[quote]Amioran wrote...
The role would not change "a little", it would change dramatically. You can make an higher difficulty more challenging _without_ changing the role of the class. Actually this is what happens in all RPGs usually. [/quote]
What, because you need to use something other than a sniper rifle once in awhile? Being a sniper who relies on his squad to take down defenses doesn't make you into another class. It makes you a sniper who has to work a little harder to not get overrun.
The change would mean infiltrators would actually feel it when their team dies, instead of just ignoring it and moving on like nothing happened.
Of course, the rifle would still work perfectly fine against mechs and every boss level enemy in the game, once the initial layer of defenses is taken off, which means they would still be the best class to bring to a boss fight.
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1. If you are no more a sniper how can you be both? [/quote] The squad would take down defenses, or you would with a bonus ability, and then you'd kill everything with headshots. You'd be a squad leader because you'd be issuing commands to your squad, the results of which would matter to you. You'd be a sniper becuase you'd be killing things with your sniper rifle.
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2. Increasing challenge doesn't mean that to do so you have to rely your role. This is utter nonsense.[/quote]
Rely your role? You mean change? I'm just suggesting the class be a little less solo friendly than it currently is.
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And btw I never insulted anybody, it seems to me you have a problem of self-esteem. I only said that understanding the CC role is much less immediate than understanding a damage one, as the sniper.[/quote]
You insinuated that people who disagree about this don't understand what CC is. Or maybe I just read that into what you were saying. If you were then I apologise about that.
[quote][quote]
1. I don't take any squadmembers exclusively.
2. I don't always spam a skill. (I use singualrity a lot, but it lasts long enough that the best way to use it is to rotate it with other skills.)[/quote]
I always said that you have to do one OR the other. To be able to use the Biotic skills of an Adept on higher difficulties you have to do one of those, there is no way out of this. Please tell me how can you still adhere to a CC role in insanity if point 1 and 2 are missing. The only way is to use the gun all the time to strip defenses. Do you call this a CC role? [/quote]
Well, I lock down enemies with singularity and then my team shoots their defenses off or uses their abilities to take them off. Then I finish them off, sometimes by CCing them and making them easier to kill, sometimes by pulling them to me and punching them to death, and sometimes by throwing them into the great beyond. Singularity acts like a stun on protected targets, and last time I checked, stuns are CC.
How often do I have to use an ability for it to be spam? I have time for 1-3 fast cooldown attacks during the duration of a singularity, depending on how poweful the target i'm locking down is. I guess you could call that spam, but I regularly use pull and throw as well. I'm not just going singularity+singularity+singularity all day.
Shooting at someone I've CC'd doesn't make me not a CC class, it makes me a class that CC's and then dpses what they CC'd.
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You yourself told to me that the Adept have to rely more on squad members, are you contradicting yourself now? I don't see how you can strip defenses with Grunt or Jacob for example if you don't use Warp yourself. The point is that you are not free as in lower difficulties and the increased challenge doesn't justify the change of role, at all.[/quote]
Actually, yes, that is me contradicting myself. I thought that you did need to bring specific squad members. Then I actually tried some missions with grunt and jacob and I was pleasantly suprised. They removed people's defenses by shooting them in the face, and they did it quite well. (Except for a certain room the pathfinding was screwed up in.)
That's why I uploaded the videos I did actually, because I was genuinely suprised that my squad was working as well as it was. This is a case of me saying something, then actually trying it out and realizing I was wrong and admitting it. Who knows, this could happen on some other stuff from this topic, if people give me the right things to try.
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AGAIN: restrictions should be inherent on the scope and role of the class. There's no need to change it for the sake of increasing difficulty. Would you like to have a Wizard in Baldur's Gate become a Fighter in hard difficulty just to increase the challenge? What utter nonsense is this?
Decreasing a class power doesn't mean change its role. They are two different things. If to increase challenge you change the role of a class and put restrictions to its fundamentals then you are doing a wrong thing.[/quote]
So how would you increase the difficulty for an adept, if they can cc everyone from the start and everything dies fairly quickly? How do you make sure they actually die sometimes? Do you just crank up damage so they have to spend 90% of their time behind cover regenerating their shields? That doesnt sound fun. At least now I'm always doing something.
The defenses solution may not have been the most elegant one, but I have yet to hear a single suggestion for how to balance it besides "Make it the way it was in ME1!" I know I can't think of a better way to do it, but then again, I'm no game designer.
We'd probably end up with longer cooldowns, or a mana bar of some kind, or we'd take more damage or something like that. These are all things people would likely complain about just as much. I don't know, maybe not. We're doing ourselves a favor if we brainstorm ideas for that. Maybe we will come up with something.
I just like the fact that insanity mode on at least one class is actually challenging. I hope that if they do change things, they do it in a way that doesn't make the hardest difficulty in the game be too easy, because that would be less fun for me.
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You have already shown how you use the CC skills of an Adept. No matter if you insist on telling the contrary, evidence speaks for itself. Control is only a brief mean to do damage. The role is changed. I don't care if you still think that you are a real CC class, because from the explanation of the use of the skills you (and Roxilm (?)) have shown it's clear that the primary focus of the CC role is switched. [/quote]
Short lived CC is still CC. Having to put more effort into maintaining CC on a certain high priority target doesn't suddenly make it so that you're not doing CC, it just means your CC is less powerful. (Or at least that the enemy is very powerful.)
In insanity mode, I spend a lot of time applying a move that CC's a single target and everything close to them. Am I using CC a little differently, or with a slightly different focus on what the CC is supposed to accomplish? That I can agree with.
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You adapt to playing the class in another way, no matter if you understand it or not. Re-read how you use skills and maybe you will understand it too if you can be objective on the matter.
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I play the class in another way, a way that happens to incorporate a CC move and use it fairly regularly, then when defenses are down I play in exactly the same way.
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Yes, how not. Let's change all classes to other ones just to increase difficulty. It seems very good to me, it's the most obvious thing to do just to increase challenge. [/quote]
What other class does the adept turn into? Is there another class that throws a black hole at somebody that stops them from moving and eats away at their shields, then sucks them into the air when their shields are gone?
Which one is it? Is it the soldier?
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And yet Singularity (as I've repeated an hundred times already) is one of the only two Biotics that are not so affected by the restrictions. To be true Singularity still has a reduced effect because the control time is very low in respect to normal, still it retains a bit of its CC role, a luxury the other 80% of Biotic skills don't have.
Good work on taking as an example the ONLY Biotic skill (apart Warp) that it's not concerned so much at higher difficulties, as I always repeated. Don't act smart, please, I ask you kindly. I don't think that to do a bit of CC I should HAVE to take Singularity. This is an imposition.[/quote]
You can't not have singularity, you start the game with it. It's the class skill. It's supposed to be used a lot. You don't even have the option to remove it from your keybinds on the 360. It works 100% as a strong CC ability, which is even more important because this is in a game with almost no CC that works through defenses whatsoever.
A single singularity controls someone for long enough to remove the shields from everything but harbinger level enemies. It might be the only CC we have through defenses, but it works REALLY well. What more do you need? Once the defenses are down, then you can use the other stuff and branch out.
I took the example because it's a good example. I have pull, throw, and singularity keybound. I have a CC skill for defenses, a CC skill for no defenses and for setting up kills, and a skill for smashing people into walls and throwing them into places and off of things. With any squad makeup once the singularity flies, defenses start going down often faster than I can finish people off. (It was amazing with grunt and jacob! I would just waltz into fights behind them and cc/kill all the people they scattered and stripped.)
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But also Singuarity is not a real CC skill. As you have shown it's use in higher difficulties is not as a real CC skill (since its duration and usefulness as a _true_ CC role is VERY limited) but only as a mean to follow up with a Warp to detonate a bunch of targets. As you see, the role of the skill is changed. You don't use it no more as the PRIMARY objective of removing targets from the fights, but to do damage to them. While the effect is the same the motive of use its changed.[/quote] [/quote]
Short lived CC is still CC. CC that is used as a setup for damage is still CC. The main objective for CCIng an enemy in any game is ultimately to do damage and kill them. Also, a lot of times I simply CC something and then turn to other enemies and fight them instead of the thing I CC'd. (This is the use of CC that you are refering to, I believe.) This worked to great effect against collectors, because if I killed harbinger first, he'd just take control of other collectors, but if I left him in a singularity, he'd leave me alone while I killed his buddies.
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But all this aside, I'm starting to think I might be the only person who played an adept on insanity (well, roxlimm here agrees and played it on hardcore, so there's that) and actually enjoyed it, so I guess that alone invalidates my opinion. It's weird, because in the vanguard complaint threads, there's actually a bunch of people defending them, and for adepts it's pretty much just me and rox.
I guess we're the only people in the community who played it on insanity/hardcore and saw the same stuff in it that christina did?
That probably means they will change it, whether in a patch or in ME3, whether I like it or not. I will take some perverse enjoyment in feeling like the class was tailored and balanced specifically for my enjoyment and play through the game a couple more times so that I can enjoy it before that happens.
So, you guys win on that front, I suppose. I'll chill out on the topic unless I see some other people actually defending the class as it is, in which case I'll support them and chime in again.
Modifié par Soruyao, 11 février 2010 - 02:32 .