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How can BioWare improve the Adept class?


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#101
Towik

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you played on normal difficulty .................................................................................................

#102
Looy

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Towik wrote...

you played on normal difficulty .................................................................................................


To honest it only takes 2 shots/bursts to remove the weak enemies protection. It's still annoying but its not as game breaking as people say.

#103
matt654321

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Looy wrote...

Towik wrote...

you played on normal difficulty .................................................................................................


To honest it only takes 2 shots/bursts to remove the weak enemies protection. It's still annoying but its not as game breaking as people say.


Play on harder difficulties.

#104
matt654321

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my first post took a while to show up, sry.

Modifié par matt654321, 07 février 2010 - 07:31 .


#105
FFLB

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matt654321 wrote...

Or just casting warp again. When enemies are down to just health, they're almost dead and thus less of a threat since you can pick them off if they ever become dangerous through positioning.

And no, the Sentinel is not the only class who is supposed to be functional against every enemy. They're supposed to debuff. This statement only shows your bias.


Casting warp, shooting them, using a different ability, all of those just boil down to personal preference. You obviously have a different playstyle and strategy with the Adept than I do.

And may I ask, what bias are you referring to? I wasn't aware that I was the one with a bias here. I offered my two cents and then you scooped them up and started flinging them at me and anyone else who didn't agree with you.

It's also irrelevant.


Then don't mention Engineer in the first place then.

Wow, now I know that you haven't even played an Adept on insanity. The premier tactic is for adepts to cast singularity and then cast warp (or have an ally do it). It's far from overpowered. Power combos are not an insta kill.

Even if they do prove overpowered (and honestly I doubt it, especially compared to, say, the infiltrator+cloak+widow sniper rife), then it's a simple adjustment to turn the cooldown up a bit or turn the damage down a bit.


I haven't played through on Insanity yet, but Hardcore is close enough, especially for a first run. I did switch it over to Insanity to see what all of the complaints were about, but, with my build, I didn't have a problem using my Biotics, without even firing a shot I might add.

Right now I'm going through a Soldier playthrough, and yes, Soldier plows through encounters within minutes when compared to the Adept, but that's the same as it was in ME1. Different style of play, different amount of DPS. If you have the time to spend on multiple playthroughs to compare them all, more power to ya.

Not really. You're only saying 'no these fixes can never work' without actually knowing what they are. You proved that you hadn't even read my statement in your last post, and now you're showing a complete inability to understand game mechanics.

And no, I'm not the only one to have suggested this or a similar fix. Some extremists have said to let biotics affect all enemies, but they're generally easy to pick out as extreme. Most level-headed people in this thread suggest allowing certain powers to work only on certain defenses, make powers work on defenses to a lesser effect, or increase HP while lowering protection. My suggestions were simply a combination of the first two. Of course, you'd only respond to the weakest of the arguments - the 'let them rock as they did in ME1' type argument, and use that as a basis for a claim that adepts should not be changed. You need to learn how to think outside of the box and actually pay attention to what other people are saying.


Just to make sure that I didn't miss your suggestions on my first read through the thread, I went back and looked at your summary post. I was right. I didn't miss anything. I do think that you're missing some info though.

As it is now, all Biotics do have an effect on enemies with defenses. Push won't throw an enemy back, but it will damage their shields or armor based on the level of Push. Shockwave is the same, but it does a lot more damage compared to Push, and if the initial waves take down their defenses, the rest of the waves will still knock them into the air. Singularity does what other posters have already mentioned. I don't think I've ever tried using Pull on a defended enemy, so you or someone else can try it, but I'd assume that it does damage. Warp, of course, does damage.

Maybe it's not a tactic that you use often, but I like to lift enemies and throw them off ledges. In an area with a lot of pitfalls, a single low-level Pull will keep them in the air long enough for them to float over the edge and drop when the effect of Pull wears off. If it was able to affect defended enemies for even a fraction of its actual duration, an Adept with Mass Pull would be able to clear whole roomfuls of enemies on his own. Combined with Push, Concussive Shot, Exploding Warp, those enemies wouldn't even have a chance to make the encounter challenging. Even in an area without pitfalls, if Biotics could have a greater effect on enemy mobility, that would still make it difficult for them to even get a shot off at you. Maybe if they threw 9-10 enemies at you at once, I would understand the need for better crowd control, but right now the waves in an encounter come in 2-3 at a time. That's quite doable as it is, and on Insanity, people are looking for a challenge, not a cakewalk. I hated Insanity on ME1 because that wasn't so much challenging as it was time-consuming.

Anyway, feel free to continue raging and attemting to toss offhanded insults in my direction when replying to my posts simply because I happened to quote you in my first post in this thread and disagree. It's rather amusing.

#106
matt654321

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gr00grams wrote...

I beat insanity with my adept last night.

And I was able to CC two scions at once, at varied parts gaining the reaper IFF.
Simply cast Singularity on them, and they don't move or attack, like just about anything else in the game.

From that,

You people fail at knowing what balance means. Adept being viable in Insanity is in no way, shape or form, implies that the class is on par with the other classes. It is much, much harder to beat the game as an Adept on Insanity due to the fact that every man and his dog (varrens) has armor, shield, and/or barrier. When those are in place, Adept CANNOT use anything other than Warp.

I am just going to call an enemy with armor, shield, and/or barrier a PROTECTED ENEMY.

Someone mentioned that Singularity DOES work on protected enemy, albeit it deals no damage and doesn't hold them as long. No one has yet to confirm this.

Playing an Adept on higher difficulties should not render the player to spam warp and nothing else because he/she cannot. Adept is meant to be a CROWD CONTROL class. Even if you spec everything as damage heavy, the underlying goal of an Adept is meant to be CROWD CONTROL. It is true that an Adept can wipe out a large amount of non-protected enemies with an ability like Singularity or Shockwave in addition to his CROWD CONTROL role.

On higher difficulties, Adept cannot perform his CROWD CONTROL role correctly because enemies are protected. This heavily nerfs the class. All the Adept can do is spam warp (which, according to some people, Sentinel has Warp that deals more damage, I do not know if this is true). Adept does not have great weapon powers (no ammo, only SMG and HP). While both the Sentinel and the Engineer are the same way, Sentinel is more viable on higher difficulties because they have Tech Armor (survival), Warp (anti-Armor/Barrier and apparently better than Adept), Overload (anti-Shield/Mech). Engineer has an Attack Drone (extra damage and distraction that works REGARDLESS OF ARMOR/BARRIER/SHIELD) and AI Hacking (Distraction, I am aware it doesn't work on protected mechs, but it creates a dummy for enemies to shoot at while the hacked mech also attacks and deal damage). So in the end, Adept loses his CROWD CONTROL role on higher difficulty.

In addition, the argument that spamming Warp being viable in higher difficulties is also a bad argument because that makes the gameplay of Adept boring. If I want to spam Warp all day and do nothing else I'll go play a Sentinel. At least I have Overload and Tech Armor to play with.


This post makes no sense. I can CC everything.

As far as pull, throw and shockwave not doing anything, I realize.
You They did come in very handy at some points though, most notably when on the platforms leading to the reaper baby. I was able to toss most of the collectors clear off the platforms before they became harbingers.

Once, right in the last fight, a harbinger was right infront of me.
All I did was singularity him and mow him down.

Not attacks done to me.
The most damage that can be done to barriers and armor also comes from warp, in a shot per shot basis. By end of game, a singularity/warp combo would remove all armor and half hp of a collector.

They are the mainstay moves, pull, throw and shockwave are situational.

Adept so far because of singularity has been easily the most powerful class I have played.
In the insanity mode with adept, I did every mission and sidequest with no issues, except rescuing the quarian had to use some heavy weapon ammo. I killed the thresher maw, everyone survived the suicide mission, etc.


I don't know what to say to you anymore because you clearly just don't listen.

JUST BECAUSE AN ADEPT IS VIABLE ON INSANITY DOESN'T MEAN THAT IT IS FUN OR WORKS AS INTENDED.

You know what, forget it. If you're gonna yell and not listen, I'll treat you the same way I'd treat a child throwing a temper tantrum - by completely ignoring. You keep shouting the same point that's been refuted over and over again - it's old, and it's better to just not even bother to respond.

#107
Razgriz9327

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matt654321 wrote...



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.



.


Agreed with completely, just perhaps maintain boss level enemies with full protection and prevent combos like pull throw

Modifié par Razgriz9327, 07 février 2010 - 08:14 .


#108
rumination888

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You can beat the entire game on Insanity with nothing more than an SMG and your squadmates.
So anyone that comes into this thread and goes "LOLOLOL I CAN BEAT INSANITY AS AN ADEPT DERP DERP YOU GUYS COMPLAIN TOO MUCH LOLOLOL DERP" has no idea what this thread is about.

#109
matt654321

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[quote]FFLB wrote...

Casting warp, shooting them, using a different ability, all of those just boil down to personal preference. You obviously have a different playstyle and strategy with the Adept than I do.[/quote]

You're mischaracterizing the discussion. At the point where defenses are gone, enemies are pretty much dead. The fact that you can do whatever you want to kill them just shows that biotics only working at this point is largely unhelpful.

[quote]FFLB wrote...
And may I ask, what bias are you referring to? I wasn't aware that I was the one with a bias here. I offered my two cents and then you scooped them up and started flinging them at me and anyone else who didn't agree with you.
[/quote]

You didn't offer two cents - your argument consists of 'making all of the adepts' powers work on every enemy is OP, therefore nothing should be changed.' You only see black and white, but shades of grey are the key here.

Your bias is that you only respond to posters who argue that all powers should work on everything, then categorize the argument as if everyone is saying that.

[quote]FFLB wrote...
Then don't mention Engineer in the first place then.
[/quote]

You're the one who brought them up.

[quote]FFLB wrote...

I haven't played through on Insanity yet, but Hardcore is close enough, especially for a first run. I did switch it over to Insanity to see what all of the complaints were about, but, with my build, I didn't have a problem using my Biotics, without even firing a shot I might add. [/quote]

Please refer to my big bolded statement a few posts up. I've answered this many times, but you simply refuse to listen.

[quote]FFLB wrote...
Right now I'm going through a Soldier playthrough, and yes, Soldier plows through encounters within minutes when compared to the Adept, but that's the same as it was in ME1. Different style of play, different amount of DPS. If you have the time to spend on multiple playthroughs to compare them all, more power to ya. [/quote]

There are so many things wrong with this statement that it's hard to decide where to begin.

1.) Soldiers were massively OP in the first game.

2.) Adepts were actually fun in ME1 on higher difficulties. Now, they are not.

3.) The devs changed things in ME2 specifically to avoid the issues present in ME1.

4.) Just because one class is better than another doesn't mean it's O.K. The classes should be at least somewhat balanced.

5.) The whole statement is completely irrelevant. We're not talking about if Adepts can get through insanity - they can. We're talking about how. Using the same power over and over again is boring and isn't how the class is meant to play.

[quote]FFLB wrote...

Just to make sure that I didn't miss your suggestions on my first read through the thread, I went back and looked at your summary post. I was right. I didn't miss anything. [/quote]

You did. Your initial argument was that having all biotic powers fully affect every enemy is OP. It took you this long to figure out that that's not what I was saying at all.

[quote]FFLB wrote...
I do think that you're missing some info though.

As it is now, all Biotics do have an effect on enemies with defenses. Push won't throw an enemy back, but it will damage their shields or armor based on the level of Push.[/quote]

It barely does anything, and again, it's not in line with how the adept is supposed to feel.

[quote]FFLB wrote...
Shockwave is the same, but it does a lot more damage compared to Push, and if the initial waves take down their defenses, the rest of the waves will still knock them into the air. Singularity does what other posters have already mentioned. I don't think I've ever tried using Pull on a defended enemy, so you or someone else can try it, but I'd assume that it does damage.[/quote]

Shockwave staggers them for a very brief amount of time, so little that it actually puts you at a disadvantage for using it. The damage it does is minimal. And again, just doing damage is the problem.

[quote]FFLB wrote...
Warp, of course, does damage.[/quote]

No kidding.

[quote]FFLB wrote...
Maybe it's not a tactic that you use often, but I like to lift enemies and throw them off ledges. In an area with a lot of pitfalls, a single low-level Pull will keep them in the air long enough for them to float over the edge and drop when the effect of Pull wears off. [/quote]

Not when the enemy has protection.

[quote]FFLB wrote...
If it was able to affect defended enemies for even a fraction of its actual duration, an Adept with Mass Pull would be able to clear whole roomfuls of enemies on his own. [/quote]

Highly exaggerated. Having a 2.5 second pull will not insta-kill most enemies in the game, and it definitely won't do that to the more dangerous enemies (whom I assume you've never even tried that on, or else you'd know that they don't float).

[quote]FFLB wrote...
Combined with Push, Concussive Shot, Exploding Warp, those enemies wouldn't even have a chance to make the encounter challenging.[/quote]

The effects of Throw would be reduced, as per what I already said, so it still might not insta-kill. It would have a better chance to do so, but power combos are supposed to be useful.

Concussive Shot wouldn't work on protected enemies.

Exploding Warp already works on insanity with singularity, and it's proven to not me OP. I'm starting do doubt your claims of playing an adept at all at this point.

[quote]FFLB wrote...
Even in an area without pitfalls, if Biotics could have a greater effect on enemy mobility, that would still make it difficult for them to even get a shot off at you. Maybe if they threw 9-10 enemies at you at once, I would understand the need for better crowd control, but right now the waves in an encounter come in 2-3 at a time. That's quite doable as it is, and on Insanity, people are looking for a challenge, not a cakewalk. I hated Insanity on ME1 because that wasn't so much challenging as it was time-consuming.[/quote]

I don't know what game you're playing, but there's hardly ever only 2-3 enemies to deal with at once. And you can't just wipe them all out immediately - even the AoE evolutions of the biotics only have a radius of 3 meters, which is tiny. Again, you can only see things in black and white, you can't find the comfortable spot in the middle because you're too shortsighted (and seemly don't have much experience with the game).

[quote]FFLB wrote...
Anyway, feel free to continue raging and attemting to toss offhanded insults in my direction when replying to my posts simply because I happened to quote you in my first post in this thread and disagree. It's rather amusing.
[/quote]
You didn't disagree - you didn't even understand it. Your ignorance keeps you happy (ignorance actually is bliss, I guess), lucky you. However, you continue to not make sense, and everyone can see that.

Modifié par matt654321, 07 février 2010 - 08:39 .


#110
Looy

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matt654321 wrote...

Looy wrote...

Towik wrote...

you played on normal difficulty .................................................................................................


To honest it only takes 2 shots/bursts to remove the weak enemies protection. It's still annoying but its not as game breaking as people say.


Play on harder difficulties.


My statement is still correct on insanity mode.

#111
matt654321

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Looy wrote...

matt654321 wrote...

Looy wrote...

Towik wrote...

you played on normal difficulty .................................................................................................


To honest it only takes 2 shots/bursts to remove the weak enemies protection. It's still annoying but its not as game breaking as people say.


Play on harder difficulties.


My statement is still correct on insanity mode.


No, it isn't (unless you're talking about the sniper rifle, but you can't use that on every enemy). Otherwise, this would be much less of a problem.

#112
Looy

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matt654321 wrote...

Looy wrote...

matt654321 wrote...

Looy wrote...

Towik wrote...

you played on normal difficulty .................................................................................................


To honest it only takes 2 shots/bursts to remove the weak enemies protection. It's still annoying but its not as game breaking as people say.


Play on harder difficulties.


My statement is still correct on insanity mode.


No, it isn't (unless you're talking about the sniper rifle, but you can't use that on every enemy). Otherwise, this would be much less of a problem.


By weak enemies I mean Vorcha and Merc Troopers, they take two Carnifex Shots and Two SMG bursts to remove their defensces respectivly.

#113
RPJer001

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DeadRed1488 wrote...

Well, for one, singularity is quite underpowered. Right now though the biggest problem I can see is that adepts are useless until their enemy has no more defenses. And when an enemy is down to health they are pretty much already dead. Because when I tried adept, when I finally whittled away at someones shields, my party killed them before I could do anything. So really just give adepts a damage boosts vs. defenses and a non-nerfed singularity.



I can only speak for Insantity level so maybe it is different on hardcore.... 

I have see this opinion a lot and I do not get it.  1-2 shots does not eat up most enemies' health (on insanity at least).  Once enemies are into their health, there is always time to get in biotic attacks which can eliminate enemies outright.  On insantity, enemy fire is usually heavy enough that a biotic attack such as warp or reave is a better option than shooting--attacks fast and does a lot of damage to armor and health and of course the Adepts usually lack high level ammo skills.

Singularity is also pretty powerful as is, not all powerful like it was in ME1 of course but still very useful as is.  Since it lasts a long time, a well placed singularity will entrap multiple victums as enemies will walk right into it.  I just got level 3 last night and found it does minor damage and stuns on heavy geth (with sheilds and armor up).

One thing I am not liking very much so far (only level 13ish right now), is how squishy I feel and the lack of hitting power from my guns.  Spamming warp or reave from cover, slowly grinding away for much of the early game felt slow.  I would like to see Adepts get a stronger barrier early on so that they can shoot more or perhaps a faster cooldown time vs other classes' biotics.

#114
Kageniru

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my experience so far: felt that the class was extremely underpowered against protected opponents so much so that I kitted out talis bonus power for draining shields so i always had a power to use and dropped the difficulty down to normal so there were a lot of enemies without protection so i could use my biotics.



in the current state i wouldnt consider playin an adept at higher difficulty levels because sitting in a corner spamming one move on armoured/barriered targets and being useless against shielded opponents looked like a very bleak experience.

#115
BIGLETTERS

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I just got done beating the game as an adept on veteran difficulty and I had a great time. Playing as an adept is a lot more of a teamwork set up. If you're going to play with two other soldier types then you're probably not going to have the best experience, but enemies just get tore up if you mix your biotic abilities with a fully biotic squad.

I hope Bioware doesn't change how adepts work, I like mine just the way it is.

#116
Captain Crash

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borizzz wrote...

Captain Crash wrote...

...because my adept is currently a soldier which is not what I intended.


Ive just finished my first playthrough and i must say the adept is a very wellmade class. On many missions i choose samara and miranda as my teammates and we just  warped, pulled and throwed our way through. Only used my sub-mg when my powers was on cooldown.


But that forces you to play with another biotic.   In ME you had your biotic, then your engineer and then your soldier really as standard or some minor variation.  It was a great team act which equipped you for everything.

Now your saying as a biotic you need another biotic to fully utalise the play through?...     

#117
Malanek

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I think some of the ideas in ME2 with Biotics were good but didn't really work out that well and should be changed for the third game. I'm not sold on a global cooldown timer. It did make things more simple but it disables (or at least severely hinders) combinations of powers which could be interesting.

The idea of having biotic protection with normal shields, armour etc was good but the execution was poor. Perhaps they should only protect when at greater than 50% strength. Alternatively you could make different powers work against different protections but that seems a bit simplistic.

#118
z4t001

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at the end of insanity, my adept was carving through enemies like you won't believe. to me, an adept is the most powerful class at the end of the game. but, they bloom far too late. there is barely any time to enjoy your extensive abilities. you can have some pretty powerful combinations with nemesis and warp/sing/pull/throw. not to mention, its a lot more entertaining using physics to kill enemies instead of bullets.

edit: oh yeah, nemesis + ANY barrier skill = adept is overpowered... can melee down krogans, whatever. the protection and spammability from cooldown reductions is completely absurd. you can pop that and with advanced weapon training, fight better than a soldier, simply because you have an unending barrier.

Modifié par z4t001, 08 février 2010 - 01:22 .


#119
FoFoZem

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Yeah, I think Adepts should have 2 separate timers. Make them the only class that can launch two powers in succession. This would make Pull/Throw a lot easier and make Shockwave/Warp viable.



Or, if not, you should be able to "combine" two powers. Once you max a power you should get the option to give it a brand new effect. Like Warp Throw where throw disables barriers and throws the target. Warp Singularity would be pretty cool. If a Singularity could keep enemies stationary and do even a tiny bit of damage to armor and barrier would make me use Sing. more than twice/playthrough. The possibilities are endless. A Throwing Pull would save the necessity to combine Throw and Pull for a cool effect.



Give Adepts something to take out shields as well and give them a better damage output.



If Christina says the Adept can play a mission without firing a single shot then I damn well want that to happen.



I mean, xL5 implants should be insane.

#120
EverteMax

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Don't confuse 'what you intend to do in the battle' with 'what the class can do in the battle'. Every class can be fun, hell, the vanguard is the most fun. But it is how you use the class properly. Adepts are not supposed to be expected to land killing shots, they are expected to control enemies, and make the battlefield slightly easier for your squad mates to deal with. That's why they have skills that trap enemies like pull and singularity.

I know that as the key man in the battle, you wan to be the guy to do the killing. But that's not how adepts are designed to be.

Modifié par EverteMax, 08 février 2010 - 06:30 .


#121
rumination888

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EverteMax wrote...

Don't confuse 'what you intend to do in the battle' with 'what the class can do in the battle'. Every class can be fun, hell, the vanguard is the most fun. But it is how you use the class properly. Adepts are not supposed to be expected to land killing shots, they are expected to control enemies, and make the battlefield slightly easier for your squad mates to deal with. That's why they have skills that trap enemies like pull and singularity.

I know that as the key man in the battle, you wan to be the guy to do the killing. But that's not how adepts are designed to be.


Yea, I love throwing a singularity at one enemy, shockwaving grouped up enemies and scattering them, then pulling another, knocking that one out of the park with a throw, then tossing a warp bomb on the enemy still stuck in a singularity.

....

...that was hard to type with a straight face.

Seriously, do people not understand what global cooldowns and armor/shields do to crowd control abilities?

#122
Zoe Dedweth

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The question is rather - was balancing the game on insanity a priority ? The majoirty of your userbase is not playing through the game on insanity level - they play on normal, sometimes veteran. Do biotics work on this difficulty - yes ?

#123
rumination888

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Zoe Dedweth wrote...

The question is rather - was balancing the game on insanity a priority ? The majoirty of your userbase is not playing through the game on insanity level - they play on normal, sometimes veteran. Do biotics work on this difficulty - yes ?



Then why have Hardcore/Insanity at all?

Besides, its not even that hard to balance. I can understand why throw/pull/shockwave is ineffective against armor. Flinging around gunships, ymir mechs, and leader-type enemies all over the place would be absurd.
But shields/barriers? No reason whatsoever for them to be ineffective.

#124
Dr. Peter Venkman

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BIGLETTERS wrote...

I just got done beating the game as an adept on veteran difficulty and I had a great time. Playing as an adept is a lot more of a teamwork set up. If you're going to play with two other soldier types then you're probably not going to have the best experience, but enemies just get tore up if you mix your biotic abilities with a fully biotic squad.

I hope Bioware doesn't change how adepts work, I like mine just the way it is.


Veteran difficulty is about the end of the road for being able to play as an Adept and still have some fun doing it. Raising the difficulty to hardcore and insanity just means using a lot of warp and getting all of your shields and half of your health bar chewed up to launch anything.

z4t001 wrote...

at the end of insanity, my adept was carving through enemies like you won't believe.


And I don't.

And I approve of matt654321. Keep on rocking.

Modifié par Dr. Peter Venkman, 08 février 2010 - 08:11 .


#125
Average Gatsby

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I'm reposting this from earlier because It didn't get a response, but after playing a significant amount of time with the Adept on Insanity, I stand by everything I say:

I think I have a solution for Bioware, and it involves looking at the
Engineer class. I think if they set up the Adept like the Engineer, not
in abilities but in what those abilities mean in game, we'd all have a
fun time without changing armor, shields, or anything like that:

Engineer has:                                                           Adept has:
Tech Mastery - cooldowns/damage                     Biotic Mastery - cooldowns/damage
Cryo Blast - AOE crowd control (health only)      Shockwave - AOE crowd control (health only)/damage
Overload - anti-shield, anti-mech                         Throw - single/(aoe) target knockdown, damage
Incinterate - anti-armor, anti-health                      Warp - anti-barrier, anti-armor, anti-health
AI Hack - Anti-mech, crowd distraction                 Pull - single target/(aoe) crowd control (health only)
Combat Drone - Crowd distraction                       Singularity - aoe crowd control

With that direct comparison, we see the issue:
Engineers
have a specialty against a certain enemy type, mechs/geth, and have
options for dealing with every enemy type via both damage OR
distraction. Adepts, on paper, excel at groups of
humanoids/non-synthetics, except this is completely negated by armor,
barriers, or shields. In addition, the differences between Pull,
Singularity, Throw and Shockwave are in theory ( not practice) the
same, whereas the only two somewhat similar powers for Engineers are AI
hack/combat drone. In truth, biotics have 3 abilities: Mastery, Warp,
CC move, whereas Engineers 5: Mastery, Cryo (CC), Overload, Incinerate, and
Distraction.

My fix proposal: 
1) Biotics should not have any
anti shield move, just how engineers have no anti barrier move. That
makes sense. The jack of all trades class is the sentinel, not the
biotic.
2) Make Warp stronger anti-armor, no anti-barrier. Make Throw anti barrier. That way we get some diversity instead of warp spam
3)
Pull works on all enemies, reguardless of armor, shield, or barrier,
however it is also single target only. That way we have some kind of
Crowd distraction, single enemy nutralization without it being
overpowered OR a copy of the Engineer.
4) Singularity stays the same. It works
5) Shockwave
gets a damage-less "stun" when encountering armor/shield/barrier
enemies. Instead of enemies getting beaten around up in the air, when
shotwave hits them they get stunned, like what happens to shepard when
she/he's hit with a rocket.

What do you guys think? I think this is a pretty solid way to deal with the problem, particularly with Pull and shockwave.