gr00grams wrote...
Just add this to your considerations;
The game is balanced around normal difficulty.
Let that sink in.
Insanity is just there really for people to see if they can do it.
It will require very specific skill abuse, etc.
Basically, it will pigeon hole any build, playstyle etc there is, regardless of build.
That is the nature of 'extreme' difficulties.
I will play insanity with my adept. I also understand the game was not balanced around the extreme difficulty level, so I take it with a grain of salt. If I'm forced to do xxx move to everything, that is just the nature of extreme difficulty modes.
I have played Halo1-3 on legendary and uncharted on crushing as well as various other shooters. In fact I play almost everything on the hardest level because I enjoy the steep learning curve. Halo 3 is hella fun. Uncharted was kind of linear and got boring but the story rocked. One of the best examples of Insanity done right is Darksiders where the bosses are crazy difficult until you figured out their weaknesses which reminded of classic Zelda bosses.
But you confuse challenge with tedium. The fights in mass effect 2 on insanity are pretty straightforward. You take cover and deal first with mobs that are rushing you. You look at what defense the enemy has and apply rock-sissors-paper and choose the best abilities. You repeat this until they die. Due to the unified cool-down you are pretty much stuck doing the same thing over and over again. Killing a big mech on insanity is not hard it just takes a long time. That is not challenging it is boring.
The fact that while I am whittling away the armor on this mech with warp I can't use my other biotic abilities to crowd control due to a stupid design choice regarding shields I'm stuck doing repetitive/easy actions on whatever happens to be the greatest threat. Due to crappy AI it is almost always possible to find a position you can camp and kill stuff off one by one.
IMHO, Mass Effect 2 took a bad approach for scaling difficulty for biotics.
Hiding behind cover firing warp, wait a few seconds fire again, lather rinse and repeat is not challenging it is boring. Sitting and waiting on team-mates power timers because my shield is gone and I can't shoot is boring. I can kill stuff no problem it just takes a while. The unified cool-down timer eliminates the ability to do other stuff while you are waiting for powers to cycle and generally there is one optimum move at a given time when your powers come up (eg overload if it is shielded, warp if it has armor, etc)
There is little sense of accomplishment in doing this. In Halo, jump running up to a Wraith tank with all hell breaking loose on legendary and hoping I last long enough to plant my grenade and blowing the f*cker up. Now that is fun and when I succeed gives me a sense of accomplishment.
What would have been fun is continue to have biotics function on all defenses. Have their effects diminished or altered. For example
armor (have abilities scale based on % of armor left)
pull: lifts in the air for a reduced duration but little horizontal movement so you can't yank stuff off edges very easily
singularity: does no damage but throws them around for reduced duration
shockwave: reduced damage and knockback and they can get up faster
shields (have random chance of nullifying the effect)
pull: %change of not working 0-50% based on shield strength
singularity: 20% chance per second of nullifying the effect scaled by shield strength
shockwave: %change of not working 0-50% based on shield strength
both shield and armor
combine the effects above
Something like this would make using the powers harder and eliminate easy kills until you debuff the enemies some. It adds some unpredictability and when things get bad sometimes your hail Mary move works and sometimes it doesn't.
Had they not taken the cheap (from a game design point) way out of implementing higher difficulty levels then I would have loved it.
As of now, IMHO, Adept is a broken and boring (not hard just boring) class to play on Insanity
Modifié par bioware-sucks, 02 février 2010 - 09:57 .




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