[quote]Flash_in_the_flesh wrote...
Is it all that matters? That the class is NOT completely useless? Is that enough? Are you satisfied with adept because the class is not useless? Nobody said he is, he just doesn't play the role he used to. [/quote]
It's not the easiest class to play, but that's not a bad thing because it allows players to improve their tactics and gameplay even further. If you're struggling that much, then you can either lower the difficulty or power through it and be proud of yourself.
I do think that an adept can be played in a role that is very similar to what they did in ME1. In ME1, I threw a singularity and sucked everything in the room up and then popped marksman and shot them all to death.
(Remember the fight in noveria where you're going into that turian dudess office to get some of his data? You get the data and this officer chick menaces you with two snipers and a bunch of other guys. I just throw a singularity and it sucks every single guy in the area up into it along with every table in the room and then I pop marksman and shoot them all to death before the singularity wears out. They rarely even get a shot off on me, and difficulty doesnt change anything.)
In ME2, I throw a singularity at a group of enemies and then either use a squad ability or shoot them until their armor comes off, and then I finish them in a variety of entertaining ways. (Usually that involve pull and throw and melee depending on the situation and my mood. Or I just shoot them more, if I'm feeling lazy. The only difference is that they get a chance to shoot at me a little bit before I kill them. It's more fair and I feel more skilled when I succeed.
I've been doing missions with jacob and grunt and they shoot people's shields off fast enough that I almost always have someone naked who I can biotically brutalize.
[quote]
Many players are disappointed by new unnecessary and groundless restricions to biotics. Why anyone thought that adept need such a nerf is beyond me. In ME2 biotics work the same as in ME1. Are biotics overpowered in ME1? Is adept more powerful than other classes? No. Soldiers and infiltrators rule insanity in ME1. Commando + marksman + sniper rifle, immunity. For adepts we get the same skills + curve - protections. Curving around cover doesn't justify new protection. Every class in ME2 get some nice bonus like time dilation, cloak etc. Biotics got power curving and huge unnecessary nerf. What a bonus

[/quote]
It did need a nerf in the harder difficulties, especially insanity. In ME, difficulty for an adept did not change as difficulty settings increased, except that you were more likely to get killed by a random sniper or rocket. Now difficulty does increase as difficulty settings go up.
Can you think of a better way to make the game more difficult for an adept on insanity than normal mode without simply increasing the amount of time we have to cower behind cover and the chances we can get oneshotted?Making enemies simply have more health doesn't help against an adept because on most levels the adept is just going to bypass health completely by throwing people off of things and over mountains and into the stratosphere.
Just so we're on the same page, I am of the opinion that
infiltrators need to be nerfed down to where adepts are right now, because the game doesn't really get harder at all for them when they crank up the difficulty. Insanity mode is supposed to be hard. People play an infiltrator and think they're awesome, and then complain when they play an adept and it's actually hard.
I also think
warp needs to be heavily nerfed against health. Spamming nothing but warp should never even seem like a good idea. Nobody finds it fun, but people think they have to do it because they have no creativity, and they dont put the effort into learning how to use the rest of an adept's toolkit.
-edit- Now for the guy I was arguing with first:
[quote]Amioran wrote...
On lower difficulties an Adept can choose the squad members he/she wants to, s/he can choose to use the skills s/he wants to and also s/he can choose when and how to use them. On higher difficulties the same it's not true anymore. Or s/he takes a proper squad or s/he have to use some skills all the time and anyway s/he is forced to use the primary skills that defines his/her role only when certain conditions are met, and this completely destroy the fundamental aspect of the CC role.[/quote]
Actually, the primary skill that defines an adept is singularity, the same way the primary skill of a vanguard is charged and the primary skill of a soldier is adrenaline rush.
Singularity works as CC against 95% of the enemies in the game. (Only things it doesn't work on through defenses are certain varren/robot dogs, and bosses like ymir mechs.)
Singularity is my bread and butter skill. It stops advances, pins people down, makes people stand up behind their cover. It does a decent dot, it explodes warps, and once armor gets taken down it lifts every enemy who walks near it, which leaves them prime for throwing into space without having to use lift. It even works on high tier boss level humanoids with two sets of defenses, allowing you to barrage them with crossfire and take those defenses down quickly without fear of return fire.
Singularity is CC through defenses and it's useful almost all the time. Lift and throw are more situational but are often insta kills. They have fast cooldowns, do a little damage to defenses, and when shields are down allow you to lock down multiple enemies at a time and just mop them up.
Shockwave is the only skill I genuinely haven't been using much, but it is very useful in that it's the only skill that ignores cover and terrain completely. If an enemy is so entrenched that you can't hit them with anything else, shockwave will get them.
(In my next playthrough, I'm going to start by maxing out shockwave and play around with it and see if I can make some more use out of it.)
[/quote] The fact that in the trailer it is not said "without restrictions" doesn't mean anything at all. The role of a "Wizard" is to control the battlefield. The known restrictions are within that role, every restriction that is without it becomes an external one that changes that role, and it's not expected. That "unexpected" part is what changes the role in a way not advertised. The fact that the experience changes from lower to higher difficulties and that the roles changes is enough evidence that there's something that is wrong, no matter if you can make the "new" role work or not. [/quote]
Actually, the most classic image of a wizard I can think of is an old guy with a beard and a robe throwing fireballs. Warp spam definitely does fill that image of a direct damage dealing magic user. The archetypical wizard is squishy dps that stands in the back. For a lot of people, CC is not necessarily part of that. Nevermind the fact that I spend most of my time CCing people on insanity mode anyway, even though people seem to think I can't do that.
I will give you that they didn't give people a lot of advertising pointing out exactly the ways the game would change as difficulty goes up. I would say the problem lies more with the advertising than with the gameplay. (There is an in game tutorial that explains how defenses work with powers, so there's no excuse for cranking the difficulty up to insanity and then going "OMG WTF WAI I CANT LIFT DIS.")
I will also give you that this change doesn't make sense with the lore. But it makes harder difficulty modes actually harder without resorting to giving enemies a million hp and letting you get one shot if you so much as stick your head out at the wrong time. Can you think of a better way to do this?
Modifié par Soruyao, 10 février 2010 - 04:04 .