Aller au contenu

Photo

Powers that you think need a revamp?


  • Veuillez vous connecter pour répondre
44 réponses à ce sujet

#1
Ahglock

Ahglock
  • Members
  • 3 660 messages

​What powers do you think need a revamp if any?

 

For me my main one is shockwave.  Its not terrible, but it moves a bit too slow and I think the default range should be the extended range.  But my main beef is it doesn't feel like a shockwave.  It feels like a wave, or yank rug out from under them power. I want suicide mission end of the slow barrier walk cut scene style shockwave, a forward launching clear the hallway blast.  Obviously toned down power wise from the cut scene.

 

Ammo powers, I don't want revamped so much as moved to gear.  With new combat powers that feel like powers in their place. 

 

What are your pet peeve powers that you want fixed to your taste. 


  • KrrKs et INVADERONE aiment ceci

#2
KaiserShep

KaiserShep
  • Members
  • 23 855 messages

I'm kind of on the same page with shockwave, but I have issues with throw. There's a lot of problems I have with ME1's combat, but one thing I loved was throw. It was essentially like shockwave, only this power was actually fun. Shockwave is the one power I rarely ever use on my Vanguard Shepard, and only use it on occasion to detonate nearby enemies lit up with incendiary ammo. 

 

On the subject of ammo, I agree. There's no real reason why any class shouldn't be able to use modifiers that apply incendiary, cryo or whatever effect to weapons fire. Kinda funny that MP pretty much did this, allowing any kind of character to use any kind of ammo. 



#3
ArabianIGoggles

ArabianIGoggles
  • Members
  • 478 messages

Yeah, shockwave was complete crap.  The fact that it also had a bug where it wouldn't even work didn't help.



#4
Larry-3

Larry-3
  • Members
  • 1 284 messages
Shockwave should actually send people flying regardless of shields or armor.

#5
KaiserShep

KaiserShep
  • Members
  • 23 855 messages

Shockwave should actually send people flying regardless of shields or armor.

 

Basically ME1's throw. Didn't matter how well shielded the target was. Heck, I had Liara lift a shielded colossus. 


  • Larry-3 et SpaceLobster aiment ceci

#6
Larry-3

Larry-3
  • Members
  • 1 284 messages

Basically ME1's throw. Didn't matter how well shielded the target was. Heck, I had Liara lift a shielded colossus.


Back when dark energy was more threating. Instead of being a joke.
  • DeathScepter aime ceci

#7
Enigmatick

Enigmatick
  • Members
  • 1 917 messages

Visually they all need a revamp. They should go back to the ME1 style of warping light instead of being brightly colored blue balls.


  • Xaijin aime ceci

#8
Larry-3

Larry-3
  • Members
  • 1 284 messages

Visually they all need a revamp. They should go back to the ME1 style of warping light instead of being brightly colored blue balls.


I always refer to them as "adorable bubbles".

#9
BronzTrooper

BronzTrooper
  • Members
  • 5 022 messages

I'd like Shockwave to return to the ME2 version, tbh.  When I think of a shockwave, I think of a wave of energy knocking down anyone and anything in its way.  ME3's Shockwave was utterly underwhelming and definitely should be changed back, imo.

 

As for the ammo powers, I'd prefer it to be returned to either the ME1 styling (equipping specific types of ammo to specific weapons) or the ME3 MP styling (choose the type of ammo you want to use and it'll last for the entire mission).  Making them into individual abilities seemed kind of pointless, imo, since all the classes should be able to use whatever types of ammo they want instead of being restricted to 1-3 types.

 

I'd also like for Tech Armor to bring back your shields when you activate it and detonate when the shield it generated is depleted, just like how it worked in ME2.

 

Honestly, I'd prefer for a lot of the abilities to return to their ME2 styling, but still keeping the combos (still want to set off fire 'splosions).  Singularity, Pull, Throw, Warp, and Reave should bypass shields like they did in ME1, and it should work for both sides.  It just seems too stupid to have shields block all forms of damage when lore-wise, they only deflect high-speed projectiles like bullets.

 

Maybe I'm a bit biased, though (ME1's combat was my favorite out of all 3 games, despite playing it last), but I still think that looking back at stuff in ME1 and ME2 and improving them in ME:A is better than continuing on the generic sci-fi TPS combat trend.


  • Odintius, capn233 et O'Voutie O'Rooney aiment ceci

#10
kajtarp

kajtarp
  • Members
  • 423 messages

every screen shaking power need a revamp.



#11
Nitrocuban

Nitrocuban
  • Members
  • 5 767 messages

- Pull, Slam and Lash should be combined into one Power with different skill trees like shield piercing, priming (on armor), slamming mooks, detonating BEs

- Cryo Blast and Cryo Ammo need to do damage, slowing alone isn't worth much, Cryo needs some more benefits like taking +100% damge from force attacks

- Grenade respawn timer per player and not global cause 4 grenade users stealing each othersgrenades in  ME3MP isn't fun (at least if you are not a Drell)

- Defense Drone should be the Tech version of Annihilation field, zapping enemies and priming for tech bursts

- Acid/Poison/Polonium as new 4th damage type, full set of priming, detonating, debuffing powers, grenades, ammo ...



#12
DarthLaxian

DarthLaxian
  • Members
  • 2 040 messages

​What powers do you think need a revamp if any?

 

For me my main one is shockwave.  Its not terrible, but it moves a bit too slow and I think the default range should be the extended range.  But my main beef is it doesn't feel like a shockwave.  It feels like a wave, or yank rug out from under them power. I want suicide mission end of the slow barrier walk cut scene style shockwave, a forward launching clear the hallway blast.  Obviously toned down power wise from the cut scene.

 

Ammo powers, I don't want revamped so much as moved to gear.  With new combat powers that feel like powers in their place. 

 

What are your pet peeve powers that you want fixed to your taste. 

 

Well, not powers themselves IMHO (though changing some of them would be a good idea as well!) - what needs an overhaul is the system itself:

 

I think everybody should be able to pick up all powers - I mean it's quite stupid that a biotic (particularly a "natural" (we know that biotic ability isn't something all that natural after all) biotic like an Asari) can only use certain powers, just because the player decided he wants to play a certain "class" -.-)...same for tech powers (!), I mean what hinders a biotic from using a damned OMNI-Tool? (nothing...it's an artificial restriction that makes no sense at all in the game world!) or a tech from tweaking his/her weapon (ammo-powers)?

 

greetings LAX



#13
Killroy

Killroy
  • Members
  • 2 833 messages
Stasis. Bubble and Vulnerability should both be available instead of choosing one of them.
  • INVADERONE aime ceci

#14
themikefest

themikefest
  • Members
  • 21 621 messages

I agree about shockwave. Even the sound effects for it in ME2 were better than the ME3 version



#15
Guest_Dovahkiin_*

Guest_Dovahkiin_*
  • Guests

I just hope they let us use the attacks from the multiplayer...

 

Damn that biotic slash :)



#16
N7Jamaican

N7Jamaican
  • Members
  • 1 778 messages

Engineer and the drone.  I think the drone should be able to do 3 things that players have the ability to specialize for, example:

 

a.  Medic drone (boosts player and squadmate shields when shields are depleted)

b. Aggro drone (serves as a 'tank,' distracts enemy combatants to focus on drone)

c.  Attack drone (assists player in killing enemies)



#17
Ahglock

Ahglock
  • Members
  • 3 660 messages
Someone or someone's mentioned the splosions and wanting to keep them. While I'm all for power interactions I'd rather just have warp explosion if it's just a bunch of different colored explosions. I want interactions that suck for you like maybe it early cancels a lift, I want nothing effects, I want beneficial effects but not just explosions. Maybe it just magnifies the current or new effect, maybe it stuns a group and yes some explosions. When everything is an explosion none of the explosions seem special.(and it's too easy to pull off)

Other beefs. Why is warp now only effective against one defense? Having barrier and armor was far from overpowered.

Shield stripping powers need more substance than being a shield debuff. Effective but boring outside the tech splosions. Like overload should have neural shock built in. Your choice shouldn't be something cool or make its core job more effective. It should be something cool or a different cool thing.

Actually I want this for all powers. At each level of the power the type of upgrade should be the same. Pure mechanical increase with two roughly equal options. Increase recharge or damage. Or pure cool additional effect. Add neuro shock or detonate ammo. Then have each cool effect branch out. If you take neuro shock you have 2 cool options down the chain go ammo detonate 2 different cool options. Maybe each will have 3rd split the difference and pick up base other effect. Though I'd rather not have the 3rd option I think.

Typing on phone.

#18
Mcfly616

Mcfly616
  • Members
  • 8 997 messages

All of them.

 

 

Though, I wouldn't be as picky as the OP seems.



#19
Ahglock

Ahglock
  • Members
  • 3 660 messages
I'm very picky pre release when there is still time for input to hit designers ears. I'm not very picky post release and I'm playing it. Then I'm in a do I think it could be better, sure. But overall it's still fun place.

#20
tatann

tatann
  • Members
  • 84 messages

Visually they all need a revamp. They should go back to the ME1 style of warping light instead of being brightly colored blue balls.

I don't know, brightly colored or not, blue balls can inflict the worst pain to a man

Sorry, it's friday...

I want Pull and Statis to at least "something" to protected enemies like Singularity does (stagger, slow, prime, etc...)

#21
Ahglock

Ahglock
  • Members
  • 3 660 messages

I'm playing multiplayer and its been a blast and one thing is it has gotton me to play clases I never played in ME3 as I'm a adept fanboy. But Singulairty needs a revamp, my quarian engineer with defensive drone does a better job at crowd control than singulairty and it lasts a crap ton longer. Maybe if it didn't move like it was thrown by a 5 year old and had tripple its duration its area was doubled without a unlock and it staggered a bit better it would be on par with defensive drone. As a classes signiture move it shouldn't be kind of okay at its job. The area of effect is small so it doesn't block anything but the tightest of quarters and its duration is so short that you have to constantly throw another one. I used to love it but the more classes I play the less impressed I am for a classes key power.

 

Side note, enemies who are not looking at you shouldn't dodge your slow moving projectiles.



#22
capn233

capn233
  • Members
  • 17 385 messages

Where to begin...

 

Might as well get combos out of the way.  Simple physics based combos need to return, which will help alleviate some of the "Michael Bay Effect" from ME3 gameplay.  Think Pull and then Throw from ME2.  Combos should not be the only damage dealing category to scale with enemy level (if enemy level scaling remains, which is a good bet).  What would be nice is if cross class combos were the best, rather than in class.

 

Adrenaline Rush (and time dilation in general): it might be time to retire the time dilation mechanic from single player.  It does not mesh well with MP, and is actually somewhat annoying for someone who wants to jump between modes, IMO.  There are many other buffs that this power could give a soldier other than time dilation.  Marksman could be potentially changed to an evolution of ARush, with more modest buffs.

 

Tactical Cloak - if it is going to retain a damage buff, it needs to be more limited in application to one or the other of weapon or power.  It also makes sense to revisit the idea of giving free power use at base, which basically imbalances any powers the infiltrator has in common with other tech or combat classes.  In very general terms, the ME2 version was more balanced than the ME3 version, which is why in that game many times it made sense to level up other powers like Incinerate before TC.  Also, if you break cloak with weapon fire to get the damage buff it should cost the full cloak cooldown (assuming scaled cooldown returns).

 

Shockwave - I agree with the poster who liked the ME2 version better, which is more of an indictment on how poor the ME3 version is, especially before mega buffs.

 

Nova - This power should not exist.  At most it should be an evolution of Shockwave that changes it from a longer ranged, linear attack to one that radiates a shorter distance from the player in all directions.

 

Sabotage - It would be nice to turn this into an actual debuff power that affected enemy weapons in some way, either overheating them briefly like in ME1, or giving them an accuracy debuff.  I was also not a huge fan of rolling AI Hacking into this power, mainly because debuffing synthetic weapons is better than hacking anyway.

 

Various tech and combat powers - more radius available.  Incinerate was better in ME2 when you could get a decent radius.  The Heavy evolutions need to be appropriately powered though.  It also makes sense for radius to be a late evolution rather than an early one.

 

Stasis - enemies should not take damage in stasis without a late evolution

 

Blue Shields vs Purple Shields - there should only be kinetic barriers, and different powers could supplement them (Shield Boost, or Barrier).

 

Ammo Powers - The reason they are powers is likely because it is hard to imagine decent actives for the combat classes, but this is not insurmountable.  I would prefer that these become gear items, like in ME1 essentially.

 

Grenade Powers - Again, I prefer a more ME1 approach to grenades.  Also, the ME1 grenades felt more futuristic.

 

Sentry Turret - a poor man's Combat Drone.  Not needed.

 

Tech Armor - ME2 like function.  Don't bring back squad cooldown reset (which was supposed to be removed from ME2 anyway).

 

edit:  There are various MP powers which are absurd and I did not bother to mention.  AF I am looking at you.


  • luckyloser_62 aime ceci

#23
AllianceGrunt

AllianceGrunt
  • Members
  • 200 messages

Yeah Pull definitely needs to be changed or dropped entirely Lash has made it all but useless. Ammo powers going into gear is not a bad idea, or maybe each time you start a new campaign you choose one Ammo type to use all the way through, but if you are a Soldier you can choose two or three. But the Soldier should still have the same amount of active powers as other classes. 



#24
Pistolized

Pistolized
  • Members
  • 219 messages

I like to believe that Ammo Powers are powers because it takes special training to accurately utilize them (awkward kickback and/or specific aiming and timing concerns).  Regardless, I would personally like to see ammo powers reduce the physical damage as a compromise to the added benefit, making the choice more strategic.

 

And I want Damping and ME1 Overcharge/Sabotage back.  A lot of the utility from Tech got dropped or merged, which I didn't like.



#25
mickey111

mickey111
  • Members
  • 1 366 messages

vanguard of ME3 was way too good at everything, I'm not one for trying overly hard to balance single player and coop classes but damn son!