There's a post from other thread that sums it up
NineInchNall wrote...
Gr00grams, you yourself mention the
primary issue: your adept is railroaded into using Warp &
Singularity all the time. All the time. ALL THE TIME. To use the
meme, "Warp & Singularity - FINAL DESTINATION."
This is due to the interaction of four things:The
- Global cooldown - your choices are always the same.
- Power
function overlap - why have two abilities that perform the same
function (Singularity and Lift) and affect the same set of enemies?- Enemy protections - certain powers are most effective against given protections.
- Cost to unlock powers - you have to invest points in one skill in order to put points in another.
first and third combine to mean you'll always make the same choices.
If Rock, Paper, and Scissors are always simultaneously available to
you, then you'll always choose Rock when the enemy has Scissors, and so
on.
Add in the second and you'll never want to invest in the redundant skill.
Add
in the fourth and your set of viable skill advancement schemes is
limited to those that use the optimal skills those that require no
previous investment.
Thus every Adept will max Warp, Singularity, Biotic Mastery, and a bonus talent. The rest is just flavor.
Now what to do to add more variety to the game?
How about we remove global cooldown? I can do it. It's easy to mod it.
It won't overpower soldier because, cooldown or not, he will always do the same - shoot.
Everything that infiltrator needs is a good weapon and cloak. Tech skills are just icing on the cake but not necessary.
Sentinel's strenght isn't killing speed but survivability, so the core ability will stay the same but debuffs could be cast more freely.
Weapon dependent classes should only feel minor difference if any.
Skill dependent classes should finally be able to do what they are supposed to - use their vast arsenal of powers. With this change, classes which are forced to spam same skills over and over again on insanity, will be more on par with soldiers and infiltrators, without the worry of being overpowered.
To keep the game challenging it also might be a good idea to increase skills cooldown by 20% or so. No need for cooldowns to be so low without shared cooldown.
Since all Coalesced.ini differ depending on number of DLCs installed, there's no sense to post modified file, so here's a little guide how to do it yourself.
How to remove global cooldown:
[*]check for info about needed tools: http://social.biowar.../index/889432/1
[*]search for UseSharedPowerCooldown=TRUE under [SFXGame.SFXGameConfig] section and change it to false
[*]increase SquadPowerCooldownMultiplier=1.0 under [SFXGame.SFXDifficulty_Level5] to 1.2 to compensate
Modifié par Flash_in_the_flesh, 03 février 2010 - 07:43 .




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