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Lets Talk Combat: The Adept Class


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#26
Lulupab

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It seems like you are talking more about ME3 and the mediocre combat system it has.  Some of these problems would disappear if everything didn't generate a combo, the cooldown system and weapon balance wasn't half assed, etc.  Sentinel isn't much better than Adept, it just has some extra damage reduction.  So it is a little better, but you don't need the DR in the first place on insanity when everything dies to a couple combos.  Sure, Adept should have gotten improved singularity via patch, but it wouldn't have really made it much more efficient since it can already plow through the game.

 

ME2 Adept is more compelling within its game since it has one of the few abilities that can actually CC protected units in the base game, and it is great at crowd control (which actually mattered in ME2, especially compared to ME1), and can self combo with warp bombs or physics combos.  Biotics weren't win buttons, but they were powerful when used correctly.  The fact that there was some actual nuance in power choice for each cooldown was a great thing.

 

Soldier hasn't been the tank of the game since ME1.  It is in the running for weakest class in ME3.

 

But that tiny amount is what puts Sentinel ahead of Adept, even when it comes to squadmates. Defenses become very annoying on insanity and Sentinel deals with biotic specific defenses as well as Adept does but also deals with tech too. And with added survival it competes with vanguard for being the best class in ME3. In fact Vanguard + Sentinel makes the game pretty easy. Every tried vanguard shepard with Kaidan? Sentinel was also one of the best classes in ME2.

 

ME2 adept became much better after picking a new weapon from collector base, which you could use from the start of new game+. You could deal reliable weapon damage and using abilities on cooldown. But still, Infiltrator was probably the best class in ME2. It had Disruptor ammo for shields and incinerate for armor and if you got Reave for advanced training the class became complete. The thing with reave is it will hit anything in any range if you use sniper scope while using it.

 

Soldiers could use more toughness, but they are still the tankiest. James is fine in ME3 for example. He does what he is supposed to. Soak up damage and tank the husks. Admittedly in ME2 only Grunt could do this reliably.



#27
Sidney

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Adepts could use a work over from ME3, the shielded and armored immunity of most mobs pretty much sucked and made it mostly a prime and trigger biotic explosions. While I don't mind biotic explosions, wht I really would like to see with Adepts is more customisation and availabilty of abilities.

How can they be the masters of Biotic attacks if they just got a few of them and there are several others locked to other classes that they can't use?

 

Armored and shielded enemies being immune to most effects got pretty old.

 

 

I don't mind immunity as long as there are counters and clearly marked counters. I hated BG2 trying to recall if i needed to roll out pierce or breach to get rid of X effect.



#28
capn233

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Yeah that's largely what I was talking about when I said "For Mass Effect 3".

 

They could also make the standard canon fodder a bit more dangerous too, which is why Phantom is one of the main reasons why Stasis is useful. None of the other Cerberus units that don't have armour are really a threat except for the Phantom, and you don't see a whole lot of them in SP.

 

Well Phantoms aren't even common in SP (14 total or something with all DLC), compared to limitless low tier unprotected mooks.  I disagree that you need to remove the restriction on CC'ing protected targets at all even if we had an actual Insanity difficulty where all targets had protections.  ME2 managed to do this decently, where CC was still valuable even though it mostly didn't work on protections (except for a handful of powers, like Singularity who could stick elites).

 

The ability to prime and detonate targets became pretty much the only attribute of powers that had any value.  Most powers that could prime could prime protections, and thus protections were rendered largely irrelevant ignoring that they weren't particularly common in the first place.



#29
Lulupab

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The adept does not need all those abilities. If by default it had Barrier and Warp Ammo instead it would be much better. You are a pure biotic class and you are forced to use a weapon. So everything you do in the game should be determined by biotics. Biotic ammo, Biotic protection. They gave us Biotic Grenades anyway, which was a nice touch.

 

Something like:

 

Warp

Throw

Singularity

Warp Ammo

Barrier

Cluster Grenade

 

Its just a suggestion based on available abilities in game, there can be much better combination with new abilities.



#30
Sartoz

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                                                                                     <<<<<<<<<<(0)>>>>>>>>>>

 

The EA PLAY trailer shows someone doing what I call a biotic slam, similar to the NOVA. Possibly your prayers are answered.



#31
capn233

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But that tiny amount is what puts Sentinel ahead of Adept, even when it comes to squadmates.

The balance is off in ME3. The problem is that redesigning Adept isn't really the issue, it is the core mechanics of ME3.

By late game it is unclear that Sentinel is really much better at all given that Adept will be comboing at least as fast and will have similar weapon damage. The difference between Adept and Sentinel is much smaller than the difference between either of those classes and the two broken classes (Infiltrator and Vanguard).
 

Defenses become very annoying on insanity and Sentinel deals with biotic specific defenses as well as Adept does but also deals with tech too.

Defenses don't really even matter in ME3, especially SP. Most all primers can prime every defense, and the difference in combo multipliers and the short cooldowns does not make it prohibitive to use a BE against shields, or a TB against armor. Just combo combo combo and shoot your 0.5 encumbrance weapon that does 900 dps.
 

And with added survival it competes with vanguard for being the best class in ME3.

Not really. Vanguard gets 50% DR post charge, plus a non-cooldown based detonator granting immunity frames, and the best ammo power. Infiltrator and Vanguard are pretty much the top tier for ME3 SP, with Sentinel slotting below.
 

Sentinel was also one of the best classes in ME2.

Sure, but again this is mostly because of the TA rank 3+ squad cooldown reset. Sentinel by itself doesn't really deal a whole lot of damage, it is just highly resilient. Stasis glitch sidesteps the limitation in damage against elites though.
 

ME2 adept became much better after picking a new weapon from collector base, which you could use from the start of new game+. You could deal reliable weapon damage and using abilities on cooldown.

All the classes are better after Disabled Collector Cruiser, no argument there. However, you already start the game with the two weapon classes that are best at dealing with armor (pistol) and shields/barriers (smgs). You always had access to a 100% weapon damage bonus via ragdoll effects.
 

But still, Infiltrator was probably the best class in ME2.

Disagree completely here. The infiltrator was a one-trick pony with good single target DPS after DCC, but was not particularly great at anything early game. I would say this is the most overrated class in ME2.
 

The thing with reave is it will hit anything in any range if you use sniper scope while using it.

Reave is powerful, but pretty much turns any class into the Reave class.
 

Soldiers could use more toughness, but they are still the tankiest. James is fine in ME3 for example. He does what he is supposed to. Soak up damage and tank the husks. Admittedly in ME2 only Grunt could do this reliably.

Soldier has not been the toughest since ME1. And even then Infiltrator was nearly as tough.

Soldier was fairly tough in ME2 but was not as tough as Sentinel. Arguably not as tough as late game Vanguard either.

ME3 SP Soldier is not as tough as Vanguard (50% DR every 4s, immunity frames), Sentinel (permanent 50% DR), and arguably not even as tough as Infiltrator (Tac Cloak). You only get 25% DR from taking Hardening on ARush, and even then it is base 10s cooldown after 5.3 minimum duration.



#32
Cyonan

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Well Phantoms aren't even common in SP (14 total or something with all DLC), compared to limitless low tier unprotected mooks.  I disagree that you need to remove the restriction on CC'ing protected targets at all even if we had an actual Insanity difficulty where all targets had protections.  ME2 managed to do this decently, where CC was still valuable even though it mostly didn't work on protections (except for a handful of powers, like Singularity who could stick elites).

 

The ability to prime and detonate targets became pretty much the only attribute of powers that had any value.  Most powers that could prime could prime protections, and thus protections were rendered largely irrelevant ignoring that they weren't particularly common in the first place.

 

Well I wasn't saying you need to remove the restriction on CC and protected targets, but rather that something should change because CC is basically pointless in Mass Effect 3. I'd rather enemy design change because I think that's the main area that needs improvement.

 

Though I mentioned powers getting a touch up because I'm not a fan of combo spam being pretty much the only way for SP biotics to do respectable damage with powers. Especially since grenades aren't as prevalent and don't have the damage buffs from MP.


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#33
capn233

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Well I wasn't saying you need to remove the restriction on CC and protected targets, but rather that something should change because CC is basically pointless in Mass Effect 3. I'd rather enemy design change because I think that's the main area that needs improvement.

 

Though I mentioned powers getting a touch up because I'm not a fan of combo spam being pretty much the only way for SP biotics to do respectable damage with powers. Especially since grenades aren't as prevalent and don't have the damage buffs from MP.

 

You won't get any argument from me that the value of CC needs to improve, and that changes to enemy design might be warranted.  I also wish combos would get a drastic revamp or simply be removed for the next game.

 

It is unclear to me what the target for biotic damage should really be though.  Taking a thousand foot view of the trilogy, they were predominantly about CC, and possibly killing with the environment.  Not that there should be zero damage from all biotics, but it seems like some differentiation between tech and biotics with respect to their primary roles isn't a bad thing.



#34
Guanxii

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I'd remove repeating and redundant powers and give all of the classes in the game a grenade power (*) and a basic means of regenerating shields/barrier for better durability (**) to remove the need for cover-based shooting as much as possible:

 

Adept

 

Primary: Singularity

Source: Reave

Detonator: Shockwave

Crowd Control: Stasis (bubble)

Grenade: Cluster Grenades*

Utility: Annihilation Field**

 

Sentinel

 

Primary: Tech Armor

Source: Warp

Detonator: Throw

CC: Snap Freeze

Grenade: Lift Grenade*

Utility: Energy Drain**

 

Vanguard

 

Primary: Biotic Charge**

Source: Dark Channel

Detonator: Nova (heavy melee), Carnage

CC: Pull (combine with Lash)

Grenade: Frag Grenade*

Utility: Warp Ammo