If that's true, then why do soldiers, infiltrators, engineers, vanguards, and sentinels have no problem killing defenseless enemies without pull+throw? You're the one not providing any factual basis.
Taking a while to kill defenseless enemies doesn't mean that classes that don't have insta-kill options will have problems - it'll just take longer or require more skill. And it does.
That's why you limit their effectiveness. I'm not saying let them work at 100%. Just let them do something. Having pull affect an enemy with armor for 5/4 of a second is not going to break the game.
If you've ever played a gun-based class, you'd know that enemies taking cover isn't a big issue anyway. Most of the time they have a limb or part of their head sticking out, so you can still shoot them.
If you feel that warp explosion is too powerful, then turn it down. It's not an insta-kill, though.
No. Even one second is more than enough time to get in that Warp because NPC Warps are instantaneous. I've played Soldier and Infiltrator on Normal. Also both on Hardcore. Enemies taking cover is a big issue. It is, without exception, the singlemost important defense most enemies have in the game. Enemies like LOKI Mechs are EASY because they don't take cover.
Sometimes, you can shoot parts that are sticking out. Sometimes, you do and it turns out that that part wasn't part of the mechanical hitbox. It's hit or miss so it's a little chancy doing that with something like a Widow. You say "most of the time," but all that is is empty talk. Give me frequencies, situations, locations, enemies, and video. Put your money where your mouth is.
If you actually read what I posted, I said that I'm not tied to the numbers. If you think that 4 seconds is too long, shorten it further.
You have to understand the nature of Pull to understand why this is never going to work. Pull is an absolute CC power. This means that it completely shuts down defense AND offense, essentially serving up the enemy for the kill. It either lasts long enough and allows you to kill, or it doesn't last long enough and isn't worth the cooldown.
A 1 second Pull might be "balanced," but with Warp on the table as an option you can use instead and a 3 second cooldown for Pull, it's a pointless property - unless you use it to potentiate Warp, in which case it's too powerful.
Because you can't reset a singularity before the power is finished? Oh wait, you can.
What has that got to do with it? You can use Pull concurrently with Singularity. There is nothing that prohibits this.
It doesn't have to do that. As I said before, you'd limit its effectiveness. Have you ever tried pull+throw on a YMIR with only health left? I'll tell you right now, it's not an insta-kill. The same type of solution could work on armored enemies as well. It disables them without outright killing them - aka crowd control. You know, what the adept is supposed to do.
Once a YMIR mech is down to Health against a team with biotics, it's as good as dead. I don't mean that to exaggerate or rhetorically, as you do. I mean that literally - it is as good as dead.
This is because the duration of even level 1 Pull is greater than its cooldown. You can apply it as a universal shutdown power against the Mech and it's all over but the shouting.
It's for entertainment value. Changing the game difficulty should make the game harder, but it shouldn't wholly nullify a previously legit tactic. You're stuck in this close minded all-or-nothing mindset, but you aren't willing to admit that there's a compromise in the middle.
Bioware already has the foundation for some of these fixes in the game right now. We already have circumstances where if an enemy isn't supposed to outright die from biotics, their effectiveness is limited. Those precedents could work - you don't need to slap on a total nullification clause on top of it.
It doesn't! Just because you can't do it doesn't mean that it can't be done. Controlling multiple enemies with biotics powers is totally doable on Hardcore, and I know because I've been doing it all this time, and not only with Adept, but with Sentinel as well.
It's harder to apply because you need to bring down defenses, but it's not impossible, and it's not useless, nor superfluous. I'm willing to allow for a lot of things, but having some experience with this sort of thing, I already have some familiarity with how some of it is likely to turn out.
Pull is an absolute no-go. It's already fantastically powerful. You might have a case with Throw but it already does something to defended targets!
READ: Throw has an effect on targets that have defenses. This is new to you, yes? It's because you're not playing the game.




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