Roxlimn wrote...
That's a matter of perception. Disruptor Ammo, for instance, is a key ammo skill for both Soldiers and Infiltrators. Great against synthetics and anything with Shields or Barriers. Kind of worthless against Armor and Health.
I would like to know what there is that can be tied to a "matter of perception" on the fact that biotics don't work on enemies having whatever form of protection. This is a restriction; if you like it or not it's another matter, but this point is not debatable and it has nothing to do on how me or you perceive it.
On certain missions, these ammo skills are useless. Not just mostly useless. Completely useless. And as mentioned, Cryo loses impact at higher levels of difficulty. I don't see how this is insufficient to parallel Adept. Throw is useful, Pull is useful, Sing is useful. Not all the time, but some of the time in most situations.
You must be joking. Ammo skills have some of the best skills in all the game in their ranks. Armor piercing ammo is probably the best skill in all the game, Warp ammo and Inferno too. I don't see how you can really say that these skills can be "useless".
Apart this we are not debating the usefulness of skills in ideal situations here, we are not comparing skills to acknowledge what is the "best". You try to motivate the use of some skills (as Pull or Throw) given the right circumnstance, but the point is that there should be no motive to do so. You can find an use for everything if you so want, but that's not the point. A crowd control skill to be effective should be able to actually control the field in every particular occasion given the scope of the skill, or it is simply wasted. Imagine, for example, using a spell to dominate enemies with a mental check against high intelligence targets in whatever standard RPG. Nobody would do that simply because it would be pointless from a role point of view.
Naturally if you HAVE to do it because you have no other way then you will find an use, whatever that is. This is the same thing in a different setting. As an Adept you have an arsenal of crowd control skills that simply don't work if not at the time it is usually less important that they actually do. Sure, it's fun to throw an enemy at low health after a pull, but was it needed? Probably not, but this is what you have and you adapt to it. Luckily this is not a PVP game and so you are free to be as inefficient as you want if you like, but if this wasn't the case do you really think you would ever use Pull + Throw instead of Reave + Warp to kill the other squad enemies? It would simply be a waste both of time and resources.
The power of a caster class (ad the Adept) resides on control; if you cannot do it from beginning you are simply filling another role or try to fulfill it in artificial ways, simple. As I said you can find a way to make everything work and maybe also be happy in the process, however this doesn't change the fact that you should not be forced to do one thing or another. You should be able to use your skills on every circumnstance given by the skill's scope and to decide for yourself when and what it is the better one, not have the game decide that for you. This is the point of the matter.
On lower difficulties the restriction, in fact, has a sense given by the rank of the enemies that creates it, but in higher difficulties the restriction has a too large effect and the scope of skills is vastly reduced without however creating a true motivation for it. I imagine you would be fine also if there would be a difficulty after Insane that would make all powers simply not work against enemies if not at 10% health. You probably will find a way to make Pull or Throw work also there, I'm sure, problem is: what would be the point beyond embellishment?
Modifié par Amioran, 04 février 2010 - 11:40 .





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