Tech armor does get blasted off in .5 seconds. Even if it didn't there's no way you're getting off 7 powers before it gets removed.

Yes warp supposidly get a damage bonus to barriers, but not to armor. Not sure how much it is for barriers but for armor there is no bonus. Even if it was 2x damage it's still less than Reave, plus Reave is instant.

The fact that you think that a sniper bullet would beat out reave on a barrier but not armor shows me that you haven't played the class. Snipe rifles do extra damage to armor and get a 50% damage bonus to armor. If a tactical cloak sniper bullet was ever gong to outdo Reave it would be vs. armor. I still highly doubt that a .75 times your sniper rifle damage is going to be anywhere close to 440 damage.

Incinerate does the same thing as Reave but less damage.


You don't get it, do you? It doesn't matter whether or not sniper rounds does more or less damage than reave against barriers. You can 1-shot shielded/barriered enemies. Reave cant do that.

Also, just because a weapon gets a bonus to a protection type doesn't mean it automatically becomes more effective than other alternatives. You can't 1-shot a fully armored target. Spamming your cooldowns on incinerate is just as effective against armored targets, and saves you precious sniper rounds, too. Since incinerate is equally good against health targets, the damage after armor is down isn't lost, unlike reave.

Warp gets the same damage bonus against armor as reave. Infact, since
higher difficulties reduce enemy duration by a bit, reave actually does
a bit less damage than warp. Reave is nothing more than a platform for warp detonations.

#495
Ebon Dark

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Schneidend wrote...

This sounds like whining on the part of people who went into this game hoping they could pick Adept and once again be playing a god that commands the astral winds of ragdoll physics.

Nearly as bad as the people who picked Soldier and Infiltrator hoping they'd once again be permanently immune to damage at the touch of a button.


Wait a minute did you play ME1?

The easiest character to beat Insane level with (and the ONLY one I was willing to do it with) was a Soldier.

Soldier + Immunity = God.

Vanguard was superior to the Adept in nearly every way (at least if you were smart in how you picked your bonus power).

Adept was sweet but had trouble with simple missions on Insane like the Moon mission with the annoying flying drones ... thank goodness for Tali!

Soldier was the God of ME1 Immunity made that game soooo easy.

I was able to take one of the Survive missions on hardcore with Wrex and Ashley for 18 minutes ... the NPC's max out at 2:30 seconds ... I got bored at 18 minutes.

Soldiers are gods.

#496
tonnactus

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Ebon Dark wrote...

Soldier + Immunity = God.

With master immunity and a heavy colossus armor,yes.But with crappy early level armor and anything lesser then master immunity krogans beat you to death in seconds.

#497
grumpymooselion

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tonnactus wrote...

Ebon Dark wrote...

Soldier + Immunity = God.

With master immunity and a heavy colossus armor,yes.But with crappy early level armor and anything lesser then master immunity krogans beat you to death in seconds.


One would note that Adepts didn't reach the peak of their power in ME1 until high leveled and well geared either. The point about Soldiers being highly effective still stands. The entire branch of the discussion is moot considering that Biotics in ME2 have significant disadvantage with little pay back since you end up playing like one of the other classes, due to the majority of your powers not being effective against most enemies until they're nearly dead on the higher difficulty settings.

#498
Graunt

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Uriel, Sunrise Lord wrote...

Mass Effect 2 cost how much to make? $20 million at least? I am sure this game was playtested for thousands of hours to make sure the classes were balanced and effective on all difficulties. If Hoffburger's concerns were really valid or at least common don't you think one of the hundreds of playtesters would have spoken up, "Ms. Norman, biotics suck, that's probably going to hurt this game so let's fix that." Come on. I very truly doubt Hoffburger and a few others' complaints about biotics "not being fun" is going to result in official patches that modify game mechanics. So let's put that idea to rest.

I think at this point we get it: some people think biotics aren't fun in ME2. Others like myself think they are a lot of fun and just fine the way they are. Those who don't think they're fun, luckily they made some other classes just for people like you so that you can still enjoy the game and leave spacemagic to the rest of us.


Well, as much as I've simply been "dealing with it", biotics are in no way at all balanced in this game.  I shouldn't have to have level four abilities just for them to almost work as well as simply using guns.  Pull and Throw are completely useless until an enemy has no armor, shield or barrier which was never how it was in the original game.  Bioware hyped up how strong biotics were supposed to be this time around but they are actually MUCH weaker.

#499
tonnactus

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Uriel, Sunrise Lord wrote...

Mass Effect 2 cost how much to make? $20 million at least? I am sure this game was playtested for thousands of hours to make sure the classes were balanced and effective on all difficulties.

Forget it.For sure,most players didnt play on the highest difficulty.The magazines would test until veteran at best.And they dont have all the time of the world.Other games have to be tested too.In a german magazine it was stated that Mass Effect 2 was balanced around normal.

Modifié par tonnactus, 29 janvier 2010 - 11:30 .


#500
KGBrAm

KGBrAm
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Hoff, what's your obsession with being so 'optimal' all the time? Is this a competitive online game? Are your stats going onto a leaderboard or something?

Optimal and Fun are usually mutually exclusive. If  it's more optimal to pop 'em twice but more fun to fling them around... Just have fun and fling em around.

No?

Modifié par KGBrAm, 29 janvier 2010 - 11:34 .