As an indifferent player of shooters, even pausing to aim I didn't always hit my targets.
I distinctly remember running out of ammo from time to time.
I've been a shooter fan as well as a sniper fan for a long time.
Hitting the enemies in ME2 with 60% time dilation is a breeze compared to when I played the old Delta Force games which featured projectile instead of hitscan(meaning bullets have travel time), bullet dropoff over extreme distances, and distances even longer than you see in ME1.
Though one can make the assumption that if I'm almost running out of ammo with a 100% hit rate then people with 50 hit rates will definitely be running out which is closer to where the average player will land.
But EDI and I both using Incinerate could take down most enemies instantly.
I don't recall any powers being that deadly in the previous games.
Incinerate/Overload were probably the deadliest powers in SP because of how their mechanics worked. Biotics didn't fare quite as well and needed to rely more on combo spam instead.
Was that documented anywhere? I didn't know about that.
Not that I know of, but a lot of stuff in ME3 wasn't documented that people like myself and others had to figure out using memory reading software and looking at the source code.
Things like number of targets cap on AoE abilities, Biotic Charge has a hidden 50% damage reduction buff, defense multipliers for a lot of abilities all went undocumented.
There was also a number of bugs like Incendiary Rounds dealing significantly more damage than listed across multiple hits, which obviously went undocumented because it was unintentional.
I would let lore trump challenge 100% of the time.
I'm entirely opposed to the concept of challenge. Challenging the player, to me, completely undermines the RPG concept.
That's the shooter half of Mass Effect showing up. I like to have my skills challenges and Mass Effect is a shooter, so things like Insanity should do so. As a general rule I also say I shouldn't have to intentionally gimp character builds in order for the hardest difficulty to be challenging. Mass Effect 3 actually failed at this because Insanity was way too easy.
Although RPGs still have some challenge to them. If I want to play a D&D character that is supposed to be a tactical genius, I need to understand good D&D combat strategies which itself can present a difficulty for the player depending on how good their tactical thinking is. A good GM will point out certain things for such a character to give you the info you need, but isn't going to put it all together and play the character for you. You still need to know the basic strategies of combat.
It's just that the "challenge" of a RPG tends to be more application of knowledge rather than reflex and hand eye coordination like a shooter is.
I just enjoy having both challenged.