How can BioWare improve the Adept class?
#1
Posté 06 février 2010 - 12:10
I think it is going forwards to be a new balancing act between biotic powers and weapons. Should weapon damage be lowered for an adept and biotic powers damage increased? a mixture? Something needs to be done because my adept is currently a soldier which is not what I intended.
#2
Posté 06 février 2010 - 12:13
These could be the tech armor/ammo of adepts. While you are in this "mode" you can't use guns, heavy weaps etc.
Edit: What I mean by specialize is the adept specific talent tree.
Modifié par pacer90, 06 février 2010 - 12:17 .
#3
Posté 06 février 2010 - 12:15
#4
Posté 06 février 2010 - 12:16
#5
Posté 06 février 2010 - 12:20
amrose2 wrote...
I think just having Biotics effect shielded/armored/barrierd targets would be a good start. That seems to be the biggest problem with the class right now.
Perhaps if it was done right, but I just can't see biotics being balanced with gun users if this were possible. Perhaps if powers were on a much larger cooldown, but would you really feel like a biotic if you could only use one power every 30 seconds?
#6
Posté 06 février 2010 - 12:21
#7
Posté 06 février 2010 - 12:21
amrose2 wrote...
I think just having Biotics effect shielded/armored/barrierd targets would be a good start. That seems to be the biggest problem with the class right now.
Exactly, maybe make it so that while their defenses are up, bitoic abilities arent as effective, like if you were to use pull the duration is decreased to 4 seconds as oppsed to 8 sec while defenses are down.
Another possible sollution is make it so that enemies with barrier arent affected by biotics but enemies with shields are, something along those lines. The way it is right now, biotics powers are no where near as entertaining to use as they were in mass effect 1.
#8
Posté 06 février 2010 - 12:25
However I find that the fact the weapons seem to be powerful enough anyway means that even if biotics were more powerful or scaled more I would still be inclined to use a maxed out sub-machine gun. The only way that would be resolved is to down-tone the weapons so that biotics do become the preference
#9
Posté 06 février 2010 - 12:30
Shields/barriers/armor could reduce the effect of the biotics, but his biotics need to be fairly effective in order for adept to be a fun class to play.
The adept needs to be able to consistantly use most of his powers That would give him actual tactical options in the battle instead of just one power to use until a creature is stripped of his defenses (at which point crowd control is moot.since they go down fast.)
Edit: Maybe adepts could be better at ignoring protection with their biotics than the other classes are, since they are supposed to be the biotic experts.
Modifié par Grumpy Old Wizard, 06 février 2010 - 12:37 .
#10
Posté 06 février 2010 - 12:30
#11
Posté 06 février 2010 - 12:32
I played a Vanguard on my first playthrough. In theory, I can understand the benefits of using Shockwave for crowd control and Pull to distract a target but when I can't effectively use these until enemies are in the red then they are pointless.
I am playing a Sentinel now simply for the fact t that hey are the most skilled at dealing with enemy's defenses. Sure, while I was using my Vanguard I had Garrus (Overload) and Thane (Warp) in my party to compensate... but I really only used Shockwave and Pull against Husk and Abominations.
This concept just gets worst as difficulty raises because more of your opposition has some sort of buff.
My conclusion: Have Biotics work just as effectivley against Armor. 1/2 any damage if target is Shielded or has Barrier, and let all gravitational effects work regardless (ie: Shockwave will propel shielded foes).
Modifié par sp8cemonkey83, 06 février 2010 - 12:36 .
#12
Posté 06 février 2010 - 12:33
I think that modding some of the powers would be the wiser route, have a relatively weak power which has a very fast cool down time and progress upward. eg a weak throw/push that would be a bit closer to rapid fire and save the hard stuff like warp/singularity to reflect the need for time to build and release the power as well as cool down. By doing this it'll attempt to reflect the need for recovery on the body as well as reflect the abilities from the books.
#13
Posté 06 février 2010 - 12:34
Grumpy Old Wizard wrote...
Allow all biotic powers to affect all enemies on all difficulty levels. Well, "Super-bosses" could be immune to singularity and pull but push should still stagger them at least and do some damage.
Shields/barriers/armor could reduce the effect of the biotics, but his biotics need to be fairly effective in order for adept to be a fun class to play.
The adept needs to be able to consistantly use most of his powers That would give him actual tactical options in the battle instead of just one power to use until a creature is stripped of his defenses (at which point crowd control is moot.since they go down fast.)
Yeah, there has got to be some kind of middle ground to reach here. Mashing Warp every cooldown is borrriiing.
#14
Posté 06 février 2010 - 12:35
We want a fun class to play with and this equates to biotics and weapons having a balance. Additionally so we can use biotics more frequently and combine them in a fun way. It just doesnt happen enough at the moment due to the restrictions put in place by armour and barriers.
Modifié par Captain Crash, 06 février 2010 - 12:35 .
#15
Posté 06 février 2010 - 12:40
they should also do away wioth universal cooldowns. a non biotic that takes slam as a bonus talent creates a character that is equally as capable at controlling a battlefield as an adept. the adept has all those abilities to use, when only one will do. a sentinel with throw is equally as capable at doing CC as an adept as well. with universal cool downs you can just spam throw/slam/whatever over and over without worry as to what other biotics you do or dont have. it just limits the effectiveness of being an adept. sometime s pull and a throw can be effective, or tehres times when a shockwave is better then a throw, but you can do all the CC you need with a soldier and a bonus talent like slam.
#16
Posté 06 février 2010 - 12:40
I fully understand that biotics needed to be changed in Mass Effect 2 - keeping enemies afloat indefinitely with singularity + lift was overpowered and uninteresting. However, having the control effects of biotics be completely ineffectual on defended enemies on higher difficulties is also uninteresting - it relegates adepts to being forced to spam warp continuously on enemies, which is not what I had in mind when creating a biotic. I suggest the following changes, which I believe work well within your system to preserve balance while still allowing biotics to be interesting while not overpowered.
Pull - Allow it to work on armored enemies, but for only half of its duration. Heavy Pull maintains its full duration against armored foes.
This change allows biotics to have a decent option against armor besides mindlessly spamming warp, but it still keeps armor relevant. It also makes heavy pull a viable choice. This change also makes sense according to game lore (there's no reason for armor to fully defend against altering the enemy's mass). The best thing about this change is that it makes pull+warp into a useful and fun combination rather than being gimmicky and ineffective.
Remember that pull does not do much damage to armor by itself. You'll still need allies to shear off armor, making pull not an answer to armor in and of itself.
Throw - Knocks down armored enemies. Heavy throw sends enemies half of the distance.
Keeps thow relevant as an emergency option to stop charging krogans and the like, which adepts previously had almost no answer for. Since it doesn't send them very far, however, you still need to watch out for them. Again, makes heavy throw a viable option.
Shockwave - Works against shielded foes. Heavy shockwave deals damage to shields.
Adepts need a response against geth rushes. This version of shockwave will buy the adept some time, but won't solve the problem by itself - you still need to kill the enemies, as they'll get up eventually.
Warp - Deals 1.5x damage against barriers. Heavy warp deals double damage against barriers.
The achievement for warp is specifically against barriers, so I figured that warp is supposed to do something special against them. Enemy vanguards are still very dangerous, as the adept has no way to slow them down. With this version of warp, they can strip off their barrier quickly then throw them to buy time.
Singularity - Same changes as pull.
This system, IMO, allows biotics to do what they're supposed to do rather than being wholly ineffective on higher difficulty levels while still preserving balance and working within Mass Effect 2's typed defense system. Biotics would provide control but wouldn't be able to destroy enemy defenses - you'd still need to rely on teammates or your bonus powers for that. These changes would made adepts fun and playable on hardcore and insanity, but still balanced enough that the game doesn't devolve into spamming biotics and shooting in between like in Mass Effect 1.
Modifié par matt654321, 06 février 2010 - 12:42 .
#17
Posté 06 février 2010 - 12:54
#18
Posté 06 février 2010 - 12:56
Double health
I think that would be sufficient to make adepts more useful.
#19
Posté 06 février 2010 - 12:59
#20
Posté 06 février 2010 - 01:01
The_mango55 wrote...
Cut defenses in half
Double health
I think that would be sufficient to make adepts more useful.
That could potentially have the unwanted side effect of making the game harder in general. Example:
Enemy has 100 hp and 100 armor. Total points until kill: 200
Cut armor in half and double HP. Enemy now has 200 hp and 50 armor. Total points until kill: 250.
I think you meant cut defenses in half and add that number to HP. That would preserve the damage total.
#21
Posté 06 février 2010 - 01:06
Ofcourse, they should leave the Heavy Mechs and Super bosses unaffected.
#22
Posté 06 février 2010 - 01:07
I can dream...
#23
Posté 06 février 2010 - 01:07
I don't think weapon dmg should be touched, but I do think that Singularity should be buffed up and I'm all for the two cooldown timers, though I haven't the slightest idea HOW to implement it. Maybe give the ability to make a SINGLE, weaker (lvl 1) power have a 1-2 sec. cooldown just so they're useful (IDK aboot anyone else, but I almost never used shockwave or pull myself, I left that up to Jack or someone else) but it's only available at lvl 15, or after you evolve another power. I know it's not the best idea ever, I'm just throwing it out there.
#24
Posté 06 février 2010 - 01:10
It says "in the future," meaning prolly for ME3. I'll join in on your dream, though.TheBestclass wrote...
Wouldn't it be great if they actually fixed biotics? Do you think they will?
I can dream...
#25
Posté 06 février 2010 - 01:13
TheLostGenius wrote...
I disagree. If you give your adept Reave and control groups with heavy singularity the Adept is a very potent class. Beat the game on Insanity with an adept with little difficulty.
The issue is not can an adept beat the game. It is can an adept have fun while beating the game. Spamming warp over and over and over is not fun. The adept's other biotic powers should be able to be used consistantly and effectively.
Oh, and Reave is BONUS power for an adept. A bonus should be just icing on the cake, not a necessary power. My adept took it too but I really did not have much fun playing him. I enjoyed the cut scenes and such but the gameplay was lacking because of the inability to do much but warp spam.
There is little reason to cast pull/push/shockwave once the enemy defences are down.
Modifié par Grumpy Old Wizard, 06 février 2010 - 01:14 .




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