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Shared cooldowns in ME:A?


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55 réponses à ce sujet

#1
Hrulj

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Should shared power cooldowns be continued, as in ME:2 and ME:3 into ME:A, or should we return to every power having its own cooldown like in ME:1?

 

Also, could anyone explain why they introduced shared cooldowns in ME:2?


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#2
Broganisity

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I don't know. That is a legitimate answer.

I played ME2-3 before ME1, and I feel that both systems were good but I can see how non-shared mixed with the better action of ME3 would be ridiculous in both a good and bad way.


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#3
BabyPuncher

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Probably because they didn't like the player being able to spam every power they had immediately at the start of each encounter.

 

The powers in ME 1 tended to often be weak and useless enough that it didn't matter, but such a system using the much more effective powers in ME 3 would probably be broken.


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#4
Hrulj

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Probably because they didn't like the player being able to spam every power they had immediately at the start of each encounter.

 

The powers in ME 1 tended to often be weak and useless enough that it didn't matter, but such a system using the much more effective powers in ME 3 would probably be broken.

True, but at the same time having to pause a game to order Liara to use lift, then throwing your warp every time you want a biotic explosion is anti-climatic, and becomes tiresome quickly. 



#5
Broganisity

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True, but at the same time having to pause a game to order Liara to use lift, then throwing your warp every time you want a biotic explosion is anti-climatic, and becomes tiresome quickly. 

People actually pause the gameplay still? I hope they do away with that feature. The more action-based Mass Effect (and to an extent Dragon Age) gets, the worse that feature gets.



#6
Hrulj

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People actually pause the gameplay still? I hope they do away with that feature. The more action-based Mass Effect (and to an extent Dragon Age) gets, the worse that feature gets.

We have too many powers to hotkey them on available buttons for player and 2 squadmates + taking out different combinations of people always makes you asign those hotkeys again



#7
caradoc2000

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Also, could anyone explain why they introduced shared cooldowns in ME:2?

This was explained back when ME2 came out. ME1 powers had very long cooldowns (tens of seconds), so they could only be used once or twice per encounter. To make the powers more feasible, cooldowns were significantly reduced in ME2. To balance this advantage (and to prevent spamming) they introduced the shared cooldown mechanic.

 

There were many other balance tweaks as well, such as the fact that many powers no longer affected protected (shield/armor) enemies.


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#8
Wulfram

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I'd keep the universal cooldown. Individual cooldown could work with the right design, but ME3 combat was good and I don't see a strong case for meddling with it.

It could be interesting to have something like the focus powers in DAI, though - a really powerful ability that's effectively on what's effectively it's own rather long cooldown.

#9
countofhell

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Should shared power cooldowns be continued, as in ME:2 and ME:3 into ME:A, or should we return to every power having its own cooldown like in ME:1?

 

Also, could anyone explain why they introduced shared cooldowns in ME:2?

It was because simple balance and biotic/tech combos.

These change was probably not the best choice for ME2 but in ME3 multiplayer works really fine because there you can only have a maximum of 3 powers with cooldown at the same time, but it is not necessary to fully level up all the three.

 

Also i like the way how the gear's weight affects the cooldowns of the powers, also this works fine in ME3 MP. as well.

 

ME1 is the most RPG style, there are actually no limits at all, there you can have near everything from the powers and the more you progress in the game Shepard is going to be more tough, better cooldown and actually no enemy will going to be in Shepards way and after the Conduit no Geth can stand against Shepard and you can lift up 3-4 or even more Geth up in the air, give them in the face a throw and a warp and holding down the fire button until their HP reaches 0.

 

However in ME2 and ME3 campaign you fully upgrade 2 or 3 mainly used powers of Shepard and that's it, you reached the limits of Shepard and you don't even near 2/3 of the game.

 

So i'd prefer the near limitless ME1 no sharing cooldown. However in ME3 multiplayer the shared cooldown works really great.

So for Andromeda i expect something really new about cooldowns, because both in ME1 and ME2 where none perfect, not bad but not perfect.


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#10
Helios969

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I think you need to keep it the way it is.  I think of it as fatigue for biotics or recharge time for tech specialists.  It could make sense for hybrids between tech and biotic powers but that would give an unfair advantage to that class.



#11
Nitrocuban

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I think global cooldown is fine.

But when I look at ME3's weapons mainly having thermal clips and some have again ME1's overheating system  I'd say why not do the same for powers?

Imagine a Power like Flare not blocking your global cooldown but have it's own 10s timer.


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#12
Hrulj

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It was because simple balance and biotic/tech combos.

These change was probably not the best choice for ME2 but in ME3 multiplayer works really fine because there you can only have a maximum of 3 powers with cooldown at the same time, but it is not necessary to fully level up all the three.

 

Also i like the way how the gear's weight affects the cooldowns of the powers, also this works fine in ME3 MP. as well.

 

ME1 is the most RPG style, there are actually no limits at all, there you can have near everything from the powers and the more you progress in the game Shepard is going to be more tough, better cooldown and actually no enemy will going to be in Shepards way and after the Conduit no Geth can stand against Shepard and you can lift up 3-4 or even more Geth up in the air, give them in the face a throw and a warp and holding down the fire button until their HP reaches 0.

 

However in ME2 and ME3 campaign you fully upgrade 2 or 3 mainly used powers of Shepard and that's it, you reached the limits of Shepard and you don't even near 2/3 of the game.

 

So i'd prefer the near limitless ME1 no sharing cooldown. However in ME3 multiplayer the shared cooldown works really great.

So for Andromeda i expect something really new about cooldowns, because both in ME1 and ME2 where none perfect, not bad but not perfect.

Why not different rules for SP and MP?



#13
fchopin

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Shared cooldowns are rubbish.



#14
Vertrix

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Shared cooldowns are ok with me. At least, regarding biotics: in fact, after you used a power, your implants need some time to recover, and the fact that recovering time is the same amount for each power makes sense to me.



#15
N7Jamaican

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I don't mind shared cooldowns.  If you've played an MMO, then you're used to global cooldowns, shared downs, etc.



#16
RoboticWater

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People actually pause the gameplay still? I hope they do away with that feature. The more action-based Mass Effect (and to an extent Dragon Age) gets, the worse that feature gets.

And that's the reason we need to keep it. I like a good TPS as much as the next guy, but Mass Effect's gameplay wouldn't be nearly as unique if it committed entirely to action. Besides, ME3 had enough hotkeys that action-oriented players could opt not to open the power wheel as often.

 

The additions of pausing and cover mechanics slow the game down a bit to emulate RPG combat speeds and facilitate more methodical styles of play. If anything, BioWare should do a bit more to justify the pause, giving players more tactical control within the menu.



#17
KainD

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Should shared power cooldowns be continued, as in ME:2 and ME:3 into ME:A, or should we return to every power having its own cooldown like in ME:1?

 

Also, could anyone explain why they introduced shared cooldowns in ME:2?

 

They wanted combat to be more dynamic so they drastically reduced the CD's for all powers. Then they introduced shared CD's so that the player wouldn't be an overpowered non-stop power hurling machine with said minuscule CD's since powers don't cost player anything to use. 

 

If the non-shared CD's are coming back, all the powers are going to see a major increase in CD timers. 


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#18
SolNebula

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Individual cooldown is the way to go.



#19
Eleonora

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While I liked the individual cooldown in ME, it was kind of broken. When you're low levelled, powers take a long time to recover. When you're high levelled, you can spam powers indefinately and (especially in the case of immunity's shorter cooldown than power duration) the game becomes a breeze. The shared cooldown also seems a bit more "realistic", it makes sense (especially for biotics) to wait a bit before using any other power.

 

Though honestly, I wouldn't mind if they used either, as long as it works well within gameplay.


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#20
themikefest

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I like both


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#21
7twozero

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Biotic and tech on separate shared cool downs.

#22
Ahglock

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I think they should look at the length of the cooldowns but I'm fine with a shared or global cooldown.  I guess to motivate lite gun loadouts in ME3 some of these cool downs are farking absurd. 



#23
capn233

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Shared because it makes the gameplay better.



#24
Xerxes52

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Shared cooldowns are fine with me.



#25
CHRrOME

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I think global cooldown is fine.

But when I look at ME3's weapons mainly having thermal clips and some have again ME1's overheating system  I'd say why not do the same for powers?

Imagine a Power like Flare not blocking your global cooldown but have it's own 10s timer.

 

That could be kinda interesting. We did have Dark Sphere (Awakened Collector) back in ME3 that had its own cooldown. I think Stasis should have its own cooldown rather than being shared, a power that is somehow useful but has a horrible cooldown and make it painfully to use at times.

Of course I wouldn't add many of these type of powers because of balance issues, but a few could make things interesting indeed. Just like having a few old school heat based weapons like the Lancer.