The main issue with powers in ME3 was that they were underpowered for the most part, though they did have a few good kits later on in the MP.
The main issue with powers in ME3 was the combo system. It is basically the root of what is wrong with power balance. The secondary issue was the enemy unit cap.
Even if your singularity did land, the sniper would have just killed it before you could detonate a biotic explosion.
The real question here is why you need to CC a lone target and then detonate an explosion on said target when Adepts carry guns. Obviously I agree that there wasn't much call for CC in ME3, but that falls mainly on the unit cap. Not trying to nitpick here, but what I am trying to get at is a delineation of roles for individual powers and for weapons. Weapons and some direct damage powers should be more valuable on lone targets than CC, and that will be the case nearly universally, unless player character is extremely weak compared to the enemy.
The CC aspect of it became virtually useless on higher difficulties because it was extremely rare that anything without any shields, barriers, or armour was going to be alive longer than 2 seconds anyway.
Actually I agree with the statement as it can be interpreted, but only because in a team setting combo combo combo is the reason that the CC is completely marginalized. It isn't purely on guns. You cannot wipe entire groups as easily with guns as you can with power combos, even at higher difficulty. For solos or duos it is slightly different since combo speed falls off, but the game really shouldn't be designed around solo at all (that includes SP).
What you needed if you didn't want to be a grenade spammer was either a BE primer or detonator that wasn't on the global cooldown like the N7 Fury has with Annihilation Field, or a character with Smash.
Fury, yikes. Smash at least has a cooldown and is a short range damage power that is target capped. Honestly I find AF, the Fury and the Valkyrie to be pretty poor cases of balance and where BW decided "screw it, let's just go all in on combo spam."
If defenses are going to be as abundant, CC needs to be able to pierce them. Even if it's at reduced effectiveness, CC is pointless if I can't use it 90% of the time with the other 10% of the time being a target I'm about to kill.
CC is only valuable when the number of enemies overwhelms your ability to kill them. There are really a lot of problems with the way ME3 is designed, but I hesitate to say that limiting CC on protected targets is one of them. If you flip a switch on ME3 and allow Pull or Singularity to ragdoll protected targets, it doesn't make much difference in the metagame, IMO.
The other problem is that I do not think this encourages coherent team strategy, and I would prefer if they moved away from the ME3 MP model of 4 independent Rambos of whatever class.
It would be nice if in MEA the upper difficulties required a more coordinated approach with something like defense stripper, CC'er, DPS and then a wildcard. Of course the real question is how do you balance the number of enemies relative to the capability to kill them? In ME1 you had a fair amount of mooks, but what made the CC valuable was that it took a long time to kill each one. I don't think the game should be that tedious, so numbers are needed. ME3 was pretty far off the mark since the cap was 8 units, and even on gold each had a pitiful amount of health relative to the amount of damage any class could deal.
> Damage evolutions competing with combo damage need to be much higher to encourage non BE spam builds that don't suck.
I agree that a single damage power should be useful in and of itself, in the right situation. For damage powers, them actually doing damage makes a lot of sense.
> Tone down anti-power enemies like the Phantom and Banshee.
Definitely. Direct damage powers should have a role in MEA. In ME3 it unfairly punished the projectile powers, and rewarded powers that could take advantage of exploits.
> Some of the earlier abilities like Warp could stand to have higher base damage
Defense strip direct damage powers probably should have more punch at lower level. If I were running things, Warp would not be in that category and would be more a hybrid damage and debuff.
> Revisit weapon weight to make it more meaningful for ability spam classes to want to have 200% recharge, and don't make weapons like the Hurricane or Talon which were very light and had among the best damage output in the game.
If it is retained, then yes. Weapon balance was way off the mark with respect to the weight-cooldown system in ME3. Of course there is a part of me that would rather not see the weight-cooldown system at all, as I do not think it is the best way to accomplish their goals.
Another semi-related issue is that I hope they do not pull a DAI and make power damage reference weapon base damage.