davidshooter wrote...
Now we have ME2 with several biotic abilities not working as intended (as no one is really using anything beyond singularity and Warp on Insanity - myself included).
The Adept is still my favorite class in ME2, but it could have been so much better if it had been properly tested on insanity/hardcore - I don't believe the Adept is functioning as intended on this difficulty. Bioware needs to hire a specialist for the insanity mode whose sole job is to play the game on the hardest difficulty and make the necessary tweaks to powers and performance instead of insanity as an afterthought where someone turns the knob to 11and says "okay, we're good to go"
I can't speak for Bioware's testing strategy, but I do agree that the issue might be better approached as "what should change in Insanity" than as "how do we fix the Adept?"
I really like playing Adept (on Hardcore). I don't think it is underpowered; if anything, I think that having maxed Singularity, Warp, and Throw, with Warp Ammo on an Avenger, might be overpowered. It means you get to destroy lots of enemies very quickly without even bothering to actually aim very often. I imagine this becomes more of an issue on Insanity when barriers, shields, and armor may take more than 1-2 cooldowns of your squad focusing on a single guy to take down defenses.
The answer, I think, is that "higher difficulty" shouldn't necessarily translate into "stronger defenses." That's kind of the easiest way to make it more difficult from the developers' perspective, and personally I'd rather see other things improved before this, but it seems like there's a vocal contingent of players who feel like this game isn't hard enough (or isn't hard in the right ways).
All of that said, if the only question here is how to make it worthwhile to use something other than Singularity + Warp playing an Adept, but without making the Adept as unstoppable as in ME1 by saying that biotics work past defenses, consider a system in which shields and barriers block biotics, and armor has a CHANCE to block it completely based on how high the armor meter is filled. I don't really mind the current system, in which an armored character will stagger and lose some armor upon being hit with a Throw, because it does mean your biotics aren't TOTALLY useless. It would add a degree of risk-taking and excitement, though, if a character at 50% armor has a 50% chance of being affected completely by a biotic effect, or even if it worked on them at 50% power and duration.