Roxlimn wrote...
So really, the problem IS only at Insanity, even if there is a problem at all, which Janan Pacha has not presented convincingly.
I have. You ignore it every time I spell it out for you.
He has not said how many seconds, exactly, Shockwave and Sing work at the higher levels, and why that duration is insufficient. Note that Tactical Cloak itself only works for about 6 seconds at the highest level. Knocking back a group of enemies for even 2 seconds would be effective CC.
It doesn't knock them back. Shockwave on targets with defense causes a slight stutter in their movement for a split second. Not a full second a split second. I have said this before. That is an amount of time. This is an example of you ignoring what is spelled out for you.
As for singularity, there's a slight immob and slight damage to their defense, and again so brief and so slight that measuring is pointless. You're asking for a numbers on things that do not give us numbers, and in the face of already being told that their durations are absolutely brief. The cooldown on a fully specced singularity with full points into an Adept's class abilities will result in a cooldown of just over two seconds. The duration of the effect against a target with Defenses up is less than that. It is in fact that brief.
I have said this before, further proving that any time anyone spells it out for you - you ignore them. Further proof is that you point me as if I'm one of a few people speaking on this, when there are in fact many in this thread and other threads all over this forum. This is not an isolated issue. I am not some loan forum goer with a problem that is, "Just mine" but instead one person talking about the issue amongst many other Forum Goers.
Your time should be spent taking out their shields, not throwing powers at enemies with defenses up that will only result in completely ineffective results.
tetracycloide wrote...
MGIII wrote...
The
only option if you want biotics to affect mobs with shields and armor
moreso than it already does is to significantly increase the enemy
count in any given encounter, make their biotics significantly more
potent against you, and improve the AI. "Increasing the health:
shields/armor ratio" would be game breaking, and frankly, ineffectual.
Unless you keep the shield/armor threshold of damage the same, but it
would only make it take longer to kill enemies.
There's
actually another option. Two simple changes would fix a lot of what is
broken with the adept class, at least in my opinion. The two primary
arguments I've seen that they are broken are:
You'll note he calls for enemy Biotics to increase in effectiveness against you, when their effectiveness against you (a shielded target) is already greater than the effectiveness of your biotics against them (as shielded targets).
1. Warp is best
power against a target with shields/barrier/armor until you get Reave
at which point it's either Warp or Reave depending on the type of
defense.
Yes.
1.
Fix AoE biotic powers so that a shielded/barriered/armored foe that
walks into the AoE gets the DoT just like they would if they were hit
directly with it.
Not a horrible idea.
2. Add this very tiny low damage DoT over the duration of the biotic power to every biotech ability in the game.
I'm not sure that's a great idea. If this DoT only effected Armor/Shields/Barriers I could get behind it.
3. Remove the global cooldown.
I would actually say make each power have their own separate cooldown but, at the same time, keep the global cooldown . . . yet bring it down to something short say 1 to 2 seconds.
Given
that abilities would still have their individual cooldown, would still
not have their CC effects on armored/barrier/shielded targets, would
still require cast time, would still require travel time, would not
have a hidden opportunity cost of missing the chance to cast a reave or
warp instead, would only apply a tiny DoT (like singularity currently
does already), and biotic explosion would be usable by combining warp +
any power on any target no matter their level of defense (against
shields/barriers/armor the force of this explosion could be balanced if
necessary).
One would note Singularities DoT/short immob against targets with defenses up is beyond laughable. However, the Warp Detonation would make up for it. being able to leave an effect on a shielded target would make warp detonations viable on armored/shielded/barriered targets without need for Reave.
Honestly, even if all that's changed is the global
cooldown on biotics is removed or at least adjusted so that specific
groups share a cooldown but not everything a lot of the complaints
would stop. Many would remain, I'm sure, but there would be far fewer
'why am I only casting warp for 90% of every fight' problems.
Honestly it would be infinitely less frustrating if shielded targets just took partial effect from those Biotics. You have a Biotic throw on a non-shielded target that will send them flying to the sun. Wouldn't just giving it enough force to knock back (but not send flying - and not a knock down, note: a knock back would still leave them on their feet they'd just be sent sliding back an amount determined by your point investment) and doing slight damage to the defense in question be enough to make it useful on Insanity?
I don't know how that would translate to pull.
As for Slam, I'd like to see it be fully effective against targets with Defenses in terms of "It picks them up and slams them down" with the point that, obviously, it would be doing damage to the defense in question and possibly half its normal damage.
Of all the Adept's powers though, the one I feel that should always be useful . . . isn't. Warp is nice, but it's not our class defining power. Singularity is. Singularity should be our big gun. Even if they had to up its cooldown . . . I'd prefer it be a very, very nasty ability for enemies to deal with. In fact if Warp had to be made useless for us in order to make singularity always useful, I'd take it. Each class only gets one class defining skill. Of all the ability any class gets, the one that should really be absolutely useful is their one unique power/ability.
Singularity should, of course, have lesser effect on a shielded target, since that's where Bioware seems to want to go . . . but it should also still be quite effective. I'd like to see enemies with Defenses up be pulled toward it, slowly, unless they move away. Moving away they would be distracted, and, because of the pulling effect, they'd move slower. In addition to this I'd like to see the damage portion made more . . . potent. Actually, no, not absolutely more potent - I'd like to see it more potent purely against defenses. Doing double what it does now against defenses.
The best thing though would, as said earlier, just be the AoE abilities that are persistent effecting enemies that come into them, and not just the enemies that were there when it's cast. It's a bit funny to watch enemies walk into a singularity after it is cast and not be affected by it at all.
Modifié par Janan Pacha, 31 janvier 2010 - 03:20 .