Powers that you think need a revamp?
#26
Posté 03 septembre 2015 - 12:59
#27
Posté 03 septembre 2015 - 01:51
I'd like to actually make my own Biotic powers. You can make new moves that would allow your character to float or powers that do completely different things. Biotics should be as powerful as they were in ME1.
Truthfully I want the whole Biotic powers to be revamped. It should go back to ME1 where all powers didn't have to recharge after you used only one. I'd like if powers either recharged individually or have a power bar that basically filled up if you used your Biotics too much. With the power bar, none of your Biotic powers have to recharge and when you use your power too much the bar fills, once it reaches half way you start losing health and once it fills all the way you will lose most of your health.
Ammo powers should just go away and a true weapon upgrade and customization system should be reimplemented.
Tech armor should have different levels and should look differently each time you upgrade it in it's skill tree.
I'd like a biotic attack that just explodes your biotic barrier in every direction. I think there was a power like this in ME3 MP.
#28
Posté 03 septembre 2015 - 02:06
I think basically all of the powers should be revamped as they currently exist. As others have said, I really want a reduction of ME3's emphasis on explosions. I also really want to see a lot more diversity of powers evolutions, for example the option to change Barrier into Annihilation Field. A lot of power redundancy could be cut down with such evolutions as well. Warp and Reave, Overload and Energy Drain, Pull and Slam all spring to mind immediately.
#29
Posté 03 septembre 2015 - 02:10
I have a lot of issues and not enough time. I'll be back. Until then, here's my newfound seal of approval:
#30
Posté 03 septembre 2015 - 02:24
I think basically all of the powers should be revamped as they currently exist. As others have said, I really want a reduction of ME3's emphasis on explosions. I also really want to see a lot more diversity of powers evolutions, for example the option to change Barrier into Annihilation Field. A lot of power redundancy could be cut down with such evolutions as well. Warp and Reave, Overload and Energy Drain, Pull and Slam all spring to mind immediately.
I completely agree with this, except don't change a power just add to it's effects as an evolution.
#31
Posté 03 septembre 2015 - 02:42
I'd expect everything to be revamped, but if I had to name one off the bat, I'd go with Sabotage. Only because the AI in ME3 was a hit or miss whenever you casted it on a synthetic enemy. After that, it would be Sentry Turret. Most useless pet power in ME3.
#32
Posté 03 septembre 2015 - 02:50
BTW
About very similar powers or powers that could be worked into a single power as a single skill tree:
Barrier / Biotic focus / Biotic sphere / Annihilation field
Warp / Biotic orbs / Reave / Dark channel
Lift / Slam / Lash
Shockwave / Smash / Nova
Charge / Poison strike
Singularity / Dark sphere / Flare
Cluster Grenades / Lift Grenade
Adrenaline rush / Marksman
Concussive shot / Carnage
Siege pulse / Hawke missile launcher
Frag grenade / Inferno Grenade / Arc Grenade / Multi Frag grenade / Homing grenade / Sticky Grenade
Fortification / Tech armor / Defense Matrix
Devastator mode / Hunter mode
Overload / Shield Drain
Cryo blast / Snap Freeze
Incinerate / Flamer
Recon mine / Proximity mine / Cain mine
Probably missed some, and didn't include powers that don't have other powers that are similar to them.
If you think about it we could have fewer base powers but really interesting in-depth skill trees that could combine multiple interesting effects.
#33
Posté 03 septembre 2015 - 03:00
Until then, here's my newfound seal of approval
Uhhh, have you never seen Terminator 2?
#34
Posté 03 septembre 2015 - 03:04
<<<<<<<<<<()>>>>>>>>>>
Looking at the list of available Powers/Skills : http://www.narida.py...man/EAEFF//////
I'm more interested in what Bio can come up with in ME:A.
#35
Posté 03 septembre 2015 - 03:24
Uhhh, have you never seen Terminator 2?
You are showing your age.
#36
Posté 03 septembre 2015 - 03:27
You are showing your age.
1991 wasn't that long ago...
- Naphtali aime ceci
#37
Posté 03 septembre 2015 - 03:40
1991 wasn't that long ago...
Now you're dating yourself.
I mean, I agree. But that's because I'm old.
#38
Posté 03 septembre 2015 - 05:12
A weird way to deviate from the topic, but I like it! I call it newfound because I've just recently started abusing the gif. Anyways, back to the topic as I'm back and ready!
--------------------
Alright! Here we go:
Power Mutations:
Class Mutations:
Deus Ex: Power Revolution:
Gear Revolution, AKA: Improving the Soldier:
- Pistolized et SpaceLobster aiment ceci
#39
Posté 03 septembre 2015 - 09:10
[BEs = Biotic Explosions]
Barrier: The purging/detonating effect on Barrier being a primer for BEs and not a detonator feels counterintuitive and unnatural. It should instead be a break glass in case of emergency button which detonates close range BEs for you without you having to worry about a previous cooldown which would be much preferable to the present incarnation in sp/mp. In addition it should initially boost your Barrier when activated as it did in ME2 which was so damn useful I was annoyed when they removed it in ME3 because I always pick barrier on biotic classes as they look naked without it and having to use Defense Matrix or Energy Drain on Biotic classes instead to get your barrier back up is just wrong.
Tech Armor: TA should be the tech version of Barrier and do the same thing for tech classes (tech combo detonator when purged, initial shield boost when activated). Defense Matrix meanwhile could be the inverse of both but I would prefer it to just give you a constant boost to shields but require grenade charges (consumable/equipment) as it does in me3mp.
Slam: It also makes no sense that Slam doesn't work on shielded targets - should be the vertical alternative to Lash which would give it a benefit (reason to use it) over throw.
Annihilation Field: The Drain effect should only work on Barrier not Shields (makes no sense) and given it's primary focus is priming for BEs it should be the opposite offensive primer counterpart to Barrier the protective detonator giving you a reason to have both. Purging Barrier to detonate Annihilation Field's BEs would be a really cool combination/synergy for cqc in a tight spot and combined with the extra damage reduction of Barrier would make AF a lot more viable on higher difficulties if balanced correctly.
#40
Posté 03 septembre 2015 - 02:42
1991 wasn't that long ago...
24 years and I think a R rating. Just saying. Sure I saw it but that was the year I graduated from high school. I suspect I'm older than most people here. But hey someone referenced the d6 version of D&d and that predates my gaming having started with BECMI.
#41
Posté 03 septembre 2015 - 02:50
Slam: It also makes no sense that Slam doesn't work on shielded targets - should be the vertical alternative to Lash which would give it a benefit (reason to use it) over throw.
.
I have no issue with either not getting through shield. But I'll agree if there is a balance reason for lash to pull it off slam seems like a good choice for shield penetration as well.
Conceptually I'd prefer armor penetration but I get why with how shields fall first. But on the other hand too many enemies have no health meaning you can't use your powers on then. Add a freaking health bar or make biotics pierce armor. I want to lift that mech or whatever.
#42
Posté 03 septembre 2015 - 03:02
In multiplayer, I suppose they were somewhat balanced.
#43
Posté 03 septembre 2015 - 04:20
As much as I loved combos, they were far too powerful and easy to pull off in ME3. They trivialized the Single player campaign. I suggest toning down the damage and force they apply on higher difficulty levels.
In multiplayer, I suppose they were somewhat balanced.
Yeah they were way too easy and I still hate the everything is an explosion model. Have the combo make some kind of sense based on what powers are interacting. Like if you throw someone who is on fire they light everyone on fire who is in their path or something.
#44
Posté 03 septembre 2015 - 05:56
24 years and I think a R rating. Just saying. Sure I saw it but that was the year I graduated from high school. I suspect I'm older than most people here. But hey someone referenced the d6 version of D&d and that predates my gaming having started with BECMI.
I was watching R-rated movies when I was a baby so the rating really has no bearing on my age. My favorite movie was Predator before I was able to say the word predator.
#45
Posté 03 septembre 2015 - 06:10
I honestly don't know how someone can be old enough to play ME but young enough so that they can't watch T2 or Die Hard or classics like that. It isn't like they only showed these movies once and locked them away forever.





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